diff --git a/Test/baseResults/100.frag.out b/Test/baseResults/100.frag.out index 42635d3b..67be9e01 100644 --- a/Test/baseResults/100.frag.out +++ b/Test/baseResults/100.frag.out @@ -5,7 +5,7 @@ ERROR: 0:3: 'array initializer' : not supported for this version or the enabled ERROR: 0:4: '#version' : must occur first in shader ERROR: 0:7: 'attribute' : not supported in this stage: fragment ERROR: 0:7: 'float' : type requires declaration of default precision qualifier -ERROR: 0:9: '=' : cannot convert from 'const int' to 'global mediump float' +ERROR: 0:9: '=' : cannot convert from ' const int' to ' global mediump float' ERROR: 0:11: 'uniform block' : not supported for this version or the enabled extensions ERROR: 0:19: 'foo' : no matching overloaded function found ERROR: 0:20: 'bit shift left' : not supported for this version or the enabled extensions @@ -97,280 +97,280 @@ Requested GL_OES_standard_derivatives Requested GL_OES_texture_3D ERROR: node is still EOpNull! 0:3 Sequence -0:3 move second child to first child (temp 3-element array of mediump int) -0:3 'a' (global 3-element array of mediump int) +0:3 move second child to first child ( temp 3-element array of mediump int) +0:3 'a' ( global 3-element array of mediump int) 0:3 Constant: 0:3 2 (const int) 0:3 3 (const int) 0:3 4 (const int) -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:19 Sequence 0:19 Constant: 0:19 0.000000 0:20 Sequence -0:20 move second child to first child (temp mediump int) -0:20 's' (temp mediump int) +0:20 move second child to first child ( temp mediump int) +0:20 's' ( temp mediump int) 0:20 Constant: 0:20 16 (const int) -0:21 move second child to first child (temp mediump int) -0:21 's' (temp mediump int) +0:21 move second child to first child ( temp mediump int) +0:21 's' ( temp mediump int) 0:21 Constant: 0:21 4 (const int) -0:22 Test condition and select (temp void) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Equal (temp bool) -0:22 'a' (global 3-element array of mediump int) -0:22 'a' (global 3-element array of mediump int) +0:22 Compare Equal ( temp bool) +0:22 'a' ( global 3-element array of mediump int) +0:22 'a' ( global 3-element array of mediump int) 0:22 true case is null -0:24 move second child to first child (temp mediump int) -0:24 'b' (temp mediump int) -0:24 bitwise and (temp mediump int) -0:24 'c' (temp mediump int) +0:24 move second child to first child ( temp mediump int) +0:24 'b' ( temp mediump int) +0:24 bitwise and ( temp mediump int) +0:24 'c' ( temp mediump int) 0:24 Constant: 0:24 4 (const int) -0:25 move second child to first child (temp mediump int) -0:25 'b' (temp mediump int) -0:25 mod (temp mediump int) -0:25 'c' (temp mediump int) +0:25 move second child to first child ( temp mediump int) +0:25 'b' ( temp mediump int) +0:25 mod ( temp mediump int) +0:25 'c' ( temp mediump int) 0:25 Constant: 0:25 4 (const int) -0:26 move second child to first child (temp mediump int) -0:26 'b' (temp mediump int) -0:26 inclusive-or (temp mediump int) -0:26 'c' (temp mediump int) +0:26 move second child to first child ( temp mediump int) +0:26 'b' ( temp mediump int) +0:26 inclusive-or ( temp mediump int) +0:26 'c' ( temp mediump int) 0:26 Constant: 0:26 4 (const int) -0:27 right shift second child into first child (temp mediump int) -0:27 'b' (temp mediump int) +0:27 right shift second child into first child ( temp mediump int) +0:27 'b' ( temp mediump int) 0:27 Constant: 0:27 2 (const int) -0:28 left shift second child into first child (temp mediump int) -0:28 'b' (temp mediump int) +0:28 left shift second child into first child ( temp mediump int) +0:28 'b' ( temp mediump int) 0:28 Constant: 0:28 2 (const int) -0:29 mod second child into first child (temp mediump int) -0:29 'b' (temp mediump int) +0:29 mod second child into first child ( temp mediump int) +0:29 'b' ( temp mediump int) 0:29 Constant: 0:29 3 (const int) -0:36 move second child to first child (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:36 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:36 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:37 Test condition and select (temp void) +0:36 move second child to first child ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:36 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:36 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:37 Test condition and select ( temp void) 0:37 Condition -0:37 Compare Equal (temp bool) -0:37 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:37 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) +0:37 Compare Equal ( temp bool) +0:37 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:37 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) 0:37 true case is null -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Not Equal (temp bool) -0:38 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:38 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) +0:38 Compare Not Equal ( temp bool) +0:38 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:38 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) 0:38 true case is null -0:40 'b' (temp mediump int) -0:54 Function Definition: foo10( (global void) +0:40 'b' ( temp mediump int) +0:54 Function Definition: foo10( ( global void) 0:54 Function Parameters: -0:67 Function Definition: f11(s21; (global void) +0:67 Function Definition: f11(s21; ( global void) 0:67 Function Parameters: -0:67 'p2d' (in lowp sampler2D) -0:87 Function Definition: foo234( (global void) +0:67 'p2d' ( in lowp sampler2D) +0:87 Function Definition: foo234( ( global void) 0:87 Function Parameters: 0:89 Sequence -0:89 texture (global highp 4-component vector of float) -0:89 's3D2' (uniform highp sampler3D) +0:89 texture ( global highp 4-component vector of float) +0:89 's3D2' ( uniform highp sampler3D) 0:89 Constant: 0:89 0.200000 0:89 0.200000 0:89 0.200000 0:89 Constant: 0:89 0.200000 -0:90 textureProj (global highp 4-component vector of float) -0:90 's3D2' (uniform highp sampler3D) -0:90 direct index (smooth temp mediump 4-component vector of float) -0:90 'v' (smooth in 3-element array of mediump 4-component vector of float) +0:90 textureProj ( global highp 4-component vector of float) +0:90 's3D2' ( uniform highp sampler3D) +0:90 direct index ( smooth temp mediump 4-component vector of float) +0:90 'v' ( smooth in 3-element array of mediump 4-component vector of float) 0:90 Constant: 0:90 1 (const int) 0:90 Constant: 0:90 0.400000 -0:91 dPdx (global mediump 4-component vector of float) -0:91 direct index (smooth temp mediump 4-component vector of float) -0:91 'v' (smooth in 3-element array of mediump 4-component vector of float) +0:91 dPdx ( global mediump 4-component vector of float) +0:91 direct index ( smooth temp mediump 4-component vector of float) +0:91 'v' ( smooth in 3-element array of mediump 4-component vector of float) 0:91 Constant: 0:91 0 (const int) 0:92 Constant: 0:92 0.000000 -0:93 fwidth (global mediump float) -0:93 'f13' (invariant global mediump float) -0:98 Function Definition: foo236( (global void) +0:93 fwidth ( global mediump float) +0:93 'f13' ( invariant global mediump float) +0:98 Function Definition: foo236( ( global void) 0:98 Function Parameters: 0:100 Sequence -0:100 dPdx (global mediump 4-component vector of float) -0:100 direct index (smooth temp mediump 4-component vector of float) -0:100 'v' (smooth in 3-element array of mediump 4-component vector of float) +0:100 dPdx ( global mediump 4-component vector of float) +0:100 direct index ( smooth temp mediump 4-component vector of float) +0:100 'v' ( smooth in 3-element array of mediump 4-component vector of float) 0:100 Constant: 0:100 0 (const int) 0:101 Constant: 0:101 0.000000 -0:102 fwidth (global mediump float) -0:102 'f13' (invariant global mediump float) -0:103 move second child to first child (temp mediump float) -0:103 'gl_FragDepth' (temp mediump float) -0:103 'f13' (invariant global mediump float) -0:104 move second child to first child (temp highp float) -0:104 'gl_FragDepthEXT' (gl_FragDepth highp float FragDepth) -0:104 'f13' (invariant global mediump float) -0:109 Function Definition: foo239( (global void) +0:102 fwidth ( global mediump float) +0:102 'f13' ( invariant global mediump float) +0:103 move second child to first child ( temp mediump float) +0:103 'gl_FragDepth' ( temp mediump float) +0:103 'f13' ( invariant global mediump float) +0:104 move second child to first child ( temp highp float) +0:104 'gl_FragDepthEXT' ( gl_FragDepth highp float FragDepth) +0:104 'f13' ( invariant global mediump float) +0:109 Function Definition: foo239( ( global void) 0:109 Function Parameters: 0:111 Sequence -0:111 move second child to first child (temp mediump float) -0:111 'gl_FragDepth' (temp mediump float) -0:111 'f13' (invariant global mediump float) -0:112 move second child to first child (temp highp float) -0:112 'gl_FragDepthEXT' (gl_FragDepth highp float FragDepth) -0:112 'f13' (invariant global mediump float) -0:119 Function Definition: foo245( (global void) +0:111 move second child to first child ( temp mediump float) +0:111 'gl_FragDepth' ( temp mediump float) +0:111 'f13' ( invariant global mediump float) +0:112 move second child to first child ( temp highp float) +0:112 'gl_FragDepthEXT' ( gl_FragDepth highp float FragDepth) +0:112 'f13' ( invariant global mediump float) +0:119 Function Definition: foo245( ( global void) 0:119 Function Parameters: 0:121 Sequence -0:121 texture (global lowp 4-component vector of float) -0:121 'sExt' (uniform lowp samplerExternalOES) +0:121 texture ( global lowp 4-component vector of float) +0:121 'sExt' ( uniform lowp samplerExternalOES) 0:121 Constant: 0:121 0.200000 0:121 0.200000 -0:122 textureProj (global lowp 4-component vector of float) -0:122 'sExt' (uniform lowp samplerExternalOES) -0:122 Construct vec3 (temp lowp 3-component vector of float) -0:122 'f13' (invariant global mediump float) -0:123 textureProj (global lowp 4-component vector of float, operation at mediump) -0:123 'sExt' (uniform lowp samplerExternalOES) -0:123 direct index (smooth temp mediump 4-component vector of float) -0:123 'v' (smooth in 3-element array of mediump 4-component vector of float) +0:122 textureProj ( global lowp 4-component vector of float) +0:122 'sExt' ( uniform lowp samplerExternalOES) +0:122 Construct vec3 ( temp lowp 3-component vector of float) +0:122 'f13' ( invariant global mediump float) +0:123 textureProj ( global lowp 4-component vector of float, operation at mediump) +0:123 'sExt' ( uniform lowp samplerExternalOES) +0:123 direct index ( smooth temp mediump 4-component vector of float) +0:123 'v' ( smooth in 3-element array of mediump 4-component vector of float) 0:123 Constant: 0:123 2 (const int) -0:130 Function Definition: foo246( (global void) +0:130 Function Definition: foo246( ( global void) 0:130 Function Parameters: 0:132 Sequence -0:132 texture (global mediump 4-component vector of float) -0:132 'mediumExt' (uniform mediump samplerExternalOES) +0:132 texture ( global mediump 4-component vector of float) +0:132 'mediumExt' ( uniform mediump samplerExternalOES) 0:132 Constant: 0:132 0.200000 0:132 0.200000 -0:133 textureProj (global highp 4-component vector of float) -0:133 'highExt' (uniform highp samplerExternalOES) -0:133 direct index (smooth temp mediump 4-component vector of float) -0:133 'v' (smooth in 3-element array of mediump 4-component vector of float) +0:133 textureProj ( global highp 4-component vector of float) +0:133 'highExt' ( uniform highp samplerExternalOES) +0:133 direct index ( smooth temp mediump 4-component vector of float) +0:133 'v' ( smooth in 3-element array of mediump 4-component vector of float) 0:133 Constant: 0:133 2 (const int) 0:134 Constant: 0:134 0.000000 0:135 Constant: 0:135 0.000000 -0:137 Bitwise not (temp mediump int) -0:137 'a' (temp mediump int) -0:138 inclusive-or (temp mediump int) -0:138 'a' (temp mediump int) -0:138 'a' (temp mediump int) -0:139 bitwise and (temp mediump int) -0:139 'a' (temp mediump int) -0:139 'a' (temp mediump int) -0:145 Function Definition: foo203940(i1;f1;f1; (global mediump int) +0:137 Bitwise not ( temp mediump int) +0:137 'a' ( temp mediump int) +0:138 inclusive-or ( temp mediump int) +0:138 'a' ( temp mediump int) +0:138 'a' ( temp mediump int) +0:139 bitwise and ( temp mediump int) +0:139 'a' ( temp mediump int) +0:139 'a' ( temp mediump int) +0:145 Function Definition: foo203940(i1;f1;f1; ( global mediump int) 0:145 Function Parameters: -0:145 'a' (in mediump int) -0:145 'b' (in mediump float) +0:145 'a' ( in mediump int) +0:145 'b' ( in mediump float) 0:147 Sequence -0:147 textureProjGrad (global lowp 4-component vector of float, operation at mediump) -0:147 's2Dg' (uniform lowp sampler2D) -0:147 Construct vec3 (temp mediump 3-component vector of float) -0:147 'f13' (invariant global mediump float) -0:147 'uv2' (invariant uniform mediump 2-component vector of float) -0:147 'uv2' (invariant uniform mediump 2-component vector of float) +0:147 textureProjGrad ( global lowp 4-component vector of float, operation at mediump) +0:147 's2Dg' ( uniform lowp sampler2D) +0:147 Construct vec3 ( temp mediump 3-component vector of float) +0:147 'f13' ( invariant global mediump float) +0:147 'uv2' ( invariant uniform mediump 2-component vector of float) +0:147 'uv2' ( invariant uniform mediump 2-component vector of float) 0:148 Branch: Return with expression -0:148 'a' (in mediump int) +0:148 'a' ( in mediump int) 0:151 Sequence -0:151 move second child to first child (temp mediump float) -0:151 'f123' (global mediump float) +0:151 move second child to first child ( temp mediump float) +0:151 'f123' ( global mediump float) 0:151 Constant: 0:151 4.000000 0:152 Sequence -0:152 move second child to first child (temp mediump float) -0:152 'f124' (global mediump float) +0:152 move second child to first child ( temp mediump float) +0:152 'f124' ( global mediump float) 0:152 Constant: 0:152 50000000000.000000 -0:158 Function Definition: foo323433( (global void) +0:158 Function Definition: foo323433( ( global void) 0:158 Function Parameters: 0:160 Sequence -0:160 textureLod (global lowp 4-component vector of float, operation at mediump) -0:160 's2Dg' (uniform lowp sampler2D) -0:160 'uv2' (invariant uniform mediump 2-component vector of float) -0:160 'f13' (invariant global mediump float) -0:161 textureProjGrad (global lowp 4-component vector of float, operation at mediump) -0:161 's2Dg' (uniform lowp sampler2D) -0:161 Construct vec3 (temp mediump 3-component vector of float) -0:161 'f13' (invariant global mediump float) -0:161 'uv2' (invariant uniform mediump 2-component vector of float) -0:161 'uv2' (invariant uniform mediump 2-component vector of float) -0:162 textureGrad (global lowp 4-component vector of float, operation at mediump) -0:162 's2Dg' (uniform lowp sampler2D) -0:162 'uv2' (invariant uniform mediump 2-component vector of float) -0:162 'uv2' (invariant uniform mediump 2-component vector of float) -0:162 'uv2' (invariant uniform mediump 2-component vector of float) -0:163 textureGrad (global lowp 4-component vector of float) -0:163 'sCube' (uniform lowp samplerCube) -0:163 Construct vec3 (temp lowp 3-component vector of float) -0:163 'f13' (invariant global mediump float) -0:163 Construct vec3 (temp lowp 3-component vector of float) -0:163 'f13' (invariant global mediump float) -0:163 Construct vec3 (temp lowp 3-component vector of float) -0:163 'f13' (invariant global mediump float) -0:167 Function Definition: fgfg(f1;i1; (global mediump int) +0:160 textureLod ( global lowp 4-component vector of float, operation at mediump) +0:160 's2Dg' ( uniform lowp sampler2D) +0:160 'uv2' ( invariant uniform mediump 2-component vector of float) +0:160 'f13' ( invariant global mediump float) +0:161 textureProjGrad ( global lowp 4-component vector of float, operation at mediump) +0:161 's2Dg' ( uniform lowp sampler2D) +0:161 Construct vec3 ( temp mediump 3-component vector of float) +0:161 'f13' ( invariant global mediump float) +0:161 'uv2' ( invariant uniform mediump 2-component vector of float) +0:161 'uv2' ( invariant uniform mediump 2-component vector of float) +0:162 textureGrad ( global lowp 4-component vector of float, operation at mediump) +0:162 's2Dg' ( uniform lowp sampler2D) +0:162 'uv2' ( invariant uniform mediump 2-component vector of float) +0:162 'uv2' ( invariant uniform mediump 2-component vector of float) +0:162 'uv2' ( invariant uniform mediump 2-component vector of float) +0:163 textureGrad ( global lowp 4-component vector of float) +0:163 'sCube' ( uniform lowp samplerCube) +0:163 Construct vec3 ( temp lowp 3-component vector of float) +0:163 'f13' ( invariant global mediump float) +0:163 Construct vec3 ( temp lowp 3-component vector of float) +0:163 'f13' ( invariant global mediump float) +0:163 Construct vec3 ( temp lowp 3-component vector of float) +0:163 'f13' ( invariant global mediump float) +0:167 Function Definition: fgfg(f1;i1; ( global mediump int) 0:167 Function Parameters: -0:167 'f' (in mediump float) -0:167 'i' (in highp int) +0:167 'f' ( in mediump float) +0:167 'i' ( in highp int) 0:167 Sequence 0:167 Branch: Return with expression 0:167 Constant: 0:167 2 (const int) -0:173 Function Definition: gggf(f1; (global mediump int) +0:173 Function Definition: gggf(f1; ( global mediump int) 0:173 Function Parameters: -0:173 'f' (in mediump float) +0:173 'f' ( in mediump float) 0:173 Sequence 0:173 Branch: Return with expression 0:173 Constant: 0:173 2 (const int) -0:175 Function Definition: agggf(f1; (global mediump int) +0:175 Function Definition: agggf(f1; ( global mediump int) 0:175 Function Parameters: -0:175 'f' (in mediump float) +0:175 'f' ( in mediump float) 0:175 Sequence 0:175 Branch: Return with expression 0:175 Constant: 0:175 2 (const int) -0:187 Function Definition: badswizzle( (global void) +0:187 Function Definition: badswizzle( ( global void) 0:187 Function Parameters: 0:? Sequence -0:190 'a' (temp 5-element array of mediump 3-component vector of float) -0:191 'a' (temp 5-element array of mediump 3-component vector of float) -0:192 'a' (temp 5-element array of mediump 3-component vector of float) +0:190 'a' ( temp 5-element array of mediump 3-component vector of float) +0:191 'a' ( temp 5-element array of mediump 3-component vector of float) +0:192 'a' ( temp 5-element array of mediump 3-component vector of float) 0:193 Constant: 0:193 5 (const int) 0:194 Constant: 0:194 0.000000 -0:199 Function Definition: fooinittest( (global mediump float) +0:199 Function Definition: fooinittest( ( global mediump float) 0:199 Function Parameters: 0:201 Sequence 0:201 Branch: Return with expression -0:201 Function Call: fooinit( (global mediump float) -0:209 Function Definition: fooinit( (global mediump float) +0:201 Function Call: fooinit( ( global mediump float) +0:209 Function Definition: fooinit( ( global mediump float) 0:209 Function Parameters: 0:211 Sequence 0:211 Branch: Return with expression 0:211 Constant: 0:211 12.000000 0:214 Sequence -0:214 move second child to first child (temp mediump int) -0:214 'init1' (global mediump int) -0:214 Test condition and select (temp mediump int) +0:214 move second child to first child ( temp mediump int) +0:214 'init1' ( global mediump int) +0:214 Test condition and select ( temp mediump int) 0:214 Condition -0:214 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:214 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:214 true case 0:214 Constant: 0:214 1 (const int) @@ -378,11 +378,11 @@ ERROR: node is still EOpNull! 0:214 Constant: 0:214 2 (const int) 0:220 Sequence -0:220 move second child to first child (temp mediump int) -0:220 'init2' (global mediump int) -0:220 Test condition and select (temp mediump int) +0:220 move second child to first child ( temp mediump int) +0:220 'init2' ( global mediump int) +0:220 Test condition and select ( temp mediump int) 0:220 Condition -0:220 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:220 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:220 true case 0:220 Constant: 0:220 1 (const int) @@ -390,37 +390,37 @@ ERROR: node is still EOpNull! 0:220 Constant: 0:220 2 (const int) 0:? Linker Objects -0:? 'a' (global 3-element array of mediump int) -0:? 'uint' (global mediump int) -0:? 'v' (smooth in 3-element array of mediump 4-component vector of float) -0:? 'f' (invariant global mediump float) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x}) -0:? 'fa' (global implicitly-sized array of mediump float) -0:? 'f13' (invariant global mediump float) -0:? 'fi' (invariant temp mediump float) -0:? 'av' (invariant smooth in mediump 4-component vector of float) -0:? 'uv2' (invariant uniform mediump 2-component vector of float) -0:? 'uv3' (invariant uniform mediump 3-component vector of float) -0:? 'glob2D' (global lowp sampler2D) -0:? 'vary2D' (smooth in lowp sampler2D) -0:? 's3D' (uniform mediump sampler3D) -0:? 's3D2' (uniform highp sampler3D) -0:? 'sExt' (uniform lowp samplerExternalOES) -0:? 'mediumExt' (uniform mediump samplerExternalOES) -0:? 'highExt' (uniform highp samplerExternalOES) -0:? 's2Dg' (uniform lowp sampler2D) -0:? 'f123' (global mediump float) -0:? 'f124' (global mediump float) -0:? 'sCube' (uniform lowp samplerCube) -0:? 's' (smooth in structure{global mediump float f}) -0:? 'fi1' (const mediump float) +0:? 'a' ( global 3-element array of mediump int) +0:? 'uint' ( global mediump int) +0:? 'v' ( smooth in 3-element array of mediump 4-component vector of float) +0:? 'f' ( invariant global mediump float) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int x}) +0:? 'fa' ( global implicitly-sized array of mediump float) +0:? 'f13' ( invariant global mediump float) +0:? 'fi' ( invariant temp mediump float) +0:? 'av' ( invariant smooth in mediump 4-component vector of float) +0:? 'uv2' ( invariant uniform mediump 2-component vector of float) +0:? 'uv3' ( invariant uniform mediump 3-component vector of float) +0:? 'glob2D' ( global lowp sampler2D) +0:? 'vary2D' ( smooth in lowp sampler2D) +0:? 's3D' ( uniform mediump sampler3D) +0:? 's3D2' ( uniform highp sampler3D) +0:? 'sExt' ( uniform lowp samplerExternalOES) +0:? 'mediumExt' ( uniform mediump samplerExternalOES) +0:? 'highExt' ( uniform highp samplerExternalOES) +0:? 's2Dg' ( uniform lowp sampler2D) +0:? 'f123' ( global mediump float) +0:? 'f124' ( global mediump float) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 's' ( smooth in structure{ global mediump float f}) +0:? 'fi1' ( const mediump float) 0:? 3.000000 -0:? 'fi2' (const mediump float) +0:? 'fi2' ( const mediump float) 0:? 4.000000 -0:? 'fi3' (const mediump float) +0:? 'fi3' ( const mediump float) 0:? 5.000000 -0:? 'init1' (global mediump int) -0:? 'init2' (global mediump int) +0:? 'init1' ( global mediump int) +0:? 'init2' ( global mediump int) Linked fragment stage: @@ -435,94 +435,94 @@ Requested GL_OES_standard_derivatives Requested GL_OES_texture_3D ERROR: node is still EOpNull! 0:3 Sequence -0:3 move second child to first child (temp 3-element array of mediump int) -0:3 'a' (global 3-element array of mediump int) +0:3 move second child to first child ( temp 3-element array of mediump int) +0:3 'a' ( global 3-element array of mediump int) 0:3 Constant: 0:3 2 (const int) 0:3 3 (const int) 0:3 4 (const int) -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:19 Sequence 0:19 Constant: 0:19 0.000000 0:20 Sequence -0:20 move second child to first child (temp mediump int) -0:20 's' (temp mediump int) +0:20 move second child to first child ( temp mediump int) +0:20 's' ( temp mediump int) 0:20 Constant: 0:20 16 (const int) -0:21 move second child to first child (temp mediump int) -0:21 's' (temp mediump int) +0:21 move second child to first child ( temp mediump int) +0:21 's' ( temp mediump int) 0:21 Constant: 0:21 4 (const int) -0:22 Test condition and select (temp void) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Equal (temp bool) -0:22 'a' (global 3-element array of mediump int) -0:22 'a' (global 3-element array of mediump int) +0:22 Compare Equal ( temp bool) +0:22 'a' ( global 3-element array of mediump int) +0:22 'a' ( global 3-element array of mediump int) 0:22 true case is null -0:24 move second child to first child (temp mediump int) -0:24 'b' (temp mediump int) -0:24 bitwise and (temp mediump int) -0:24 'c' (temp mediump int) +0:24 move second child to first child ( temp mediump int) +0:24 'b' ( temp mediump int) +0:24 bitwise and ( temp mediump int) +0:24 'c' ( temp mediump int) 0:24 Constant: 0:24 4 (const int) -0:25 move second child to first child (temp mediump int) -0:25 'b' (temp mediump int) -0:25 mod (temp mediump int) -0:25 'c' (temp mediump int) +0:25 move second child to first child ( temp mediump int) +0:25 'b' ( temp mediump int) +0:25 mod ( temp mediump int) +0:25 'c' ( temp mediump int) 0:25 Constant: 0:25 4 (const int) -0:26 move second child to first child (temp mediump int) -0:26 'b' (temp mediump int) -0:26 inclusive-or (temp mediump int) -0:26 'c' (temp mediump int) +0:26 move second child to first child ( temp mediump int) +0:26 'b' ( temp mediump int) +0:26 inclusive-or ( temp mediump int) +0:26 'c' ( temp mediump int) 0:26 Constant: 0:26 4 (const int) -0:27 right shift second child into first child (temp mediump int) -0:27 'b' (temp mediump int) +0:27 right shift second child into first child ( temp mediump int) +0:27 'b' ( temp mediump int) 0:27 Constant: 0:27 2 (const int) -0:28 left shift second child into first child (temp mediump int) -0:28 'b' (temp mediump int) +0:28 left shift second child into first child ( temp mediump int) +0:28 'b' ( temp mediump int) 0:28 Constant: 0:28 2 (const int) -0:29 mod second child into first child (temp mediump int) -0:29 'b' (temp mediump int) +0:29 mod second child into first child ( temp mediump int) +0:29 'b' ( temp mediump int) 0:29 Constant: 0:29 3 (const int) -0:36 move second child to first child (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:36 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:36 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:37 Test condition and select (temp void) +0:36 move second child to first child ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:36 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:36 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:37 Test condition and select ( temp void) 0:37 Condition -0:37 Compare Equal (temp bool) -0:37 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:37 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) +0:37 Compare Equal ( temp bool) +0:37 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:37 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) 0:37 true case is null -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Not Equal (temp bool) -0:38 's1' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) -0:38 's2' (temp structure{temp mediump float f, temp 10-element array of mediump float a}) +0:38 Compare Not Equal ( temp bool) +0:38 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) +0:38 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a}) 0:38 true case is null -0:40 'b' (temp mediump int) +0:40 'b' ( temp mediump int) 0:151 Sequence -0:151 move second child to first child (temp mediump float) -0:151 'f123' (global mediump float) +0:151 move second child to first child ( temp mediump float) +0:151 'f123' ( global mediump float) 0:151 Constant: 0:151 4.000000 0:152 Sequence -0:152 move second child to first child (temp mediump float) -0:152 'f124' (global mediump float) +0:152 move second child to first child ( temp mediump float) +0:152 'f124' ( global mediump float) 0:152 Constant: 0:152 50000000000.000000 0:214 Sequence -0:214 move second child to first child (temp mediump int) -0:214 'init1' (global mediump int) -0:214 Test condition and select (temp mediump int) +0:214 move second child to first child ( temp mediump int) +0:214 'init1' ( global mediump int) +0:214 Test condition and select ( temp mediump int) 0:214 Condition -0:214 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:214 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:214 true case 0:214 Constant: 0:214 1 (const int) @@ -530,11 +530,11 @@ ERROR: node is still EOpNull! 0:214 Constant: 0:214 2 (const int) 0:220 Sequence -0:220 move second child to first child (temp mediump int) -0:220 'init2' (global mediump int) -0:220 Test condition and select (temp mediump int) +0:220 move second child to first child ( temp mediump int) +0:220 'init2' ( global mediump int) +0:220 Test condition and select ( temp mediump int) 0:220 Condition -0:220 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:220 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:220 true case 0:220 Constant: 0:220 1 (const int) @@ -542,35 +542,35 @@ ERROR: node is still EOpNull! 0:220 Constant: 0:220 2 (const int) 0:? Linker Objects -0:? 'a' (global 3-element array of mediump int) -0:? 'uint' (global mediump int) -0:? 'v' (smooth in 3-element array of mediump 4-component vector of float) -0:? 'f' (invariant global mediump float) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x}) -0:? 'fa' (global 1-element array of mediump float) -0:? 'f13' (invariant global mediump float) -0:? 'fi' (invariant temp mediump float) -0:? 'av' (invariant smooth in mediump 4-component vector of float) -0:? 'uv2' (invariant uniform mediump 2-component vector of float) -0:? 'uv3' (invariant uniform mediump 3-component vector of float) -0:? 'glob2D' (global lowp sampler2D) -0:? 'vary2D' (smooth in lowp sampler2D) -0:? 's3D' (uniform mediump sampler3D) -0:? 's3D2' (uniform highp sampler3D) -0:? 'sExt' (uniform lowp samplerExternalOES) -0:? 'mediumExt' (uniform mediump samplerExternalOES) -0:? 'highExt' (uniform highp samplerExternalOES) -0:? 's2Dg' (uniform lowp sampler2D) -0:? 'f123' (global mediump float) -0:? 'f124' (global mediump float) -0:? 'sCube' (uniform lowp samplerCube) -0:? 's' (smooth in structure{global mediump float f}) -0:? 'fi1' (const mediump float) +0:? 'a' ( global 3-element array of mediump int) +0:? 'uint' ( global mediump int) +0:? 'v' ( smooth in 3-element array of mediump 4-component vector of float) +0:? 'f' ( invariant global mediump float) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int x}) +0:? 'fa' ( global 1-element array of mediump float) +0:? 'f13' ( invariant global mediump float) +0:? 'fi' ( invariant temp mediump float) +0:? 'av' ( invariant smooth in mediump 4-component vector of float) +0:? 'uv2' ( invariant uniform mediump 2-component vector of float) +0:? 'uv3' ( invariant uniform mediump 3-component vector of float) +0:? 'glob2D' ( global lowp sampler2D) +0:? 'vary2D' ( smooth in lowp sampler2D) +0:? 's3D' ( uniform mediump sampler3D) +0:? 's3D2' ( uniform highp sampler3D) +0:? 'sExt' ( uniform lowp samplerExternalOES) +0:? 'mediumExt' ( uniform mediump samplerExternalOES) +0:? 'highExt' ( uniform highp samplerExternalOES) +0:? 's2Dg' ( uniform lowp sampler2D) +0:? 'f123' ( global mediump float) +0:? 'f124' ( global mediump float) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 's' ( smooth in structure{ global mediump float f}) +0:? 'fi1' ( const mediump float) 0:? 3.000000 -0:? 'fi2' (const mediump float) +0:? 'fi2' ( const mediump float) 0:? 4.000000 -0:? 'fi3' (const mediump float) +0:? 'fi3' ( const mediump float) 0:? 5.000000 -0:? 'init1' (global mediump int) -0:? 'init2' (global mediump int) +0:? 'init1' ( global mediump int) +0:? 'init2' ( global mediump int) diff --git a/Test/baseResults/100Limits.vert.out b/Test/baseResults/100Limits.vert.out index 46c25607..ab0ff1ee 100644 --- a/Test/baseResults/100Limits.vert.out +++ b/Test/baseResults/100Limits.vert.out @@ -1,23 +1,23 @@ 100Limits.vert Shader version: 100 0:? Sequence -0:15 Function Definition: foo(f1; (global void) +0:15 Function Definition: foo(f1; ( global void) 0:15 Function Parameters: -0:15 'a' (inout highp float) -0:17 Function Definition: bar( (global highp int) +0:15 'a' ( inout highp float) +0:17 Function Definition: bar( ( global highp int) 0:17 Function Parameters: 0:19 Sequence 0:19 Branch: Return with expression 0:19 Constant: 0:19 1 (const int) -0:22 Function Definition: main( (global void) +0:22 Function Definition: main( ( global void) 0:22 Function Parameters: 0:24 Sequence 0:24 Loop with condition tested first 0:24 Loop Condition -0:24 Compare Less Than (temp bool) -0:24 'ga' (global highp int) -0:24 'gb' (global highp int) +0:24 Compare Less Than ( temp bool) +0:24 'ga' ( global highp int) +0:24 'gb' ( global highp int) 0:24 No loop body 0:26 Loop with condition not tested first 0:26 Loop Condition @@ -31,20 +31,20 @@ Shader version: 100 0:29 Sequence 0:29 Loop with condition tested first 0:29 Loop Condition -0:29 Compare Equal (temp bool) -0:29 'ga' (global highp int) -0:29 'gb' (global highp int) +0:29 Compare Equal ( temp bool) +0:29 'ga' ( global highp int) +0:29 'gb' ( global highp int) 0:29 No loop body 0:30 Sequence 0:30 Loop with condition tested first 0:30 No loop condition 0:30 No loop body 0:30 Loop Terminal Expression -0:30 Post-Increment (temp highp float) -0:30 'f' (global highp float) +0:30 Post-Increment ( temp highp float) +0:30 'f' ( global highp float) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'ga' (global highp int) +0:31 move second child to first child ( temp highp int) +0:31 'ga' ( global highp int) 0:31 Constant: 0:31 0 (const int) 0:31 Loop with condition tested first @@ -52,8 +52,8 @@ Shader version: 100 0:31 No loop body 0:32 Sequence 0:32 Sequence -0:32 move second child to first child (temp bool) -0:32 'a' (temp bool) +0:32 move second child to first child ( temp bool) +0:32 'a' ( temp bool) 0:32 Constant: 0:32 false (const bool) 0:32 Loop with condition tested first @@ -61,356 +61,356 @@ Shader version: 100 0:32 No loop body 0:33 Sequence 0:33 Sequence -0:33 move second child to first child (temp highp float) -0:33 'a' (temp highp float) +0:33 move second child to first child ( temp highp float) +0:33 'a' ( temp highp float) 0:33 Constant: 0:33 0.000000 0:33 Loop with condition tested first 0:33 Loop Condition -0:33 Compare Equal (temp bool) -0:33 'a' (temp highp float) -0:33 sine (global highp float) -0:33 'f' (global highp float) +0:33 Compare Equal ( temp bool) +0:33 'a' ( temp highp float) +0:33 sine ( global highp float) +0:33 'f' ( global highp float) 0:33 No loop body 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'a' (temp highp int) +0:34 move second child to first child ( temp highp int) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 0 (const int) 0:34 Loop with condition tested first 0:34 Loop Condition -0:34 Compare Less Than (temp bool) -0:34 'a' (temp highp int) +0:34 Compare Less Than ( temp bool) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 10 (const int) 0:34 No loop body 0:34 Loop Terminal Expression -0:34 multiply second child into first child (temp highp int) -0:34 'a' (temp highp int) +0:34 multiply second child into first child ( temp highp int) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 2 (const int) 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'a' (temp highp int) +0:35 move second child to first child ( temp highp int) +0:35 'a' ( temp highp int) 0:35 Constant: 0:35 0 (const int) 0:35 Loop with condition tested first 0:35 Loop Condition -0:35 Compare Less Than or Equal (temp bool) -0:35 'a' (temp highp int) +0:35 Compare Less Than or Equal ( temp bool) +0:35 'a' ( temp highp int) 0:35 Constant: 0:35 20 (const int) 0:35 Loop Body -0:35 Pre-Decrement (temp highp int) -0:35 'a' (temp highp int) +0:35 Pre-Decrement ( temp highp int) +0:35 'a' ( temp highp int) 0:35 Loop Terminal Expression -0:35 Post-Increment (temp highp int) -0:35 'a' (temp highp int) +0:35 Post-Increment ( temp highp int) +0:35 'a' ( temp highp int) 0:36 Sequence 0:36 Sequence -0:36 move second child to first child (temp highp int) -0:36 'a' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 0 (const int) 0:36 Loop with condition tested first 0:36 Loop Condition -0:36 Compare Less Than or Equal (temp bool) -0:36 'a' (temp highp int) +0:36 Compare Less Than or Equal ( temp bool) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 20 (const int) 0:36 Loop Body 0:36 Sequence -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Equal (temp bool) -0:36 'ga' (global highp int) +0:36 Compare Equal ( temp bool) +0:36 'ga' ( global highp int) 0:36 Constant: 0:36 0 (const int) 0:36 true case -0:36 move second child to first child (temp highp int) -0:36 'a' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 4 (const int) 0:36 Loop Terminal Expression -0:36 Post-Increment (temp highp int) -0:36 'a' (temp highp int) +0:36 Post-Increment ( temp highp int) +0:36 'a' ( temp highp int) 0:37 Sequence 0:37 Sequence -0:37 move second child to first child (temp highp float) -0:37 'a' (temp highp float) +0:37 move second child to first child ( temp highp float) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 0.000000 0:37 Loop with condition tested first 0:37 Loop Condition -0:37 Compare Less Than or Equal (temp bool) -0:37 'a' (temp highp float) +0:37 Compare Less Than or Equal ( temp bool) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 20.000000 0:37 No loop body 0:37 Loop Terminal Expression -0:37 add second child into first child (temp highp float) -0:37 'a' (temp highp float) +0:37 add second child into first child ( temp highp float) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 2.000000 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp highp float) -0:38 'a' (temp highp float) +0:38 move second child to first child ( temp highp float) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:38 Loop with condition tested first 0:38 Loop Condition -0:38 Compare Not Equal (temp bool) -0:38 'a' (temp highp float) +0:38 Compare Not Equal ( temp bool) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 20.000000 0:38 Loop Body 0:38 Sequence -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Equal (temp bool) -0:38 'ga' (global highp int) +0:38 Compare Equal ( temp bool) +0:38 'ga' ( global highp int) 0:38 Constant: 0:38 0 (const int) 0:38 true case -0:38 move second child to first child (temp highp int) -0:38 'ga' (global highp int) +0:38 move second child to first child ( temp highp int) +0:38 'ga' ( global highp int) 0:38 Constant: 0:38 4 (const int) 0:38 Loop Terminal Expression -0:38 subtract second child into first child (temp highp float) -0:38 'a' (temp highp float) +0:38 subtract second child into first child ( temp highp float) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 2.000000 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp highp float) -0:39 'a' (temp highp float) +0:39 move second child to first child ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 0.000000 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Equal (temp bool) -0:39 'a' (temp highp float) +0:39 Compare Equal ( temp bool) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 20.000000 0:39 Loop Body 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp highp float) -0:39 'a' (temp highp float) +0:39 move second child to first child ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 0.000000 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Equal (temp bool) -0:39 'a' (temp highp float) +0:39 Compare Equal ( temp bool) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 20.000000 0:39 No loop body 0:39 Loop Terminal Expression -0:39 Post-Decrement (temp highp float) -0:39 'a' (temp highp float) +0:39 Post-Decrement ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Loop Terminal Expression -0:39 Post-Decrement (temp highp float) -0:39 'a' (temp highp float) +0:39 Post-Decrement ( temp highp float) +0:39 'a' ( temp highp float) 0:40 Sequence 0:40 Sequence -0:40 move second child to first child (temp highp float) -0:40 'a' (temp highp float) +0:40 move second child to first child ( temp highp float) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 0.000000 0:40 Loop with condition tested first 0:40 Loop Condition -0:40 Compare Less Than or Equal (temp bool) -0:40 'a' (temp highp float) +0:40 Compare Less Than or Equal ( temp bool) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 20.000000 0:40 No loop body 0:40 Loop Terminal Expression -0:40 add second child into first child (temp highp float) -0:40 'a' (temp highp float) +0:40 add second child into first child ( temp highp float) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 2.000000 0:41 Sequence 0:41 Sequence -0:41 move second child to first child (temp highp float) -0:41 'a' (temp highp float) +0:41 move second child to first child ( temp highp float) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 0.000000 0:41 Loop with condition tested first 0:41 Loop Condition -0:41 Compare Less Than or Equal (temp bool) -0:41 'a' (temp highp float) +0:41 Compare Less Than or Equal ( temp bool) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 20.000000 0:41 No loop body 0:41 Loop Terminal Expression -0:41 add second child into first child (temp highp float) -0:41 'a' (temp highp float) +0:41 add second child into first child ( temp highp float) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 2.000000 0:42 Sequence 0:42 Sequence -0:42 move second child to first child (temp highp float) -0:42 'a' (temp highp float) +0:42 move second child to first child ( temp highp float) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 0.000000 0:42 Loop with condition tested first 0:42 Loop Condition -0:42 Compare Greater Than (temp bool) -0:42 'a' (temp highp float) +0:42 Compare Greater Than ( temp bool) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 40.000000 0:42 No loop body 0:42 Loop Terminal Expression -0:42 add second child into first child (temp highp float) -0:42 'a' (temp highp float) +0:42 add second child into first child ( temp highp float) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 2.000000 0:43 Sequence 0:43 Sequence -0:43 move second child to first child (temp highp float) -0:43 'a' (temp highp float) +0:43 move second child to first child ( temp highp float) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 0.000000 0:43 Loop with condition tested first 0:43 Loop Condition -0:43 Compare Greater Than or Equal (temp bool) -0:43 'a' (temp highp float) +0:43 Compare Greater Than or Equal ( temp bool) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 20.000000 0:43 Loop Body -0:43 Function Call: foo(f1; (global void) -0:43 'a' (temp highp float) +0:43 Function Call: foo(f1; ( global void) +0:43 'a' ( temp highp float) 0:43 Loop Terminal Expression -0:43 add second child into first child (temp highp float) -0:43 'a' (temp highp float) +0:43 add second child into first child ( temp highp float) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 2.000000 -0:47 indirect index (temp lowp sampler2D) -0:47 'fsa' (uniform 3-element array of lowp sampler2D) -0:47 'ga' (global highp int) -0:48 indirect index (temp highp float) -0:48 'fua' (uniform 10-element array of highp float) -0:48 'ga' (global highp int) -0:49 indirect index (temp highp 3-component vector of float) -0:49 'am3' (in highp 3X3 matrix of float) -0:49 'ga' (global highp int) -0:50 indirect index (temp highp float) -0:50 'av2' (in highp 2-component vector of float) -0:50 'ga' (global highp int) -0:51 indirect index (smooth temp highp 4-component vector of float) -0:51 'va' (smooth out 4-element array of highp 4-component vector of float) -0:51 add (temp highp int) +0:47 indirect index ( temp lowp sampler2D) +0:47 'fsa' ( uniform 3-element array of lowp sampler2D) +0:47 'ga' ( global highp int) +0:48 indirect index ( temp highp float) +0:48 'fua' ( uniform 10-element array of highp float) +0:48 'ga' ( global highp int) +0:49 indirect index ( temp highp 3-component vector of float) +0:49 'am3' ( in highp 3X3 matrix of float) +0:49 'ga' ( global highp int) +0:50 indirect index ( temp highp float) +0:50 'av2' ( in highp 2-component vector of float) +0:50 'ga' ( global highp int) +0:51 indirect index ( smooth temp highp 4-component vector of float) +0:51 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:51 add ( temp highp int) 0:51 Constant: 0:51 2 (const int) -0:51 'ga' (global highp int) -0:52 indirect index (temp highp 2-component vector of float) +0:51 'ga' ( global highp int) +0:52 indirect index ( temp highp 2-component vector of float) 0:52 Constant: 0:52 1.000000 0:52 0.000000 0:52 0.000000 0:52 1.000000 -0:52 'ga' (global highp int) -0:53 indirect index (temp highp float) +0:52 'ga' ( global highp int) +0:53 indirect index ( temp highp float) 0:53 Constant: 0:53 2.000000 0:53 2.000000 0:53 2.000000 -0:53 divide (temp highp int) -0:53 'ga' (global highp int) +0:53 divide ( temp highp int) +0:53 'ga' ( global highp int) 0:53 Constant: 0:53 2 (const int) -0:54 indirect index (temp highp int) -0:54 'ia' (temp 9-element array of highp int) -0:54 'ga' (global highp int) +0:54 indirect index ( temp highp int) +0:54 'ia' ( temp 9-element array of highp int) +0:54 'ga' ( global highp int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp int) -0:56 'a' (temp highp int) +0:56 move second child to first child ( temp highp int) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 3 (const int) 0:56 Loop with condition tested first 0:56 Loop Condition -0:56 Compare Greater Than or Equal (temp bool) -0:56 'a' (temp highp int) +0:56 Compare Greater Than or Equal ( temp bool) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 0 (const int) 0:56 Loop Body 0:57 Sequence -0:57 indirect index (temp lowp sampler2D) -0:57 'fsa' (uniform 3-element array of lowp sampler2D) -0:57 'a' (temp highp int) -0:58 indirect index (temp highp float) -0:58 'fua' (uniform 10-element array of highp float) -0:58 add (temp highp int) -0:58 'a' (temp highp int) +0:57 indirect index ( temp lowp sampler2D) +0:57 'fsa' ( uniform 3-element array of lowp sampler2D) +0:57 'a' ( temp highp int) +0:58 indirect index ( temp highp float) +0:58 'fua' ( uniform 10-element array of highp float) +0:58 add ( temp highp int) +0:58 'a' ( temp highp int) 0:58 Constant: 0:58 2 (const int) -0:59 indirect index (temp highp 3-component vector of float) -0:59 'am3' (in highp 3X3 matrix of float) -0:59 component-wise multiply (temp highp int) +0:59 indirect index ( temp highp 3-component vector of float) +0:59 'am3' ( in highp 3X3 matrix of float) +0:59 component-wise multiply ( temp highp int) 0:59 Constant: 0:59 3 (const int) -0:59 'a' (temp highp int) -0:60 indirect index (temp highp float) -0:60 'av2' (in highp 2-component vector of float) -0:60 component-wise multiply (temp highp int) +0:59 'a' ( temp highp int) +0:60 indirect index ( temp highp float) +0:60 'av2' ( in highp 2-component vector of float) +0:60 component-wise multiply ( temp highp int) 0:60 Constant: 0:60 3 (const int) -0:60 'a' (temp highp int) -0:61 indirect index (smooth temp highp 4-component vector of float) -0:61 'va' (smooth out 4-element array of highp 4-component vector of float) -0:61 subtract (temp highp int) -0:61 'a' (temp highp int) +0:60 'a' ( temp highp int) +0:61 indirect index ( smooth temp highp 4-component vector of float) +0:61 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:61 subtract ( temp highp int) +0:61 'a' ( temp highp int) 0:61 Constant: 0:61 1 (const int) -0:62 indirect index (temp highp 2-component vector of float) +0:62 indirect index ( temp highp 2-component vector of float) 0:62 Constant: 0:62 1.000000 0:62 0.000000 0:62 0.000000 0:62 1.000000 -0:62 divide (temp highp int) -0:62 'a' (temp highp int) +0:62 divide ( temp highp int) +0:62 'a' ( temp highp int) 0:62 Constant: 0:62 2 (const int) -0:63 indirect index (temp highp float) +0:63 indirect index ( temp highp float) 0:63 Constant: 0:63 2.000000 0:63 2.000000 0:63 2.000000 -0:63 'a' (temp highp int) -0:64 indirect index (temp highp int) -0:64 'ia' (temp 9-element array of highp int) -0:64 'a' (temp highp int) -0:65 indirect index (temp highp int) -0:65 'ia' (temp 9-element array of highp int) -0:65 Function Call: bar( (global highp int) +0:63 'a' ( temp highp int) +0:64 indirect index ( temp highp int) +0:64 'ia' ( temp 9-element array of highp int) +0:64 'a' ( temp highp int) +0:65 indirect index ( temp highp int) +0:65 'ia' ( temp 9-element array of highp int) +0:65 Function Call: bar( ( global highp int) 0:56 Loop Terminal Expression -0:56 Post-Decrement (temp highp int) -0:56 'a' (temp highp int) -0:68 direct index (temp lowp sampler2D) -0:68 'fsa' (uniform 3-element array of lowp sampler2D) +0:56 Post-Decrement ( temp highp int) +0:56 'a' ( temp highp int) +0:68 direct index ( temp lowp sampler2D) +0:68 'fsa' ( uniform 3-element array of lowp sampler2D) 0:68 Constant: 0:68 2 (const int) -0:69 direct index (temp highp float) -0:69 'fua' (uniform 10-element array of highp float) +0:69 direct index ( temp highp float) +0:69 'fua' ( uniform 10-element array of highp float) 0:69 Constant: 0:69 3 (const int) -0:70 direct index (temp highp 3-component vector of float) -0:70 'am3' (in highp 3X3 matrix of float) +0:70 direct index ( temp highp 3-component vector of float) +0:70 'am3' ( in highp 3X3 matrix of float) 0:70 Constant: 0:70 2 (const int) -0:71 direct index (temp highp float) -0:71 'av2' (in highp 2-component vector of float) +0:71 direct index ( temp highp float) +0:71 'av2' ( in highp 2-component vector of float) 0:71 Constant: 0:71 1 (const int) -0:72 direct index (smooth temp highp 4-component vector of float) -0:72 'va' (smooth out 4-element array of highp 4-component vector of float) +0:72 direct index ( smooth temp highp 4-component vector of float) +0:72 'va' ( smooth out 4-element array of highp 4-component vector of float) 0:72 Constant: 0:72 1 (const int) 0:73 Constant: @@ -418,25 +418,25 @@ Shader version: 100 0:73 1.000000 0:74 Constant: 0:74 2.000000 -0:75 direct index (temp highp int) -0:75 'ia' (temp 9-element array of highp int) +0:75 direct index ( temp highp int) +0:75 'ia' ( temp 9-element array of highp int) 0:75 Constant: 0:75 3 (const int) 0:? Linker Objects -0:? 'ga' (global highp int) -0:? 'gb' (global highp int) -0:? 'f' (global highp float) -0:? 'fsa' (uniform 3-element array of lowp sampler2D) -0:? 'fua' (uniform 10-element array of highp float) -0:? 'am3' (in highp 3X3 matrix of float) -0:? 'av2' (in highp 2-component vector of float) -0:? 'va' (smooth out 4-element array of highp 4-component vector of float) -0:? 'm2' (const highp 2X2 matrix of float) +0:? 'ga' ( global highp int) +0:? 'gb' ( global highp int) +0:? 'f' ( global highp float) +0:? 'fsa' ( uniform 3-element array of lowp sampler2D) +0:? 'fua' ( uniform 10-element array of highp float) +0:? 'am3' ( in highp 3X3 matrix of float) +0:? 'av2' ( in highp 2-component vector of float) +0:? 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:? 'm2' ( const highp 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'v3' (const highp 3-component vector of float) +0:? 'v3' ( const highp 3-component vector of float) 0:? 2.000000 0:? 2.000000 0:? 2.000000 @@ -447,23 +447,23 @@ Linked vertex stage: Shader version: 100 0:? Sequence -0:15 Function Definition: foo(f1; (global void) +0:15 Function Definition: foo(f1; ( global void) 0:15 Function Parameters: -0:15 'a' (inout highp float) -0:17 Function Definition: bar( (global highp int) +0:15 'a' ( inout highp float) +0:17 Function Definition: bar( ( global highp int) 0:17 Function Parameters: 0:19 Sequence 0:19 Branch: Return with expression 0:19 Constant: 0:19 1 (const int) -0:22 Function Definition: main( (global void) +0:22 Function Definition: main( ( global void) 0:22 Function Parameters: 0:24 Sequence 0:24 Loop with condition tested first 0:24 Loop Condition -0:24 Compare Less Than (temp bool) -0:24 'ga' (global highp int) -0:24 'gb' (global highp int) +0:24 Compare Less Than ( temp bool) +0:24 'ga' ( global highp int) +0:24 'gb' ( global highp int) 0:24 No loop body 0:26 Loop with condition not tested first 0:26 Loop Condition @@ -477,20 +477,20 @@ Shader version: 100 0:29 Sequence 0:29 Loop with condition tested first 0:29 Loop Condition -0:29 Compare Equal (temp bool) -0:29 'ga' (global highp int) -0:29 'gb' (global highp int) +0:29 Compare Equal ( temp bool) +0:29 'ga' ( global highp int) +0:29 'gb' ( global highp int) 0:29 No loop body 0:30 Sequence 0:30 Loop with condition tested first 0:30 No loop condition 0:30 No loop body 0:30 Loop Terminal Expression -0:30 Post-Increment (temp highp float) -0:30 'f' (global highp float) +0:30 Post-Increment ( temp highp float) +0:30 'f' ( global highp float) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'ga' (global highp int) +0:31 move second child to first child ( temp highp int) +0:31 'ga' ( global highp int) 0:31 Constant: 0:31 0 (const int) 0:31 Loop with condition tested first @@ -498,8 +498,8 @@ Shader version: 100 0:31 No loop body 0:32 Sequence 0:32 Sequence -0:32 move second child to first child (temp bool) -0:32 'a' (temp bool) +0:32 move second child to first child ( temp bool) +0:32 'a' ( temp bool) 0:32 Constant: 0:32 false (const bool) 0:32 Loop with condition tested first @@ -507,356 +507,356 @@ Shader version: 100 0:32 No loop body 0:33 Sequence 0:33 Sequence -0:33 move second child to first child (temp highp float) -0:33 'a' (temp highp float) +0:33 move second child to first child ( temp highp float) +0:33 'a' ( temp highp float) 0:33 Constant: 0:33 0.000000 0:33 Loop with condition tested first 0:33 Loop Condition -0:33 Compare Equal (temp bool) -0:33 'a' (temp highp float) -0:33 sine (global highp float) -0:33 'f' (global highp float) +0:33 Compare Equal ( temp bool) +0:33 'a' ( temp highp float) +0:33 sine ( global highp float) +0:33 'f' ( global highp float) 0:33 No loop body 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'a' (temp highp int) +0:34 move second child to first child ( temp highp int) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 0 (const int) 0:34 Loop with condition tested first 0:34 Loop Condition -0:34 Compare Less Than (temp bool) -0:34 'a' (temp highp int) +0:34 Compare Less Than ( temp bool) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 10 (const int) 0:34 No loop body 0:34 Loop Terminal Expression -0:34 multiply second child into first child (temp highp int) -0:34 'a' (temp highp int) +0:34 multiply second child into first child ( temp highp int) +0:34 'a' ( temp highp int) 0:34 Constant: 0:34 2 (const int) 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'a' (temp highp int) +0:35 move second child to first child ( temp highp int) +0:35 'a' ( temp highp int) 0:35 Constant: 0:35 0 (const int) 0:35 Loop with condition tested first 0:35 Loop Condition -0:35 Compare Less Than or Equal (temp bool) -0:35 'a' (temp highp int) +0:35 Compare Less Than or Equal ( temp bool) +0:35 'a' ( temp highp int) 0:35 Constant: 0:35 20 (const int) 0:35 Loop Body -0:35 Pre-Decrement (temp highp int) -0:35 'a' (temp highp int) +0:35 Pre-Decrement ( temp highp int) +0:35 'a' ( temp highp int) 0:35 Loop Terminal Expression -0:35 Post-Increment (temp highp int) -0:35 'a' (temp highp int) +0:35 Post-Increment ( temp highp int) +0:35 'a' ( temp highp int) 0:36 Sequence 0:36 Sequence -0:36 move second child to first child (temp highp int) -0:36 'a' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 0 (const int) 0:36 Loop with condition tested first 0:36 Loop Condition -0:36 Compare Less Than or Equal (temp bool) -0:36 'a' (temp highp int) +0:36 Compare Less Than or Equal ( temp bool) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 20 (const int) 0:36 Loop Body 0:36 Sequence -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Equal (temp bool) -0:36 'ga' (global highp int) +0:36 Compare Equal ( temp bool) +0:36 'ga' ( global highp int) 0:36 Constant: 0:36 0 (const int) 0:36 true case -0:36 move second child to first child (temp highp int) -0:36 'a' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'a' ( temp highp int) 0:36 Constant: 0:36 4 (const int) 0:36 Loop Terminal Expression -0:36 Post-Increment (temp highp int) -0:36 'a' (temp highp int) +0:36 Post-Increment ( temp highp int) +0:36 'a' ( temp highp int) 0:37 Sequence 0:37 Sequence -0:37 move second child to first child (temp highp float) -0:37 'a' (temp highp float) +0:37 move second child to first child ( temp highp float) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 0.000000 0:37 Loop with condition tested first 0:37 Loop Condition -0:37 Compare Less Than or Equal (temp bool) -0:37 'a' (temp highp float) +0:37 Compare Less Than or Equal ( temp bool) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 20.000000 0:37 No loop body 0:37 Loop Terminal Expression -0:37 add second child into first child (temp highp float) -0:37 'a' (temp highp float) +0:37 add second child into first child ( temp highp float) +0:37 'a' ( temp highp float) 0:37 Constant: 0:37 2.000000 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp highp float) -0:38 'a' (temp highp float) +0:38 move second child to first child ( temp highp float) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:38 Loop with condition tested first 0:38 Loop Condition -0:38 Compare Not Equal (temp bool) -0:38 'a' (temp highp float) +0:38 Compare Not Equal ( temp bool) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 20.000000 0:38 Loop Body 0:38 Sequence -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Equal (temp bool) -0:38 'ga' (global highp int) +0:38 Compare Equal ( temp bool) +0:38 'ga' ( global highp int) 0:38 Constant: 0:38 0 (const int) 0:38 true case -0:38 move second child to first child (temp highp int) -0:38 'ga' (global highp int) +0:38 move second child to first child ( temp highp int) +0:38 'ga' ( global highp int) 0:38 Constant: 0:38 4 (const int) 0:38 Loop Terminal Expression -0:38 subtract second child into first child (temp highp float) -0:38 'a' (temp highp float) +0:38 subtract second child into first child ( temp highp float) +0:38 'a' ( temp highp float) 0:38 Constant: 0:38 2.000000 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp highp float) -0:39 'a' (temp highp float) +0:39 move second child to first child ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 0.000000 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Equal (temp bool) -0:39 'a' (temp highp float) +0:39 Compare Equal ( temp bool) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 20.000000 0:39 Loop Body 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp highp float) -0:39 'a' (temp highp float) +0:39 move second child to first child ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 0.000000 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Equal (temp bool) -0:39 'a' (temp highp float) +0:39 Compare Equal ( temp bool) +0:39 'a' ( temp highp float) 0:39 Constant: 0:39 20.000000 0:39 No loop body 0:39 Loop Terminal Expression -0:39 Post-Decrement (temp highp float) -0:39 'a' (temp highp float) +0:39 Post-Decrement ( temp highp float) +0:39 'a' ( temp highp float) 0:39 Loop Terminal Expression -0:39 Post-Decrement (temp highp float) -0:39 'a' (temp highp float) +0:39 Post-Decrement ( temp highp float) +0:39 'a' ( temp highp float) 0:40 Sequence 0:40 Sequence -0:40 move second child to first child (temp highp float) -0:40 'a' (temp highp float) +0:40 move second child to first child ( temp highp float) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 0.000000 0:40 Loop with condition tested first 0:40 Loop Condition -0:40 Compare Less Than or Equal (temp bool) -0:40 'a' (temp highp float) +0:40 Compare Less Than or Equal ( temp bool) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 20.000000 0:40 No loop body 0:40 Loop Terminal Expression -0:40 add second child into first child (temp highp float) -0:40 'a' (temp highp float) +0:40 add second child into first child ( temp highp float) +0:40 'a' ( temp highp float) 0:40 Constant: 0:40 2.000000 0:41 Sequence 0:41 Sequence -0:41 move second child to first child (temp highp float) -0:41 'a' (temp highp float) +0:41 move second child to first child ( temp highp float) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 0.000000 0:41 Loop with condition tested first 0:41 Loop Condition -0:41 Compare Less Than or Equal (temp bool) -0:41 'a' (temp highp float) +0:41 Compare Less Than or Equal ( temp bool) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 20.000000 0:41 No loop body 0:41 Loop Terminal Expression -0:41 add second child into first child (temp highp float) -0:41 'a' (temp highp float) +0:41 add second child into first child ( temp highp float) +0:41 'a' ( temp highp float) 0:41 Constant: 0:41 2.000000 0:42 Sequence 0:42 Sequence -0:42 move second child to first child (temp highp float) -0:42 'a' (temp highp float) +0:42 move second child to first child ( temp highp float) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 0.000000 0:42 Loop with condition tested first 0:42 Loop Condition -0:42 Compare Greater Than (temp bool) -0:42 'a' (temp highp float) +0:42 Compare Greater Than ( temp bool) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 40.000000 0:42 No loop body 0:42 Loop Terminal Expression -0:42 add second child into first child (temp highp float) -0:42 'a' (temp highp float) +0:42 add second child into first child ( temp highp float) +0:42 'a' ( temp highp float) 0:42 Constant: 0:42 2.000000 0:43 Sequence 0:43 Sequence -0:43 move second child to first child (temp highp float) -0:43 'a' (temp highp float) +0:43 move second child to first child ( temp highp float) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 0.000000 0:43 Loop with condition tested first 0:43 Loop Condition -0:43 Compare Greater Than or Equal (temp bool) -0:43 'a' (temp highp float) +0:43 Compare Greater Than or Equal ( temp bool) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 20.000000 0:43 Loop Body -0:43 Function Call: foo(f1; (global void) -0:43 'a' (temp highp float) +0:43 Function Call: foo(f1; ( global void) +0:43 'a' ( temp highp float) 0:43 Loop Terminal Expression -0:43 add second child into first child (temp highp float) -0:43 'a' (temp highp float) +0:43 add second child into first child ( temp highp float) +0:43 'a' ( temp highp float) 0:43 Constant: 0:43 2.000000 -0:47 indirect index (temp lowp sampler2D) -0:47 'fsa' (uniform 3-element array of lowp sampler2D) -0:47 'ga' (global highp int) -0:48 indirect index (temp highp float) -0:48 'fua' (uniform 10-element array of highp float) -0:48 'ga' (global highp int) -0:49 indirect index (temp highp 3-component vector of float) -0:49 'am3' (in highp 3X3 matrix of float) -0:49 'ga' (global highp int) -0:50 indirect index (temp highp float) -0:50 'av2' (in highp 2-component vector of float) -0:50 'ga' (global highp int) -0:51 indirect index (smooth temp highp 4-component vector of float) -0:51 'va' (smooth out 4-element array of highp 4-component vector of float) -0:51 add (temp highp int) +0:47 indirect index ( temp lowp sampler2D) +0:47 'fsa' ( uniform 3-element array of lowp sampler2D) +0:47 'ga' ( global highp int) +0:48 indirect index ( temp highp float) +0:48 'fua' ( uniform 10-element array of highp float) +0:48 'ga' ( global highp int) +0:49 indirect index ( temp highp 3-component vector of float) +0:49 'am3' ( in highp 3X3 matrix of float) +0:49 'ga' ( global highp int) +0:50 indirect index ( temp highp float) +0:50 'av2' ( in highp 2-component vector of float) +0:50 'ga' ( global highp int) +0:51 indirect index ( smooth temp highp 4-component vector of float) +0:51 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:51 add ( temp highp int) 0:51 Constant: 0:51 2 (const int) -0:51 'ga' (global highp int) -0:52 indirect index (temp highp 2-component vector of float) +0:51 'ga' ( global highp int) +0:52 indirect index ( temp highp 2-component vector of float) 0:52 Constant: 0:52 1.000000 0:52 0.000000 0:52 0.000000 0:52 1.000000 -0:52 'ga' (global highp int) -0:53 indirect index (temp highp float) +0:52 'ga' ( global highp int) +0:53 indirect index ( temp highp float) 0:53 Constant: 0:53 2.000000 0:53 2.000000 0:53 2.000000 -0:53 divide (temp highp int) -0:53 'ga' (global highp int) +0:53 divide ( temp highp int) +0:53 'ga' ( global highp int) 0:53 Constant: 0:53 2 (const int) -0:54 indirect index (temp highp int) -0:54 'ia' (temp 9-element array of highp int) -0:54 'ga' (global highp int) +0:54 indirect index ( temp highp int) +0:54 'ia' ( temp 9-element array of highp int) +0:54 'ga' ( global highp int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp int) -0:56 'a' (temp highp int) +0:56 move second child to first child ( temp highp int) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 3 (const int) 0:56 Loop with condition tested first 0:56 Loop Condition -0:56 Compare Greater Than or Equal (temp bool) -0:56 'a' (temp highp int) +0:56 Compare Greater Than or Equal ( temp bool) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 0 (const int) 0:56 Loop Body 0:57 Sequence -0:57 indirect index (temp lowp sampler2D) -0:57 'fsa' (uniform 3-element array of lowp sampler2D) -0:57 'a' (temp highp int) -0:58 indirect index (temp highp float) -0:58 'fua' (uniform 10-element array of highp float) -0:58 add (temp highp int) -0:58 'a' (temp highp int) +0:57 indirect index ( temp lowp sampler2D) +0:57 'fsa' ( uniform 3-element array of lowp sampler2D) +0:57 'a' ( temp highp int) +0:58 indirect index ( temp highp float) +0:58 'fua' ( uniform 10-element array of highp float) +0:58 add ( temp highp int) +0:58 'a' ( temp highp int) 0:58 Constant: 0:58 2 (const int) -0:59 indirect index (temp highp 3-component vector of float) -0:59 'am3' (in highp 3X3 matrix of float) -0:59 component-wise multiply (temp highp int) +0:59 indirect index ( temp highp 3-component vector of float) +0:59 'am3' ( in highp 3X3 matrix of float) +0:59 component-wise multiply ( temp highp int) 0:59 Constant: 0:59 3 (const int) -0:59 'a' (temp highp int) -0:60 indirect index (temp highp float) -0:60 'av2' (in highp 2-component vector of float) -0:60 component-wise multiply (temp highp int) +0:59 'a' ( temp highp int) +0:60 indirect index ( temp highp float) +0:60 'av2' ( in highp 2-component vector of float) +0:60 component-wise multiply ( temp highp int) 0:60 Constant: 0:60 3 (const int) -0:60 'a' (temp highp int) -0:61 indirect index (smooth temp highp 4-component vector of float) -0:61 'va' (smooth out 4-element array of highp 4-component vector of float) -0:61 subtract (temp highp int) -0:61 'a' (temp highp int) +0:60 'a' ( temp highp int) +0:61 indirect index ( smooth temp highp 4-component vector of float) +0:61 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:61 subtract ( temp highp int) +0:61 'a' ( temp highp int) 0:61 Constant: 0:61 1 (const int) -0:62 indirect index (temp highp 2-component vector of float) +0:62 indirect index ( temp highp 2-component vector of float) 0:62 Constant: 0:62 1.000000 0:62 0.000000 0:62 0.000000 0:62 1.000000 -0:62 divide (temp highp int) -0:62 'a' (temp highp int) +0:62 divide ( temp highp int) +0:62 'a' ( temp highp int) 0:62 Constant: 0:62 2 (const int) -0:63 indirect index (temp highp float) +0:63 indirect index ( temp highp float) 0:63 Constant: 0:63 2.000000 0:63 2.000000 0:63 2.000000 -0:63 'a' (temp highp int) -0:64 indirect index (temp highp int) -0:64 'ia' (temp 9-element array of highp int) -0:64 'a' (temp highp int) -0:65 indirect index (temp highp int) -0:65 'ia' (temp 9-element array of highp int) -0:65 Function Call: bar( (global highp int) +0:63 'a' ( temp highp int) +0:64 indirect index ( temp highp int) +0:64 'ia' ( temp 9-element array of highp int) +0:64 'a' ( temp highp int) +0:65 indirect index ( temp highp int) +0:65 'ia' ( temp 9-element array of highp int) +0:65 Function Call: bar( ( global highp int) 0:56 Loop Terminal Expression -0:56 Post-Decrement (temp highp int) -0:56 'a' (temp highp int) -0:68 direct index (temp lowp sampler2D) -0:68 'fsa' (uniform 3-element array of lowp sampler2D) +0:56 Post-Decrement ( temp highp int) +0:56 'a' ( temp highp int) +0:68 direct index ( temp lowp sampler2D) +0:68 'fsa' ( uniform 3-element array of lowp sampler2D) 0:68 Constant: 0:68 2 (const int) -0:69 direct index (temp highp float) -0:69 'fua' (uniform 10-element array of highp float) +0:69 direct index ( temp highp float) +0:69 'fua' ( uniform 10-element array of highp float) 0:69 Constant: 0:69 3 (const int) -0:70 direct index (temp highp 3-component vector of float) -0:70 'am3' (in highp 3X3 matrix of float) +0:70 direct index ( temp highp 3-component vector of float) +0:70 'am3' ( in highp 3X3 matrix of float) 0:70 Constant: 0:70 2 (const int) -0:71 direct index (temp highp float) -0:71 'av2' (in highp 2-component vector of float) +0:71 direct index ( temp highp float) +0:71 'av2' ( in highp 2-component vector of float) 0:71 Constant: 0:71 1 (const int) -0:72 direct index (smooth temp highp 4-component vector of float) -0:72 'va' (smooth out 4-element array of highp 4-component vector of float) +0:72 direct index ( smooth temp highp 4-component vector of float) +0:72 'va' ( smooth out 4-element array of highp 4-component vector of float) 0:72 Constant: 0:72 1 (const int) 0:73 Constant: @@ -864,25 +864,25 @@ Shader version: 100 0:73 1.000000 0:74 Constant: 0:74 2.000000 -0:75 direct index (temp highp int) -0:75 'ia' (temp 9-element array of highp int) +0:75 direct index ( temp highp int) +0:75 'ia' ( temp 9-element array of highp int) 0:75 Constant: 0:75 3 (const int) 0:? Linker Objects -0:? 'ga' (global highp int) -0:? 'gb' (global highp int) -0:? 'f' (global highp float) -0:? 'fsa' (uniform 3-element array of lowp sampler2D) -0:? 'fua' (uniform 10-element array of highp float) -0:? 'am3' (in highp 3X3 matrix of float) -0:? 'av2' (in highp 2-component vector of float) -0:? 'va' (smooth out 4-element array of highp 4-component vector of float) -0:? 'm2' (const highp 2X2 matrix of float) +0:? 'ga' ( global highp int) +0:? 'gb' ( global highp int) +0:? 'f' ( global highp float) +0:? 'fsa' ( uniform 3-element array of lowp sampler2D) +0:? 'fua' ( uniform 10-element array of highp float) +0:? 'am3' ( in highp 3X3 matrix of float) +0:? 'av2' ( in highp 2-component vector of float) +0:? 'va' ( smooth out 4-element array of highp 4-component vector of float) +0:? 'm2' ( const highp 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'v3' (const highp 3-component vector of float) +0:? 'v3' ( const highp 3-component vector of float) 0:? 2.000000 0:? 2.000000 0:? 2.000000 diff --git a/Test/baseResults/100scope.vert.out b/Test/baseResults/100scope.vert.out index 17423dc2..c59c8fd7 100644 --- a/Test/baseResults/100scope.vert.out +++ b/Test/baseResults/100scope.vert.out @@ -18,112 +18,112 @@ ERROR: 14 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global highp int) +0:3 Function Definition: f(i1;i1;i1; ( global highp int) 0:3 Function Parameters: -0:3 'a' (in highp int) -0:3 'b' (in highp int) -0:3 'c' (in highp int) +0:3 'a' ( in highp int) +0:3 'b' ( in highp int) +0:3 'c' ( in highp int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp highp float) -0:8 'a' (temp highp float) -0:8 add (temp highp float) -0:8 Convert int to float (temp highp float) -0:8 'a' (in highp int) +0:8 move second child to first child ( temp highp float) +0:8 'a' ( temp highp float) +0:8 add ( temp highp float) +0:8 Convert int to float ( temp highp float) +0:8 'a' ( in highp int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in highp int) -0:25 Function Definition: cos(f1; (global highp float) +0:11 'a' ( in highp int) +0:25 Function Definition: cos(f1; ( global highp float) 0:25 Function Parameters: -0:25 'x' (in highp float) +0:25 'x' ( in highp float) 0:27 Sequence 0:27 Branch: Return with expression 0:27 Constant: 0:27 1.000000 -0:29 Function Definition: radians(b1; (global bool) +0:29 Function Definition: radians(b1; ( global bool) 0:29 Function Parameters: -0:29 'x' (in bool) +0:29 'x' ( in bool) 0:31 Sequence 0:31 Branch: Return with expression 0:31 Constant: 0:31 true (const bool) -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp highp int) -0:42 'sin' (temp highp float) +0:39 Function Call: g( ( temp highp int) +0:42 'sin' ( temp highp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global highp int) +0:44 Function Call: f(i1;i1;i1; ( global highp int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp highp float) -0:47 'f' (temp highp float) +0:47 move second child to first child ( temp highp float) +0:47 'f' ( temp highp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float Position) -0:49 Construct vec4 (temp highp 4-component vector of float) -0:49 'f' (temp highp float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position) +0:49 Construct vec4 ( temp highp 4-component vector of float) +0:49 'f' ( temp highp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp highp int) -0:51 'f' (temp highp int) +0:51 move second child to first child ( temp highp int) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp highp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp highp int) -0:52 'f' (temp highp int) +0:52 Pre-Increment ( temp highp int) +0:52 'f' ( temp highp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp highp int) -0:51 'f' (temp highp int) +0:51 Pre-Increment ( temp highp int) +0:51 'f' ( temp highp int) 0:54 Sequence -0:54 move second child to first child (temp highp int) -0:54 'x' (temp highp int) +0:54 move second child to first child ( temp highp int) +0:54 'x' ( temp highp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'x' ( temp highp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp highp float) -0:56 'y' (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'y' ( temp highp float) +0:56 'x' ( temp highp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp highp int) -0:60 'x' (temp highp int) -0:60 'x' (temp highp int) +0:60 move second child to first child ( temp highp int) +0:60 'x' ( temp highp int) +0:60 'x' ( temp highp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp highp int x}) -0:68 'S' (temp structure{temp highp int x}) +0:68 move second child to first child ( temp structure{ temp highp int x}) +0:68 'S' ( temp structure{ temp highp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp highp int) -0:69 'S' (temp structure{temp highp int x}) +0:69 x: direct index for structure ( temp highp int) +0:69 'S' ( temp structure{ temp highp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'tan' (global highp float) -0:? 's' (smooth out structure{global highp float f}) +0:? 'b' ( global bool) +0:? 'tan' ( global highp float) +0:? 's' ( smooth out structure{ global highp float f}) Linked vertex stage: @@ -133,96 +133,96 @@ ERROR: Linking vertex stage: No function definition (body) found: Shader version: 100 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global highp int) +0:3 Function Definition: f(i1;i1;i1; ( global highp int) 0:3 Function Parameters: -0:3 'a' (in highp int) -0:3 'b' (in highp int) -0:3 'c' (in highp int) +0:3 'a' ( in highp int) +0:3 'b' ( in highp int) +0:3 'c' ( in highp int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp highp float) -0:8 'a' (temp highp float) -0:8 add (temp highp float) -0:8 Convert int to float (temp highp float) -0:8 'a' (in highp int) +0:8 move second child to first child ( temp highp float) +0:8 'a' ( temp highp float) +0:8 add ( temp highp float) +0:8 Convert int to float ( temp highp float) +0:8 'a' ( in highp int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in highp int) -0:36 Function Definition: main( (global void) +0:11 'a' ( in highp int) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp highp int) -0:42 'sin' (temp highp float) +0:39 Function Call: g( ( temp highp int) +0:42 'sin' ( temp highp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global highp int) +0:44 Function Call: f(i1;i1;i1; ( global highp int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp highp float) -0:47 'f' (temp highp float) +0:47 move second child to first child ( temp highp float) +0:47 'f' ( temp highp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float Position) -0:49 Construct vec4 (temp highp 4-component vector of float) -0:49 'f' (temp highp float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position) +0:49 Construct vec4 ( temp highp 4-component vector of float) +0:49 'f' ( temp highp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp highp int) -0:51 'f' (temp highp int) +0:51 move second child to first child ( temp highp int) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp highp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp highp int) -0:52 'f' (temp highp int) +0:52 Pre-Increment ( temp highp int) +0:52 'f' ( temp highp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp highp int) -0:51 'f' (temp highp int) +0:51 Pre-Increment ( temp highp int) +0:51 'f' ( temp highp int) 0:54 Sequence -0:54 move second child to first child (temp highp int) -0:54 'x' (temp highp int) +0:54 move second child to first child ( temp highp int) +0:54 'x' ( temp highp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'x' ( temp highp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp highp float) -0:56 'y' (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'y' ( temp highp float) +0:56 'x' ( temp highp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp highp int) -0:60 'x' (temp highp int) -0:60 'x' (temp highp int) +0:60 move second child to first child ( temp highp int) +0:60 'x' ( temp highp int) +0:60 'x' ( temp highp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp highp int x}) -0:68 'S' (temp structure{temp highp int x}) +0:68 move second child to first child ( temp structure{ temp highp int x}) +0:68 'S' ( temp structure{ temp highp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp highp int) -0:69 'S' (temp structure{temp highp int x}) +0:69 x: direct index for structure ( temp highp int) +0:69 'S' ( temp structure{ temp highp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'tan' (global highp float) -0:? 's' (smooth out structure{global highp float f}) +0:? 'b' ( global bool) +0:? 'tan' ( global highp float) +0:? 's' ( smooth out structure{ global highp float f}) diff --git a/Test/baseResults/110scope.vert.out b/Test/baseResults/110scope.vert.out index 74002ba7..a07de4fb 100644 --- a/Test/baseResults/110scope.vert.out +++ b/Test/baseResults/110scope.vert.out @@ -7,125 +7,125 @@ ERROR: 3 compilation errors. No code generated. Shader version: 110 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global int) +0:3 Function Definition: f(i1;i1;i1; ( global int) 0:3 Function Parameters: -0:3 'a' (in int) -0:3 'b' (in int) -0:3 'c' (in int) +0:3 'a' ( in int) +0:3 'b' ( in int) +0:3 'c' ( in int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'a' (temp float) -0:8 add (temp float) -0:8 Convert int to float (temp float) -0:8 'a' (in int) +0:8 move second child to first child ( temp float) +0:8 'a' ( temp float) +0:8 add ( temp float) +0:8 Convert int to float ( temp float) +0:8 'a' ( in int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in int) -0:25 Function Definition: cos(f1; (global float) +0:11 'a' ( in int) +0:25 Function Definition: cos(f1; ( global float) 0:25 Function Parameters: -0:25 'x' (in float) +0:25 'x' ( in float) 0:27 Sequence 0:27 Branch: Return with expression 0:27 Constant: 0:27 1.000000 -0:29 Function Definition: radians(b1; (global bool) +0:29 Function Definition: radians(b1; ( global bool) 0:29 Function Parameters: -0:29 'x' (in bool) +0:29 'x' ( in bool) 0:31 Sequence 0:31 Branch: Return with expression 0:31 Constant: 0:31 true (const bool) 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'gi' (global int) -0:34 Function Call: f(i1;i1;i1; (global int) +0:34 move second child to first child ( temp int) +0:34 'gi' ( global int) +0:34 Function Call: f(i1;i1;i1; ( global int) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 3 (const int) -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp int) -0:42 'sin' (temp float) -0:43 Function Call: sin(f1; (global float) +0:39 Function Call: g( ( temp int) +0:42 'sin' ( temp float) +0:43 Function Call: sin(f1; ( global float) 0:43 Constant: 0:43 0.700000 -0:44 Function Call: f(i1;i1;i1; (global int) +0:44 Function Call: f(i1;i1;i1; ( global int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp float) -0:47 'f' (temp float) +0:47 move second child to first child ( temp float) +0:47 'f' ( temp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 'gl_Position' (gl_Position 4-component vector of float Position) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 'f' (temp float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'gl_Position' ( gl_Position 4-component vector of float Position) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 'f' ( temp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp int) -0:51 'f' (temp int) +0:51 move second child to first child ( temp int) +0:51 'f' ( temp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp int) -0:52 'f' (temp int) +0:52 Pre-Increment ( temp int) +0:52 'f' ( temp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp int) -0:51 'f' (temp int) +0:51 Pre-Increment ( temp int) +0:51 'f' ( temp int) 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'x' (temp int) +0:54 move second child to first child ( temp int) +0:54 'x' ( temp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'x' ( temp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp float) -0:56 'y' (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'y' ( temp float) +0:56 'x' ( temp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'x' (temp int) -0:60 'x' (temp int) +0:60 move second child to first child ( temp int) +0:60 'x' ( temp int) +0:60 'x' ( temp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp int x}) -0:68 'S' (temp structure{temp int x}) +0:68 move second child to first child ( temp structure{ temp int x}) +0:68 'S' ( temp structure{ temp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp int) -0:69 'S' (temp structure{temp int x}) +0:69 x: direct index for structure ( temp int) +0:69 'S' ( temp structure{ temp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 183.346494 0:? Linker Objects -0:? 'b' (global bool) -0:? 'c' (global bool) -0:? 'f' (global float) -0:? 'tan' (global float) -0:? 'gi' (global int) +0:? 'b' ( global bool) +0:? 'c' ( global bool) +0:? 'f' ( global float) +0:? 'tan' ( global float) +0:? 'gi' ( global int) Linked vertex stage: @@ -137,109 +137,109 @@ ERROR: Linking vertex stage: No function definition (body) found: Shader version: 110 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global int) +0:3 Function Definition: f(i1;i1;i1; ( global int) 0:3 Function Parameters: -0:3 'a' (in int) -0:3 'b' (in int) -0:3 'c' (in int) +0:3 'a' ( in int) +0:3 'b' ( in int) +0:3 'c' ( in int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'a' (temp float) -0:8 add (temp float) -0:8 Convert int to float (temp float) -0:8 'a' (in int) +0:8 move second child to first child ( temp float) +0:8 'a' ( temp float) +0:8 add ( temp float) +0:8 Convert int to float ( temp float) +0:8 'a' ( in int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in int) +0:11 'a' ( in int) 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'gi' (global int) -0:34 Function Call: f(i1;i1;i1; (global int) +0:34 move second child to first child ( temp int) +0:34 'gi' ( global int) +0:34 Function Call: f(i1;i1;i1; ( global int) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 3 (const int) -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp int) -0:42 'sin' (temp float) -0:43 Function Call: sin(f1; (global float) +0:39 Function Call: g( ( temp int) +0:42 'sin' ( temp float) +0:43 Function Call: sin(f1; ( global float) 0:43 Constant: 0:43 0.700000 -0:44 Function Call: f(i1;i1;i1; (global int) +0:44 Function Call: f(i1;i1;i1; ( global int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp float) -0:47 'f' (temp float) +0:47 move second child to first child ( temp float) +0:47 'f' ( temp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 'gl_Position' (gl_Position 4-component vector of float Position) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 'f' (temp float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'gl_Position' ( gl_Position 4-component vector of float Position) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 'f' ( temp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp int) -0:51 'f' (temp int) +0:51 move second child to first child ( temp int) +0:51 'f' ( temp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp int) -0:52 'f' (temp int) +0:52 Pre-Increment ( temp int) +0:52 'f' ( temp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp int) -0:51 'f' (temp int) +0:51 Pre-Increment ( temp int) +0:51 'f' ( temp int) 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'x' (temp int) +0:54 move second child to first child ( temp int) +0:54 'x' ( temp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'x' ( temp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp float) -0:56 'y' (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'y' ( temp float) +0:56 'x' ( temp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'x' (temp int) -0:60 'x' (temp int) +0:60 move second child to first child ( temp int) +0:60 'x' ( temp int) +0:60 'x' ( temp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp int x}) -0:68 'S' (temp structure{temp int x}) +0:68 move second child to first child ( temp structure{ temp int x}) +0:68 'S' ( temp structure{ temp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp int) -0:69 'S' (temp structure{temp int x}) +0:69 x: direct index for structure ( temp int) +0:69 'S' ( temp structure{ temp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 183.346494 0:? Linker Objects -0:? 'b' (global bool) -0:? 'c' (global bool) -0:? 'f' (global float) -0:? 'tan' (global float) -0:? 'gi' (global int) +0:? 'b' ( global bool) +0:? 'c' ( global bool) +0:? 'f' ( global float) +0:? 'tan' ( global float) +0:? 'gi' ( global int) diff --git a/Test/baseResults/120.frag.out b/Test/baseResults/120.frag.out index c64eacc7..6a635ecd 100644 --- a/Test/baseResults/120.frag.out +++ b/Test/baseResults/120.frag.out @@ -1,20 +1,20 @@ 120.frag ERROR: 0:9: 'in for stage inputs' : not supported for this version or the enabled extensions ERROR: 0:10: 'out for stage outputs' : not supported for this version or the enabled extensions -ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp 2-component vector of float' and a right operand of type 'temp 3-component vector of float' (or there is no acceptable conversion) -ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type 'temp 3-component vector of float' (or there is no acceptable conversion) -ERROR: 0:56: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type 'smooth in 4-component vector of float' (or there is no acceptable conversion) -ERROR: 0:57: '=' : cannot convert from 'const float' to 'temp int' -ERROR: 0:58: 'assign' : cannot convert from 'temp bool' to 'temp float' -ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp int' and a right operand of type 'temp bool' (or there is no acceptable conversion) -ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp int' (or there is no acceptable conversion) -ERROR: 0:60: 'assign' : cannot convert from 'temp bool' to 'temp float' -ERROR: 0:61: 'assign' : cannot convert from 'temp int' to 'temp bool' -ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp float' (or there is no acceptable conversion) +ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp 2-component vector of float' and a right operand of type ' temp 3-component vector of float' (or there is no acceptable conversion) +ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' uniform 4X2 matrix of float' and a right operand of type ' temp 3-component vector of float' (or there is no acceptable conversion) +ERROR: 0:56: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' uniform 4X2 matrix of float' and a right operand of type ' smooth in 4-component vector of float' (or there is no acceptable conversion) +ERROR: 0:57: '=' : cannot convert from ' const float' to ' temp int' +ERROR: 0:58: 'assign' : cannot convert from ' temp bool' to ' temp float' +ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp int' and a right operand of type ' temp bool' (or there is no acceptable conversion) +ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp int' (or there is no acceptable conversion) +ERROR: 0:60: 'assign' : cannot convert from ' temp bool' to ' temp float' +ERROR: 0:61: 'assign' : cannot convert from ' temp int' to ' temp bool' +ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion) ERROR: 0:63: 'bitwise-or assign' : not supported for this version or the enabled extensions -ERROR: 0:63: 'assign' : cannot convert from 'temp bool' to 'temp float' -ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type 'temp 4-component vector of float' and a right operand of type 'temp 4X4 matrix of float' (or there is no acceptable conversion) -ERROR: 0:79: 'assign' : cannot convert from 'temp 4X4 matrix of float' to 'fragColor 4-component vector of float FragColor' +ERROR: 0:63: 'assign' : cannot convert from ' temp bool' to ' temp float' +ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' temp 4-component vector of float' and a right operand of type ' temp 4X4 matrix of float' (or there is no acceptable conversion) +ERROR: 0:79: 'assign' : cannot convert from ' temp 4X4 matrix of float' to ' fragColor 4-component vector of float FragColor' ERROR: 0:82: 'xr' : vector swizzle selectors not from the same set ERROR: 0:83: 'xyxyx' : vector swizzle too long ERROR: 0:84: 'z' : vector swizzle selection out of range @@ -29,17 +29,17 @@ ERROR: 0:99: 'return' : type does not match, or is not convertible to, the funct ERROR: 0:115: 'return' : void function cannot return a value ERROR: 0:125: 'gl_TexCoord' : redeclaration of array with size ERROR: 0:152: 'matrixCompMult' : no matching overloaded function found -ERROR: 0:152: '=' : cannot convert from 'const float' to 'temp 3X2 matrix of float' +ERROR: 0:152: '=' : cannot convert from ' const float' to ' temp 3X2 matrix of float' ERROR: 0:153: 'matrixCompMult' : no matching overloaded function found -ERROR: 0:153: '=' : cannot convert from 'const float' to 'temp 3X4 matrix of float' +ERROR: 0:153: '=' : cannot convert from ' const float' to ' temp 3X4 matrix of float' ERROR: 0:160: 'constructor' : not enough data provided for construction -ERROR: 0:160: '=' : cannot convert from 'const float' to 'temp 4X4 matrix of float' +ERROR: 0:160: '=' : cannot convert from ' const float' to ' temp 4X4 matrix of float' ERROR: 0:161: 'constructor' : too many arguments -ERROR: 0:161: '=' : cannot convert from 'const float' to 'temp 4X4 matrix of float' +ERROR: 0:161: '=' : cannot convert from ' const float' to ' temp 4X4 matrix of float' ERROR: 0:165: 'constructor' : matrix constructed from matrix can only have one argument ERROR: 0:166: 'constructor' : matrix constructed from matrix can only have one argument ERROR: 0:172: 'constructor' : array constructor needs one argument per array element -ERROR: 0:172: '=' : cannot convert from 'const float' to 'temp 2-element array of 3X3 matrix of float' +ERROR: 0:172: '=' : cannot convert from ' const float' to ' temp 2-element array of 3X3 matrix of float' ERROR: 0:184: 'texture2DLod' : required extension not requested: GL_ARB_shader_texture_lod ERROR: 0:185: 'texture3DProjLod' : required extension not requested: GL_ARB_shader_texture_lod ERROR: 0:186: 'texture1DProjLod' : required extension not requested: GL_ARB_shader_texture_lod @@ -48,10 +48,10 @@ ERROR: 0:189: 'texture1DGradARB' : required extension not requested: GL_ARB_shad ERROR: 0:190: 'texture2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod ERROR: 0:191: 'shadow2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod ERROR: 0:209: 'shadow2DRectProjGradARB' : no matching overloaded function found -ERROR: 0:209: 'assign' : cannot convert from 'const float' to 'temp 4-component vector of float' +ERROR: 0:209: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float' ERROR: 0:212: 'sampler2DRect' : Reserved word. -ERROR: 0:244: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type 'global void' and a right operand of type 'const int' (or there is no acceptable conversion) -ERROR: 0:245: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type 'const int' and a right operand of type 'global void' (or there is no acceptable conversion) +ERROR: 0:244: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' global void' and a right operand of type ' const int' (or there is no acceptable conversion) +ERROR: 0:245: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' const int' and a right operand of type ' global void' (or there is no acceptable conversion) ERROR: 0:248: '' : syntax error ERROR: 54 compilation errors. No code generated. @@ -60,201 +60,201 @@ Shader version: 120 Requested GL_ARB_shader_texture_lod Requested GL_ARB_texture_rectangle ERROR: node is still EOpNull! -0:21 Function Definition: main( (global void) +0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp 2X3 matrix of float) -0:23 'm23' (temp 2X3 matrix of float) -0:23 Construct mat2x3 (temp 2X3 matrix of float) -0:23 'm' (uniform 4X2 matrix of float) +0:23 move second child to first child ( temp 2X3 matrix of float) +0:23 'm23' ( temp 2X3 matrix of float) +0:23 Construct mat2x3 ( temp 2X3 matrix of float) +0:23 'm' ( uniform 4X2 matrix of float) 0:27 Sequence -0:27 move second child to first child (temp structure{global float f}) -0:27 'sv' (temp structure{global float f}) -0:27 Construct structure (temp structure{global float f}) -0:27 Convert int to float (temp float) -0:27 'a' (temp int) +0:27 move second child to first child ( temp structure{ global float f}) +0:27 'sv' ( temp structure{ global float f}) +0:27 Construct structure ( temp structure{ global float f}) +0:27 Convert int to float ( temp float) +0:27 'a' ( temp int) 0:28 Sequence -0:28 move second child to first child (temp 2-element array of float) -0:28 'ia' (temp 2-element array of float) -0:28 Construct float (temp 2-element array of float) +0:28 move second child to first child ( temp 2-element array of float) +0:28 'ia' ( temp 2-element array of float) +0:28 Construct float ( temp 2-element array of float) 0:28 Constant: 0:28 3.000000 -0:28 direct index (temp float) -0:28 'i' (smooth in 4-component vector of float) +0:28 direct index ( temp float) +0:28 'i' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 1 (const int) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'f1' (temp float) +0:29 move second child to first child ( temp float) +0:29 'f1' ( temp float) 0:29 Constant: 0:29 1.000000 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'f' (temp float) -0:30 Convert int to float (temp float) -0:30 'a' (temp int) -0:31 move second child to first child (temp float) -0:31 'f' (temp float) -0:31 Convert int to float (temp float) -0:31 'a' (temp int) +0:30 move second child to first child ( temp float) +0:30 'f' ( temp float) +0:30 Convert int to float ( temp float) +0:30 'a' ( temp int) +0:31 move second child to first child ( temp float) +0:31 'f' ( temp float) +0:31 Convert int to float ( temp float) +0:31 'a' ( temp int) 0:33 Sequence -0:33 move second child to first child (temp 3-component vector of float) -0:33 'v3' (temp 3-component vector of float) -0:33 Convert int to float (temp 3-component vector of float) -0:33 'iv3' (temp 3-component vector of int) -0:34 move second child to first child (temp float) -0:34 'f' (temp float) -0:34 add (temp float) -0:34 'f' (temp float) -0:34 Convert int to float (temp float) -0:34 'a' (temp int) -0:35 move second child to first child (temp float) -0:35 'f' (temp float) -0:35 subtract (temp float) -0:35 Convert int to float (temp float) -0:35 'a' (temp int) -0:35 'f' (temp float) -0:36 add second child into first child (temp float) -0:36 'f' (temp float) -0:36 Convert int to float (temp float) -0:36 'a' (temp int) -0:37 move second child to first child (temp float) -0:37 'f' (temp float) -0:37 subtract (temp float) -0:37 Convert int to float (temp float) -0:37 'a' (temp int) -0:37 'f' (temp float) -0:38 multiply second child into first child (temp 3-component vector of float) -0:38 'v3' (temp 3-component vector of float) -0:38 Convert int to float (temp 3-component vector of float) -0:38 'iv3' (temp 3-component vector of int) -0:39 move second child to first child (temp 3-component vector of float) -0:39 'v3' (temp 3-component vector of float) -0:39 divide (temp 3-component vector of float) -0:39 Convert int to float (temp 3-component vector of float) -0:39 'iv3' (temp 3-component vector of int) +0:33 move second child to first child ( temp 3-component vector of float) +0:33 'v3' ( temp 3-component vector of float) +0:33 Convert int to float ( temp 3-component vector of float) +0:33 'iv3' ( temp 3-component vector of int) +0:34 move second child to first child ( temp float) +0:34 'f' ( temp float) +0:34 add ( temp float) +0:34 'f' ( temp float) +0:34 Convert int to float ( temp float) +0:34 'a' ( temp int) +0:35 move second child to first child ( temp float) +0:35 'f' ( temp float) +0:35 subtract ( temp float) +0:35 Convert int to float ( temp float) +0:35 'a' ( temp int) +0:35 'f' ( temp float) +0:36 add second child into first child ( temp float) +0:36 'f' ( temp float) +0:36 Convert int to float ( temp float) +0:36 'a' ( temp int) +0:37 move second child to first child ( temp float) +0:37 'f' ( temp float) +0:37 subtract ( temp float) +0:37 Convert int to float ( temp float) +0:37 'a' ( temp int) +0:37 'f' ( temp float) +0:38 multiply second child into first child ( temp 3-component vector of float) +0:38 'v3' ( temp 3-component vector of float) +0:38 Convert int to float ( temp 3-component vector of float) +0:38 'iv3' ( temp 3-component vector of int) +0:39 move second child to first child ( temp 3-component vector of float) +0:39 'v3' ( temp 3-component vector of float) +0:39 divide ( temp 3-component vector of float) +0:39 Convert int to float ( temp 3-component vector of float) +0:39 'iv3' ( temp 3-component vector of int) 0:39 Constant: 0:39 2.000000 -0:40 move second child to first child (temp 3-component vector of float) -0:40 'v3' (temp 3-component vector of float) -0:40 vector-scale (temp 3-component vector of float) +0:40 move second child to first child ( temp 3-component vector of float) +0:40 'v3' ( temp 3-component vector of float) +0:40 vector-scale ( temp 3-component vector of float) 0:40 Constant: 0:40 3.000000 -0:40 Convert int to float (temp 3-component vector of float) -0:40 'iv3' (temp 3-component vector of int) -0:41 move second child to first child (temp 3-component vector of float) -0:41 'v3' (temp 3-component vector of float) -0:41 vector-scale (temp 3-component vector of float) +0:40 Convert int to float ( temp 3-component vector of float) +0:40 'iv3' ( temp 3-component vector of int) +0:41 move second child to first child ( temp 3-component vector of float) +0:41 'v3' ( temp 3-component vector of float) +0:41 vector-scale ( temp 3-component vector of float) 0:41 Constant: 0:41 2.000000 -0:41 'v3' (temp 3-component vector of float) -0:42 move second child to first child (temp 3-component vector of float) -0:42 'v3' (temp 3-component vector of float) -0:42 subtract (temp 3-component vector of float) -0:42 'v3' (temp 3-component vector of float) +0:41 'v3' ( temp 3-component vector of float) +0:42 move second child to first child ( temp 3-component vector of float) +0:42 'v3' ( temp 3-component vector of float) +0:42 subtract ( temp 3-component vector of float) +0:42 'v3' ( temp 3-component vector of float) 0:42 Constant: 0:42 2.000000 -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition -0:47 logical-or (temp bool) -0:46 logical-or (temp bool) -0:45 logical-or (temp bool) -0:44 logical-or (temp bool) -0:43 logical-or (temp bool) -0:43 Compare Less Than (temp bool) -0:43 'f' (temp float) -0:43 Convert int to float (temp float) -0:43 'a' (temp int) -0:44 Compare Less Than or Equal (temp bool) -0:44 Convert int to float (temp float) -0:44 'a' (temp int) -0:44 'f' (temp float) -0:45 Compare Greater Than (temp bool) -0:45 'f' (temp float) -0:45 Convert int to float (temp float) -0:45 'a' (temp int) -0:46 Compare Greater Than or Equal (temp bool) -0:46 'f' (temp float) -0:46 Convert int to float (temp float) -0:46 'a' (temp int) -0:47 Compare Equal (temp bool) -0:47 Convert int to float (temp float) -0:47 'a' (temp int) -0:47 'f' (temp float) -0:48 Compare Not Equal (temp bool) -0:48 'f' (temp float) -0:48 Convert int to float (temp float) -0:48 'a' (temp int) +0:47 logical-or ( temp bool) +0:46 logical-or ( temp bool) +0:45 logical-or ( temp bool) +0:44 logical-or ( temp bool) +0:43 logical-or ( temp bool) +0:43 Compare Less Than ( temp bool) +0:43 'f' ( temp float) +0:43 Convert int to float ( temp float) +0:43 'a' ( temp int) +0:44 Compare Less Than or Equal ( temp bool) +0:44 Convert int to float ( temp float) +0:44 'a' ( temp int) +0:44 'f' ( temp float) +0:45 Compare Greater Than ( temp bool) +0:45 'f' ( temp float) +0:45 Convert int to float ( temp float) +0:45 'a' ( temp int) +0:46 Compare Greater Than or Equal ( temp bool) +0:46 'f' ( temp float) +0:46 Convert int to float ( temp float) +0:46 'a' ( temp int) +0:47 Compare Equal ( temp bool) +0:47 Convert int to float ( temp float) +0:47 'a' ( temp int) +0:47 'f' ( temp float) +0:48 Compare Not Equal ( temp bool) +0:48 'f' ( temp float) +0:48 Convert int to float ( temp float) +0:48 'a' ( temp int) 0:43 true case is null -0:49 move second child to first child (temp float) -0:49 'f' (temp float) -0:49 Test condition and select (temp float) +0:49 move second child to first child ( temp float) +0:49 'f' ( temp float) +0:49 Test condition and select ( temp float) 0:49 Condition -0:49 'b' (temp bool) +0:49 'b' ( temp bool) 0:49 true case -0:49 Convert int to float (temp float) -0:49 'a' (temp int) +0:49 Convert int to float ( temp float) +0:49 'a' ( temp int) 0:49 false case -0:49 'f' (temp float) -0:50 move second child to first child (temp float) -0:50 'f' (temp float) -0:50 Test condition and select (temp float) +0:49 'f' ( temp float) +0:50 move second child to first child ( temp float) +0:50 'f' ( temp float) +0:50 Test condition and select ( temp float) 0:50 Condition -0:50 'b' (temp bool) +0:50 'b' ( temp bool) 0:50 true case -0:50 'f' (temp float) +0:50 'f' ( temp float) 0:50 false case -0:50 Convert int to float (temp float) -0:50 'a' (temp int) -0:51 move second child to first child (temp float) -0:51 'f' (temp float) -0:51 Convert int to float (temp float) -0:51 Test condition and select (temp int) +0:50 Convert int to float ( temp float) +0:50 'a' ( temp int) +0:51 move second child to first child ( temp float) +0:51 'f' ( temp float) +0:51 Convert int to float ( temp float) +0:51 Test condition and select ( temp int) 0:51 Condition -0:51 'b' (temp bool) +0:51 'b' ( temp bool) 0:51 true case -0:51 'a' (temp int) +0:51 'a' ( temp int) 0:51 false case -0:51 'a' (temp int) +0:51 'a' ( temp int) 0:52 Sequence -0:52 move second child to first child (temp structure{global float f}) -0:52 'news' (temp structure{global float f}) -0:52 'sv' (temp structure{global float f}) -0:54 vector swizzle (temp 2-component vector of float) -0:54 'i' (smooth in 4-component vector of float) +0:52 move second child to first child ( temp structure{ global float f}) +0:52 'news' ( temp structure{ global float f}) +0:52 'sv' ( temp structure{ global float f}) +0:54 vector swizzle ( temp 2-component vector of float) +0:54 'i' ( smooth in 4-component vector of float) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) -0:55 'm' (uniform 4X2 matrix of float) -0:56 'm' (uniform 4X2 matrix of float) -0:58 'f' (temp float) -0:59 move second child to first child (temp float) -0:59 'f' (temp float) -0:59 Convert int to float (temp float) -0:59 'a' (temp int) -0:60 'f' (temp float) -0:61 'b' (temp bool) -0:62 move second child to first child (temp bool) -0:62 'b' (temp bool) -0:62 'b' (temp bool) -0:63 'f' (temp float) -0:65 move second child to first child (temp 4-component vector of float) -0:65 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:65 texture (global 4-component vector of float) -0:65 's2D' (uniform sampler2D) -0:65 'centTexCoord' (centroid smooth in 2-component vector of float) +0:55 'm' ( uniform 4X2 matrix of float) +0:56 'm' ( uniform 4X2 matrix of float) +0:58 'f' ( temp float) +0:59 move second child to first child ( temp float) +0:59 'f' ( temp float) +0:59 Convert int to float ( temp float) +0:59 'a' ( temp int) +0:60 'f' ( temp float) +0:61 'b' ( temp bool) +0:62 move second child to first child ( temp bool) +0:62 'b' ( temp bool) +0:62 'b' ( temp bool) +0:63 'f' ( temp float) +0:65 move second child to first child ( temp 4-component vector of float) +0:65 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:65 texture ( global 4-component vector of float) +0:65 's2D' ( uniform sampler2D) +0:65 'centTexCoord' ( centroid smooth in 2-component vector of float) 0:? Sequence -0:79 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:82 direct index (temp float) -0:82 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:79 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:82 direct index ( temp float) +0:82 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:82 Constant: 0:82 0 (const int) -0:83 vector swizzle (temp 2-component vector of float) -0:83 vector swizzle (temp 4-component vector of float) -0:83 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:83 vector swizzle ( temp 2-component vector of float) +0:83 vector swizzle ( temp 4-component vector of float) +0:83 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:83 Sequence 0:83 Constant: 0:83 0 (const int) @@ -269,49 +269,49 @@ ERROR: node is still EOpNull! 0:83 0 (const int) 0:83 Constant: 0:83 1 (const int) -0:84 direct index (temp float) -0:84 'centTexCoord' (centroid smooth in 2-component vector of float) +0:84 direct index ( temp float) +0:84 'centTexCoord' ( centroid smooth in 2-component vector of float) 0:84 Constant: 0:84 0 (const int) -0:85 move second child to first child (temp bool) -0:85 Comma (temp bool) -0:85 'a' (temp int) -0:85 'b' (temp bool) +0:85 move second child to first child ( temp bool) +0:85 Comma ( temp bool) +0:85 'a' ( temp int) +0:85 'b' ( temp bool) 0:85 Constant: 0:85 true (const bool) -0:91 Function Definition: main( (global int) +0:91 Function Definition: main( ( global int) 0:91 Function Parameters: -0:92 Function Definition: main(i1; (global void) +0:92 Function Definition: main(i1; ( global void) 0:92 Function Parameters: -0:92 'a' (in int) -0:97 Function Definition: foo(f1; (global int) +0:92 'a' ( in int) +0:97 Function Definition: foo(f1; ( global int) 0:97 Function Parameters: -0:97 'a' (out float) +0:97 'a' ( out float) 0:99 Sequence 0:99 Branch: Return with expression 0:99 Constant: 0:99 3.200000 -0:100 Function Call: foo(f1; (global int) -0:100 'a' (out float) -0:103 Function Definition: gen(vf3; (global bool) +0:100 Function Call: foo(f1; ( global int) +0:100 'a' ( out float) +0:103 Function Definition: gen(vf3; ( global bool) 0:103 Function Parameters: -0:103 'v' (in 3-component vector of float) +0:103 'v' ( in 3-component vector of float) 0:105 Sequence -0:105 Test condition and select (temp void) +0:105 Test condition and select ( temp void) 0:105 Condition -0:105 logical-and (temp bool) -0:105 Compare Less Than (temp bool) -0:105 Absolute value (global float) -0:105 direct index (temp float) -0:105 'v' (in 3-component vector of float) +0:105 logical-and ( temp bool) +0:105 Compare Less Than ( temp bool) +0:105 Absolute value ( global float) +0:105 direct index ( temp float) +0:105 'v' ( in 3-component vector of float) 0:105 Constant: 0:105 0 (const int) 0:105 Constant: 0:105 0.000100 -0:105 Compare Less Than (temp bool) -0:105 Absolute value (global float) -0:105 direct index (temp float) -0:105 'v' (in 3-component vector of float) +0:105 Compare Less Than ( temp bool) +0:105 Absolute value ( global float) +0:105 direct index ( temp float) +0:105 'v' ( in 3-component vector of float) 0:105 Constant: 0:105 1 (const int) 0:105 Constant: @@ -320,333 +320,333 @@ ERROR: node is still EOpNull! 0:106 Branch: Return with expression 0:106 Constant: 0:106 true (const bool) -0:109 Function Definition: v1( (global void) +0:109 Function Definition: v1( ( global void) 0:109 Function Parameters: -0:113 Function Definition: v2( (global void) +0:113 Function Definition: v2( ( global void) 0:113 Function Parameters: 0:115 Sequence 0:115 Branch: Return -0:118 Function Definition: atest( (global void) +0:118 Function Definition: atest( ( global void) 0:118 Function Parameters: 0:120 Sequence 0:120 Sequence -0:120 move second child to first child (temp 4-component vector of float) -0:120 'v' (temp 4-component vector of float) -0:120 direct index (smooth temp 4-component vector of float TexCoord) -0:120 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:120 move second child to first child ( temp 4-component vector of float) +0:120 'v' ( temp 4-component vector of float) +0:120 direct index ( smooth temp 4-component vector of float TexCoord) +0:120 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:120 Constant: 0:120 1 (const int) -0:121 add second child into first child (temp 4-component vector of float) -0:121 'v' (temp 4-component vector of float) -0:121 direct index (smooth temp 4-component vector of float TexCoord) -0:121 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:121 add second child into first child ( temp 4-component vector of float) +0:121 'v' ( temp 4-component vector of float) +0:121 direct index ( smooth temp 4-component vector of float TexCoord) +0:121 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:121 Constant: 0:121 3 (const int) -0:139 Function Definition: foo123( (global void) +0:139 Function Definition: foo123( ( global void) 0:139 Function Parameters: 0:141 Sequence 0:141 Sequence -0:141 move second child to first child (temp 2X2 matrix of float) -0:141 'r2' (temp 2X2 matrix of float) -0:141 component-wise multiply (global 2X2 matrix of float) -0:141 'm22' (global 2X2 matrix of float) -0:141 'm22' (global 2X2 matrix of float) +0:141 move second child to first child ( temp 2X2 matrix of float) +0:141 'r2' ( temp 2X2 matrix of float) +0:141 component-wise multiply ( global 2X2 matrix of float) +0:141 'm22' ( global 2X2 matrix of float) +0:141 'm22' ( global 2X2 matrix of float) 0:142 Sequence -0:142 move second child to first child (temp 3X3 matrix of float) -0:142 'r3' (temp 3X3 matrix of float) -0:142 component-wise multiply (global 3X3 matrix of float) -0:142 'm33' (global 3X3 matrix of float) -0:142 'm33' (global 3X3 matrix of float) +0:142 move second child to first child ( temp 3X3 matrix of float) +0:142 'r3' ( temp 3X3 matrix of float) +0:142 component-wise multiply ( global 3X3 matrix of float) +0:142 'm33' ( global 3X3 matrix of float) +0:142 'm33' ( global 3X3 matrix of float) 0:143 Sequence -0:143 move second child to first child (temp 4X4 matrix of float) -0:143 'r4' (temp 4X4 matrix of float) -0:143 component-wise multiply (global 4X4 matrix of float) -0:143 'm44' (global 4X4 matrix of float) -0:143 'm44' (global 4X4 matrix of float) +0:143 move second child to first child ( temp 4X4 matrix of float) +0:143 'r4' ( temp 4X4 matrix of float) +0:143 component-wise multiply ( global 4X4 matrix of float) +0:143 'm44' ( global 4X4 matrix of float) +0:143 'm44' ( global 4X4 matrix of float) 0:145 Sequence -0:145 move second child to first child (temp 2X3 matrix of float) -0:145 'r23' (temp 2X3 matrix of float) -0:145 component-wise multiply (global 2X3 matrix of float) -0:145 'm23' (global 2X3 matrix of float) -0:145 'm23' (global 2X3 matrix of float) +0:145 move second child to first child ( temp 2X3 matrix of float) +0:145 'r23' ( temp 2X3 matrix of float) +0:145 component-wise multiply ( global 2X3 matrix of float) +0:145 'm23' ( global 2X3 matrix of float) +0:145 'm23' ( global 2X3 matrix of float) 0:146 Sequence -0:146 move second child to first child (temp 2X4 matrix of float) -0:146 'r24' (temp 2X4 matrix of float) -0:146 component-wise multiply (global 2X4 matrix of float) -0:146 'm24' (global 2X4 matrix of float) -0:146 'm24' (global 2X4 matrix of float) +0:146 move second child to first child ( temp 2X4 matrix of float) +0:146 'r24' ( temp 2X4 matrix of float) +0:146 component-wise multiply ( global 2X4 matrix of float) +0:146 'm24' ( global 2X4 matrix of float) +0:146 'm24' ( global 2X4 matrix of float) 0:147 Sequence -0:147 move second child to first child (temp 3X2 matrix of float) -0:147 'r32' (temp 3X2 matrix of float) -0:147 component-wise multiply (global 3X2 matrix of float) -0:147 'm32' (global 3X2 matrix of float) -0:147 'm32' (global 3X2 matrix of float) +0:147 move second child to first child ( temp 3X2 matrix of float) +0:147 'r32' ( temp 3X2 matrix of float) +0:147 component-wise multiply ( global 3X2 matrix of float) +0:147 'm32' ( global 3X2 matrix of float) +0:147 'm32' ( global 3X2 matrix of float) 0:148 Sequence -0:148 move second child to first child (temp 3X4 matrix of float) -0:148 'r34' (temp 3X4 matrix of float) -0:148 component-wise multiply (global 3X4 matrix of float) -0:148 'm34' (global 3X4 matrix of float) -0:148 'm34' (global 3X4 matrix of float) +0:148 move second child to first child ( temp 3X4 matrix of float) +0:148 'r34' ( temp 3X4 matrix of float) +0:148 component-wise multiply ( global 3X4 matrix of float) +0:148 'm34' ( global 3X4 matrix of float) +0:148 'm34' ( global 3X4 matrix of float) 0:149 Sequence -0:149 move second child to first child (temp 4X2 matrix of float) -0:149 'r42' (temp 4X2 matrix of float) -0:149 component-wise multiply (global 4X2 matrix of float) -0:149 'm42' (global 4X2 matrix of float) -0:149 'm42' (global 4X2 matrix of float) +0:149 move second child to first child ( temp 4X2 matrix of float) +0:149 'r42' ( temp 4X2 matrix of float) +0:149 component-wise multiply ( global 4X2 matrix of float) +0:149 'm42' ( global 4X2 matrix of float) +0:149 'm42' ( global 4X2 matrix of float) 0:150 Sequence -0:150 move second child to first child (temp 4X3 matrix of float) -0:150 'r43' (temp 4X3 matrix of float) -0:150 component-wise multiply (global 4X3 matrix of float) -0:150 'm43' (global 4X3 matrix of float) -0:150 'm43' (global 4X3 matrix of float) -0:156 Function Definition: matConst( (global void) +0:150 move second child to first child ( temp 4X3 matrix of float) +0:150 'r43' ( temp 4X3 matrix of float) +0:150 component-wise multiply ( global 4X3 matrix of float) +0:150 'm43' ( global 4X3 matrix of float) +0:150 'm43' ( global 4X3 matrix of float) +0:156 Function Definition: matConst( ( global void) 0:156 Function Parameters: 0:? Sequence 0:162 Sequence -0:162 move second child to first child (temp 4X4 matrix of float) -0:162 'm4g' (temp 4X4 matrix of float) -0:162 Construct mat4 (temp 4X4 matrix of float) -0:162 'v2' (temp 2-component vector of float) -0:162 'v3' (temp 3-component vector of float) -0:162 'v3' (temp 3-component vector of float) -0:162 'v3' (temp 3-component vector of float) -0:162 'v3' (temp 3-component vector of float) -0:162 'v3' (temp 3-component vector of float) +0:162 move second child to first child ( temp 4X4 matrix of float) +0:162 'm4g' ( temp 4X4 matrix of float) +0:162 Construct mat4 ( temp 4X4 matrix of float) +0:162 'v2' ( temp 2-component vector of float) +0:162 'v3' ( temp 3-component vector of float) +0:162 'v3' ( temp 3-component vector of float) +0:162 'v3' ( temp 3-component vector of float) +0:162 'v3' ( temp 3-component vector of float) +0:162 'v3' ( temp 3-component vector of float) 0:163 Sequence -0:163 move second child to first child (temp 4X4 matrix of float) -0:163 'm4' (temp 4X4 matrix of float) -0:163 Construct mat4 (temp 4X4 matrix of float) -0:163 'v2' (temp 2-component vector of float) -0:163 'v3' (temp 3-component vector of float) -0:163 'v3' (temp 3-component vector of float) -0:163 'v3' (temp 3-component vector of float) -0:163 'v3' (temp 3-component vector of float) -0:163 'v2' (temp 2-component vector of float) +0:163 move second child to first child ( temp 4X4 matrix of float) +0:163 'm4' ( temp 4X4 matrix of float) +0:163 Construct mat4 ( temp 4X4 matrix of float) +0:163 'v2' ( temp 2-component vector of float) +0:163 'v3' ( temp 3-component vector of float) +0:163 'v3' ( temp 3-component vector of float) +0:163 'v3' ( temp 3-component vector of float) +0:163 'v3' ( temp 3-component vector of float) +0:163 'v2' ( temp 2-component vector of float) 0:164 Sequence -0:164 move second child to first child (temp 3X3 matrix of float) -0:164 'm3' (temp 3X3 matrix of float) -0:164 Construct mat3 (temp 3X3 matrix of float) -0:164 'm4' (temp 4X4 matrix of float) +0:164 move second child to first child ( temp 3X3 matrix of float) +0:164 'm3' ( temp 3X3 matrix of float) +0:164 Construct mat3 ( temp 3X3 matrix of float) +0:164 'm4' ( temp 4X4 matrix of float) 0:165 Sequence -0:165 move second child to first child (temp 3X3 matrix of float) -0:165 'm3b1' (temp 3X3 matrix of float) -0:165 Construct mat3 (temp 3X3 matrix of float) -0:165 'm4' (temp 4X4 matrix of float) -0:165 'v2' (temp 2-component vector of float) +0:165 move second child to first child ( temp 3X3 matrix of float) +0:165 'm3b1' ( temp 3X3 matrix of float) +0:165 Construct mat3 ( temp 3X3 matrix of float) +0:165 'm4' ( temp 4X4 matrix of float) +0:165 'v2' ( temp 2-component vector of float) 0:166 Sequence -0:166 move second child to first child (temp 3X3 matrix of float) -0:166 'm3b2' (temp 3X3 matrix of float) -0:166 Construct mat3 (temp 3X3 matrix of float) -0:166 'm4' (temp 4X4 matrix of float) -0:166 'm4' (temp 4X4 matrix of float) +0:166 move second child to first child ( temp 3X3 matrix of float) +0:166 'm3b2' ( temp 3X3 matrix of float) +0:166 Construct mat3 ( temp 3X3 matrix of float) +0:166 'm4' ( temp 4X4 matrix of float) +0:166 'm4' ( temp 4X4 matrix of float) 0:167 Sequence -0:167 move second child to first child (temp 3X2 matrix of float) -0:167 'm32' (temp 3X2 matrix of float) -0:167 Construct mat3x2 (temp 3X2 matrix of float) -0:167 'm4' (temp 4X4 matrix of float) +0:167 move second child to first child ( temp 3X2 matrix of float) +0:167 'm32' ( temp 3X2 matrix of float) +0:167 Construct mat3x2 ( temp 3X2 matrix of float) +0:167 'm4' ( temp 4X4 matrix of float) 0:168 Sequence -0:168 move second child to first child (temp 4X4 matrix of float) -0:168 'm4c' (temp 4X4 matrix of float) -0:168 Construct mat4 (temp 4X4 matrix of float) -0:168 'm32' (temp 3X2 matrix of float) +0:168 move second child to first child ( temp 4X4 matrix of float) +0:168 'm4c' ( temp 4X4 matrix of float) +0:168 Construct mat4 ( temp 4X4 matrix of float) +0:168 'm32' ( temp 3X2 matrix of float) 0:169 Sequence -0:169 move second child to first child (temp 3X3 matrix of float) -0:169 'm3s' (temp 3X3 matrix of float) -0:169 Construct mat3 (temp 3X3 matrix of float) -0:169 direct index (temp float) -0:169 'v2' (temp 2-component vector of float) +0:169 move second child to first child ( temp 3X3 matrix of float) +0:169 'm3s' ( temp 3X3 matrix of float) +0:169 Construct mat3 ( temp 3X3 matrix of float) +0:169 direct index ( temp float) +0:169 'v2' ( temp 2-component vector of float) 0:169 Constant: 0:169 0 (const int) 0:171 Sequence -0:171 move second child to first child (temp 2-element array of 3X3 matrix of float) -0:171 'm3a1' (temp 2-element array of 3X3 matrix of float) -0:171 Construct mat3 (temp 2-element array of 3X3 matrix of float) -0:171 'm3s' (temp 3X3 matrix of float) -0:171 'm3s' (temp 3X3 matrix of float) -0:179 Function Definition: foo2323( (global void) +0:171 move second child to first child ( temp 2-element array of 3X3 matrix of float) +0:171 'm3a1' ( temp 2-element array of 3X3 matrix of float) +0:171 Construct mat3 ( temp 2-element array of 3X3 matrix of float) +0:171 'm3s' ( temp 3X3 matrix of float) +0:171 'm3s' ( temp 3X3 matrix of float) +0:179 Function Definition: foo2323( ( global void) 0:179 Function Parameters: 0:? Sequence -0:184 move second child to first child (temp 4-component vector of float) -0:184 'v' (temp 4-component vector of float) -0:184 textureLod (global 4-component vector of float) -0:184 's2D' (uniform sampler2D) -0:184 'v2' (temp 2-component vector of float) -0:184 'f' (temp float) -0:185 move second child to first child (temp 4-component vector of float) -0:185 'v' (temp 4-component vector of float) -0:185 textureProjLod (global 4-component vector of float) -0:185 's3D' (uniform sampler3D) -0:185 'v' (temp 4-component vector of float) -0:185 'f' (temp float) -0:186 move second child to first child (temp 4-component vector of float) -0:186 'v' (temp 4-component vector of float) -0:186 textureProjLod (global 4-component vector of float) -0:186 's1D' (uniform sampler1D) -0:186 'v' (temp 4-component vector of float) -0:186 'f' (temp float) -0:187 move second child to first child (temp 4-component vector of float) -0:187 'v' (temp 4-component vector of float) -0:187 textureProjLod (global 4-component vector of float) -0:187 's2DS' (uniform sampler2DShadow) -0:187 'v' (temp 4-component vector of float) -0:187 'f' (temp float) -0:189 move second child to first child (temp 4-component vector of float) -0:189 'v' (temp 4-component vector of float) -0:189 textureGrad (global 4-component vector of float) -0:189 's1D' (uniform sampler1D) -0:189 'f' (temp float) -0:189 'f' (temp float) -0:189 'f' (temp float) -0:190 move second child to first child (temp 4-component vector of float) -0:190 'v' (temp 4-component vector of float) -0:190 textureProjGrad (global 4-component vector of float) -0:190 's2D' (uniform sampler2D) -0:190 'v' (temp 4-component vector of float) -0:190 'v2' (temp 2-component vector of float) -0:190 'v2' (temp 2-component vector of float) -0:191 move second child to first child (temp 4-component vector of float) -0:191 'v' (temp 4-component vector of float) -0:191 textureProjGrad (global 4-component vector of float) -0:191 's2DS' (uniform sampler2DShadow) -0:191 'v' (temp 4-component vector of float) -0:191 'v2' (temp 2-component vector of float) -0:191 'v2' (temp 2-component vector of float) -0:196 Function Definition: foo2324( (global void) +0:184 move second child to first child ( temp 4-component vector of float) +0:184 'v' ( temp 4-component vector of float) +0:184 textureLod ( global 4-component vector of float) +0:184 's2D' ( uniform sampler2D) +0:184 'v2' ( temp 2-component vector of float) +0:184 'f' ( temp float) +0:185 move second child to first child ( temp 4-component vector of float) +0:185 'v' ( temp 4-component vector of float) +0:185 textureProjLod ( global 4-component vector of float) +0:185 's3D' ( uniform sampler3D) +0:185 'v' ( temp 4-component vector of float) +0:185 'f' ( temp float) +0:186 move second child to first child ( temp 4-component vector of float) +0:186 'v' ( temp 4-component vector of float) +0:186 textureProjLod ( global 4-component vector of float) +0:186 's1D' ( uniform sampler1D) +0:186 'v' ( temp 4-component vector of float) +0:186 'f' ( temp float) +0:187 move second child to first child ( temp 4-component vector of float) +0:187 'v' ( temp 4-component vector of float) +0:187 textureProjLod ( global 4-component vector of float) +0:187 's2DS' ( uniform sampler2DShadow) +0:187 'v' ( temp 4-component vector of float) +0:187 'f' ( temp float) +0:189 move second child to first child ( temp 4-component vector of float) +0:189 'v' ( temp 4-component vector of float) +0:189 textureGrad ( global 4-component vector of float) +0:189 's1D' ( uniform sampler1D) +0:189 'f' ( temp float) +0:189 'f' ( temp float) +0:189 'f' ( temp float) +0:190 move second child to first child ( temp 4-component vector of float) +0:190 'v' ( temp 4-component vector of float) +0:190 textureProjGrad ( global 4-component vector of float) +0:190 's2D' ( uniform sampler2D) +0:190 'v' ( temp 4-component vector of float) +0:190 'v2' ( temp 2-component vector of float) +0:190 'v2' ( temp 2-component vector of float) +0:191 move second child to first child ( temp 4-component vector of float) +0:191 'v' ( temp 4-component vector of float) +0:191 textureProjGrad ( global 4-component vector of float) +0:191 's2DS' ( uniform sampler2DShadow) +0:191 'v' ( temp 4-component vector of float) +0:191 'v2' ( temp 2-component vector of float) +0:191 'v2' ( temp 2-component vector of float) +0:196 Function Definition: foo2324( ( global void) 0:196 Function Parameters: 0:? Sequence -0:201 move second child to first child (temp 4-component vector of float) -0:201 'v' (temp 4-component vector of float) -0:201 textureLod (global 4-component vector of float) -0:201 's2D' (uniform sampler2D) -0:201 'v2' (temp 2-component vector of float) -0:201 'f' (temp float) -0:202 move second child to first child (temp 4-component vector of float) -0:202 'v' (temp 4-component vector of float) -0:202 textureProjLod (global 4-component vector of float) -0:202 's3D' (uniform sampler3D) -0:202 'v' (temp 4-component vector of float) -0:202 'f' (temp float) -0:203 move second child to first child (temp 4-component vector of float) -0:203 'v' (temp 4-component vector of float) -0:203 textureProjLod (global 4-component vector of float) -0:203 's1D' (uniform sampler1D) -0:203 'v' (temp 4-component vector of float) -0:203 'f' (temp float) -0:204 move second child to first child (temp 4-component vector of float) -0:204 'v' (temp 4-component vector of float) -0:204 textureProjLod (global 4-component vector of float) -0:204 's2DS' (uniform sampler2DShadow) -0:204 'v' (temp 4-component vector of float) -0:204 'f' (temp float) -0:206 move second child to first child (temp 4-component vector of float) -0:206 'v' (temp 4-component vector of float) -0:206 textureGrad (global 4-component vector of float) -0:206 's1D' (uniform sampler1D) -0:206 'f' (temp float) -0:206 'f' (temp float) -0:206 'f' (temp float) -0:207 move second child to first child (temp 4-component vector of float) -0:207 'v' (temp 4-component vector of float) -0:207 textureProjGrad (global 4-component vector of float) -0:207 's2D' (uniform sampler2D) -0:207 'v' (temp 4-component vector of float) -0:207 'v2' (temp 2-component vector of float) -0:207 'v2' (temp 2-component vector of float) -0:208 move second child to first child (temp 4-component vector of float) -0:208 'v' (temp 4-component vector of float) -0:208 textureProjGrad (global 4-component vector of float) -0:208 's2DS' (uniform sampler2DShadow) -0:208 'v' (temp 4-component vector of float) -0:208 'v2' (temp 2-component vector of float) -0:208 'v2' (temp 2-component vector of float) -0:209 'v' (temp 4-component vector of float) -0:214 Function Definition: foo121111( (global void) +0:201 move second child to first child ( temp 4-component vector of float) +0:201 'v' ( temp 4-component vector of float) +0:201 textureLod ( global 4-component vector of float) +0:201 's2D' ( uniform sampler2D) +0:201 'v2' ( temp 2-component vector of float) +0:201 'f' ( temp float) +0:202 move second child to first child ( temp 4-component vector of float) +0:202 'v' ( temp 4-component vector of float) +0:202 textureProjLod ( global 4-component vector of float) +0:202 's3D' ( uniform sampler3D) +0:202 'v' ( temp 4-component vector of float) +0:202 'f' ( temp float) +0:203 move second child to first child ( temp 4-component vector of float) +0:203 'v' ( temp 4-component vector of float) +0:203 textureProjLod ( global 4-component vector of float) +0:203 's1D' ( uniform sampler1D) +0:203 'v' ( temp 4-component vector of float) +0:203 'f' ( temp float) +0:204 move second child to first child ( temp 4-component vector of float) +0:204 'v' ( temp 4-component vector of float) +0:204 textureProjLod ( global 4-component vector of float) +0:204 's2DS' ( uniform sampler2DShadow) +0:204 'v' ( temp 4-component vector of float) +0:204 'f' ( temp float) +0:206 move second child to first child ( temp 4-component vector of float) +0:206 'v' ( temp 4-component vector of float) +0:206 textureGrad ( global 4-component vector of float) +0:206 's1D' ( uniform sampler1D) +0:206 'f' ( temp float) +0:206 'f' ( temp float) +0:206 'f' ( temp float) +0:207 move second child to first child ( temp 4-component vector of float) +0:207 'v' ( temp 4-component vector of float) +0:207 textureProjGrad ( global 4-component vector of float) +0:207 's2D' ( uniform sampler2D) +0:207 'v' ( temp 4-component vector of float) +0:207 'v2' ( temp 2-component vector of float) +0:207 'v2' ( temp 2-component vector of float) +0:208 move second child to first child ( temp 4-component vector of float) +0:208 'v' ( temp 4-component vector of float) +0:208 textureProjGrad ( global 4-component vector of float) +0:208 's2DS' ( uniform sampler2DShadow) +0:208 'v' ( temp 4-component vector of float) +0:208 'v2' ( temp 2-component vector of float) +0:208 'v2' ( temp 2-component vector of float) +0:209 'v' ( temp 4-component vector of float) +0:214 Function Definition: foo121111( ( global void) 0:214 Function Parameters: 0:? Sequence 0:217 Sequence -0:217 move second child to first child (temp 4-component vector of float) -0:217 'v' (temp 4-component vector of float) -0:217 texture (global 4-component vector of float) -0:217 's2DRbad' (uniform sampler2DRect) -0:217 'v2' (temp 2-component vector of float) -0:225 Function Definition: foo12111( (global void) +0:217 move second child to first child ( temp 4-component vector of float) +0:217 'v' ( temp 4-component vector of float) +0:217 texture ( global 4-component vector of float) +0:217 's2DRbad' ( uniform sampler2DRect) +0:217 'v2' ( temp 2-component vector of float) +0:225 Function Definition: foo12111( ( global void) 0:225 Function Parameters: 0:? Sequence -0:231 move second child to first child (temp 4-component vector of float) -0:231 'v' (temp 4-component vector of float) -0:231 texture (global 4-component vector of float) -0:231 's2DR' (uniform sampler2DRect) -0:231 'v2' (temp 2-component vector of float) -0:232 move second child to first child (temp 4-component vector of float) -0:232 'v' (temp 4-component vector of float) -0:232 textureProj (global 4-component vector of float) -0:232 's2DR' (uniform sampler2DRect) -0:232 'v3' (temp 3-component vector of float) -0:233 move second child to first child (temp 4-component vector of float) -0:233 'v' (temp 4-component vector of float) -0:233 textureProj (global 4-component vector of float) -0:233 's2DR' (uniform sampler2DRect) -0:233 'v4' (temp 4-component vector of float) -0:234 move second child to first child (temp 4-component vector of float) -0:234 'v' (temp 4-component vector of float) -0:234 texture (global 4-component vector of float) -0:234 's2DRS' (uniform sampler2DRectShadow) -0:234 'v3' (temp 3-component vector of float) -0:235 move second child to first child (temp 4-component vector of float) -0:235 'v' (temp 4-component vector of float) -0:235 textureProj (global 4-component vector of float) -0:235 's2DRS' (uniform sampler2DRectShadow) -0:235 'v4' (temp 4-component vector of float) -0:237 move second child to first child (temp 4-component vector of float) -0:237 'v' (temp 4-component vector of float) -0:237 textureProjGrad (global 4-component vector of float) -0:237 's2DRS' (uniform sampler2DRectShadow) -0:237 'v' (temp 4-component vector of float) -0:237 'v2' (temp 2-component vector of float) -0:237 'v2' (temp 2-component vector of float) -0:240 Function Definition: voidTernary( (global void) +0:231 move second child to first child ( temp 4-component vector of float) +0:231 'v' ( temp 4-component vector of float) +0:231 texture ( global 4-component vector of float) +0:231 's2DR' ( uniform sampler2DRect) +0:231 'v2' ( temp 2-component vector of float) +0:232 move second child to first child ( temp 4-component vector of float) +0:232 'v' ( temp 4-component vector of float) +0:232 textureProj ( global 4-component vector of float) +0:232 's2DR' ( uniform sampler2DRect) +0:232 'v3' ( temp 3-component vector of float) +0:233 move second child to first child ( temp 4-component vector of float) +0:233 'v' ( temp 4-component vector of float) +0:233 textureProj ( global 4-component vector of float) +0:233 's2DR' ( uniform sampler2DRect) +0:233 'v4' ( temp 4-component vector of float) +0:234 move second child to first child ( temp 4-component vector of float) +0:234 'v' ( temp 4-component vector of float) +0:234 texture ( global 4-component vector of float) +0:234 's2DRS' ( uniform sampler2DRectShadow) +0:234 'v3' ( temp 3-component vector of float) +0:235 move second child to first child ( temp 4-component vector of float) +0:235 'v' ( temp 4-component vector of float) +0:235 textureProj ( global 4-component vector of float) +0:235 's2DRS' ( uniform sampler2DRectShadow) +0:235 'v4' ( temp 4-component vector of float) +0:237 move second child to first child ( temp 4-component vector of float) +0:237 'v' ( temp 4-component vector of float) +0:237 textureProjGrad ( global 4-component vector of float) +0:237 's2DRS' ( uniform sampler2DRectShadow) +0:237 'v' ( temp 4-component vector of float) +0:237 'v2' ( temp 2-component vector of float) +0:237 'v2' ( temp 2-component vector of float) +0:240 Function Definition: voidTernary( ( global void) 0:240 Function Parameters: 0:? Sequence -0:243 Test condition and select (temp void) +0:243 Test condition and select ( temp void) 0:243 Condition -0:243 'b' (temp bool) +0:243 'b' ( temp bool) 0:243 true case -0:243 Function Call: foo121111( (global void) +0:243 Function Call: foo121111( ( global void) 0:243 false case -0:243 Function Call: foo12111( (global void) +0:243 Function Call: foo12111( ( global void) 0:244 Constant: 0:244 4 (const int) -0:245 Function Call: foo12111( (global void) +0:245 Function Call: foo12111( ( global void) 0:? Linker Objects -0:? 'lowp' (global float) -0:? 'mediump' (global float) -0:? 'highp' (global float) -0:? 'precision' (global float) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'centTexCoord' (centroid smooth in 2-component vector of float) -0:? 'm' (uniform 4X2 matrix of float) -0:? 'imageBuffer' (global float) -0:? 'uimage2DRect' (global float) -0:? 'a' (temp int) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'm22' (global 2X2 matrix of float) -0:? 'm23' (global 2X3 matrix of float) -0:? 'm24' (global 2X4 matrix of float) -0:? 'm32' (global 3X2 matrix of float) -0:? 'm33' (global 3X3 matrix of float) -0:? 'm34' (global 3X4 matrix of float) -0:? 'm42' (global 4X2 matrix of float) -0:? 'm43' (global 4X3 matrix of float) -0:? 'm44' (global 4X4 matrix of float) -0:? 's3D' (uniform sampler3D) -0:? 's1D' (uniform sampler1D) -0:? 's2DS' (uniform sampler2DShadow) -0:? 's2DRbad' (uniform sampler2DRect) -0:? 's2DR' (uniform sampler2DRect) -0:? 's2DRS' (uniform sampler2DRectShadow) -0:? 'halfFloat1' (global float) +0:? 'lowp' ( global float) +0:? 'mediump' ( global float) +0:? 'highp' ( global float) +0:? 'precision' ( global float) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'centTexCoord' ( centroid smooth in 2-component vector of float) +0:? 'm' ( uniform 4X2 matrix of float) +0:? 'imageBuffer' ( global float) +0:? 'uimage2DRect' ( global float) +0:? 'a' ( temp int) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'm22' ( global 2X2 matrix of float) +0:? 'm23' ( global 2X3 matrix of float) +0:? 'm24' ( global 2X4 matrix of float) +0:? 'm32' ( global 3X2 matrix of float) +0:? 'm33' ( global 3X3 matrix of float) +0:? 'm34' ( global 3X4 matrix of float) +0:? 'm42' ( global 4X2 matrix of float) +0:? 'm43' ( global 4X3 matrix of float) +0:? 'm44' ( global 4X4 matrix of float) +0:? 's3D' ( uniform sampler3D) +0:? 's1D' ( uniform sampler1D) +0:? 's2DS' ( uniform sampler2DShadow) +0:? 's2DRbad' ( uniform sampler2DRect) +0:? 's2DR' ( uniform sampler2DRect) +0:? 's2DRS' ( uniform sampler2DRectShadow) +0:? 'halfFloat1' ( global float) Linked fragment stage: @@ -658,37 +658,37 @@ Shader version: 120 Requested GL_ARB_shader_texture_lod Requested GL_ARB_texture_rectangle ERROR: node is still EOpNull! -0:92 Function Definition: main(i1; (global void) +0:92 Function Definition: main(i1; ( global void) 0:92 Function Parameters: -0:92 'a' (in int) +0:92 'a' ( in int) 0:? Linker Objects -0:? 'lowp' (global float) -0:? 'mediump' (global float) -0:? 'highp' (global float) -0:? 'precision' (global float) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'centTexCoord' (centroid smooth in 2-component vector of float) -0:? 'm' (uniform 4X2 matrix of float) -0:? 'imageBuffer' (global float) -0:? 'uimage2DRect' (global float) -0:? 'a' (temp int) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'm22' (global 2X2 matrix of float) -0:? 'm23' (global 2X3 matrix of float) -0:? 'm24' (global 2X4 matrix of float) -0:? 'm32' (global 3X2 matrix of float) -0:? 'm33' (global 3X3 matrix of float) -0:? 'm34' (global 3X4 matrix of float) -0:? 'm42' (global 4X2 matrix of float) -0:? 'm43' (global 4X3 matrix of float) -0:? 'm44' (global 4X4 matrix of float) -0:? 's3D' (uniform sampler3D) -0:? 's1D' (uniform sampler1D) -0:? 's2DS' (uniform sampler2DShadow) -0:? 's2DRbad' (uniform sampler2DRect) -0:? 's2DR' (uniform sampler2DRect) -0:? 's2DRS' (uniform sampler2DRectShadow) -0:? 'halfFloat1' (global float) +0:? 'lowp' ( global float) +0:? 'mediump' ( global float) +0:? 'highp' ( global float) +0:? 'precision' ( global float) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'centTexCoord' ( centroid smooth in 2-component vector of float) +0:? 'm' ( uniform 4X2 matrix of float) +0:? 'imageBuffer' ( global float) +0:? 'uimage2DRect' ( global float) +0:? 'a' ( temp int) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'm22' ( global 2X2 matrix of float) +0:? 'm23' ( global 2X3 matrix of float) +0:? 'm24' ( global 2X4 matrix of float) +0:? 'm32' ( global 3X2 matrix of float) +0:? 'm33' ( global 3X3 matrix of float) +0:? 'm34' ( global 3X4 matrix of float) +0:? 'm42' ( global 4X2 matrix of float) +0:? 'm43' ( global 4X3 matrix of float) +0:? 'm44' ( global 4X4 matrix of float) +0:? 's3D' ( uniform sampler3D) +0:? 's1D' ( uniform sampler1D) +0:? 's2DS' ( uniform sampler2DShadow) +0:? 's2DRbad' ( uniform sampler2DRect) +0:? 's2DR' ( uniform sampler2DRect) +0:? 's2DRS' ( uniform sampler2DRectShadow) +0:? 'halfFloat1' ( global float) diff --git a/Test/baseResults/120.vert.out b/Test/baseResults/120.vert.out index c63d95a2..c89be981 100644 --- a/Test/baseResults/120.vert.out +++ b/Test/baseResults/120.vert.out @@ -12,7 +12,7 @@ ERROR: 0:28: 'length' : array must be declared with a size before using this me ERROR: 0:31: 'length' : incomplete method syntax ERROR: 0:32: 'length' : method does not accept any arguments ERROR: 0:33: '.' : cannot apply to an array: flizbit -ERROR: 0:33: '=' : cannot convert from 'temp 7-element array of float' to 'temp int' +ERROR: 0:33: '=' : cannot convert from ' temp 7-element array of float' to ' temp int' ERROR: 0:34: '.' : cannot apply to an array: flizbit ERROR: 0:34: 'f' : can't use function syntax on variable ERROR: 0:34: 'a4' : redefinition @@ -24,11 +24,11 @@ ERROR: 0:39: 'arrays of arrays' : not supported with this profile: none ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none ERROR: 0:40: 'constructor' : array constructor needs one argument per array element ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none -ERROR: 0:40: '=' : cannot convert from 'const float' to 'temp 2-element array of 3-element array of float' +ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp 2-element array of 3-element array of float' ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none ERROR: 0:41: 'constructor' : array constructor needs one argument per array element ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none -ERROR: 0:41: '=' : cannot convert from 'const float' to 'temp 2-element array of 3-element array of float' +ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp 2-element array of 3-element array of float' ERROR: 0:50: 'arrays of arrays' : not supported with this profile: none ERROR: 0:51: 'arrays of arrays' : not supported with this profile: none ERROR: 0:52: 'arrays of arrays' : not supported with this profile: none @@ -53,16 +53,16 @@ ERROR: 0:176: 'bit shift right' : not supported for this version or the enabled ERROR: 0:176: 'bitwise and' : not supported for this version or the enabled extensions ERROR: 0:176: 'bitwise inclusive or' : not supported for this version or the enabled extensions ERROR: 0:179: 'modf' : no matching overloaded function found -ERROR: 0:179: '=' : cannot convert from 'const float' to 'temp 3-component vector of float' +ERROR: 0:179: '=' : cannot convert from ' const float' to ' temp 3-component vector of float' ERROR: 0:180: 'trunc' : no matching overloaded function found ERROR: 0:181: 'round' : no matching overloaded function found -ERROR: 0:181: '=' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:181: '=' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:182: 'roundEven' : no matching overloaded function found -ERROR: 0:182: '=' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:182: '=' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:183: 'isnan' : no matching overloaded function found -ERROR: 0:183: '=' : cannot convert from 'const float' to 'temp 2-component vector of bool' +ERROR: 0:183: '=' : cannot convert from ' const float' to ' temp 2-component vector of bool' ERROR: 0:184: 'isinf' : no matching overloaded function found -ERROR: 0:184: '=' : cannot convert from 'const float' to 'temp 4-component vector of bool' +ERROR: 0:184: '=' : cannot convert from ' const float' to ' temp 4-component vector of bool' ERROR: 0:186: 'sinh' : no matching overloaded function found ERROR: 0:187: 'cosh' : no matching overloaded function found ERROR: 0:187: 'tanh' : no matching overloaded function found @@ -71,7 +71,7 @@ ERROR: 0:188: 'asinh' : no matching overloaded function found ERROR: 0:188: 'acosh' : no matching overloaded function found ERROR: 0:189: 'atanh' : no matching overloaded function found ERROR: 0:191: 'gl_VertexID' : undeclared identifier -ERROR: 0:191: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:191: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:192: 'gl_ClipDistance' : undeclared identifier ERROR: 0:192: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector ERROR: 0:192: 'assign' : l-value required (can't modify a const) @@ -83,77 +83,77 @@ ERROR: 79 compilation errors. No code generated. Shader version: 120 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 'centTexCoord' (invariant smooth out 2-component vector of float) -0:17 'attv2' (in 2-component vector of float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_Position' (invariant gl_Position 4-component vector of float Position) -0:18 'attv4' (in 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:20 'attv4' (in 4-component vector of float) -0:21 move second child to first child (temp float) +0:17 move second child to first child ( temp 2-component vector of float) +0:17 'centTexCoord' ( invariant smooth out 2-component vector of float) +0:17 'attv2' ( in 2-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_Position' ( invariant gl_Position 4-component vector of float Position) +0:18 'attv4' ( in 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:20 'attv4' ( in 4-component vector of float) +0:21 move second child to first child ( temp float) 0:21 Constant: 0:21 0.000000 0:21 Constant: 0:21 0.200000 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'gl_Position' (invariant gl_Position 4-component vector of float Position) -0:25 direct index (temp 4-component vector of float) -0:25 'b' (temp 12-element array of 4-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'gl_Position' ( invariant gl_Position 4-component vector of float Position) +0:25 direct index ( temp 4-component vector of float) +0:25 'b' ( temp 12-element array of 4-component vector of float) 0:25 Constant: 0:25 11 (const int) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'a1' (temp int) +0:28 move second child to first child ( temp int) +0:28 'a1' ( temp int) 0:28 Constant: 0:28 1 (const int) 0:30 Sequence -0:30 move second child to first child (temp int) -0:30 'aa' (temp int) +0:30 move second child to first child ( temp int) +0:30 'aa' ( temp int) 0:30 Constant: 0:30 7 (const int) 0:31 Sequence -0:31 move second child to first child (temp int) -0:31 'a2' (temp int) +0:31 move second child to first child ( temp int) +0:31 'a2' ( temp int) 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'a3' (temp int) +0:32 move second child to first child ( temp int) +0:32 'a3' ( temp int) 0:32 Constant: 0:32 1 (const int) -0:43 move second child to first child (temp float) -0:43 'gl_PointSize' (invariant gl_PointSize float PointSize) +0:43 move second child to first child ( temp float) +0:43 'gl_PointSize' ( invariant gl_PointSize float PointSize) 0:43 Constant: 0:43 3.800000 -0:61 Function Definition: overloadB(f1;f1; (global void) +0:61 Function Definition: overloadB(f1;f1; ( global void) 0:61 Function Parameters: -0:61 '' (in float) -0:61 '' (const (read only) float) -0:78 Function Definition: foo( (global void) +0:61 '' ( in float) +0:61 '' ( const (read only) float) +0:78 Function Definition: foo( ( global void) 0:78 Function Parameters: 0:? Sequence -0:83 Function Call: overloadB(f1;f1; (global void) -0:83 'f' (temp float) -0:83 'f' (temp float) -0:84 Function Call: overloadB(f1;f1; (global void) -0:84 'f' (temp float) +0:83 Function Call: overloadB(f1;f1; ( global void) +0:83 'f' ( temp float) +0:83 'f' ( temp float) +0:84 Function Call: overloadB(f1;f1; ( global void) +0:84 'f' ( temp float) 0:84 Constant: 0:84 2.000000 -0:85 Function Call: overloadB(f1;f1; (global void) +0:85 Function Call: overloadB(f1;f1; ( global void) 0:85 Constant: 0:85 1.000000 -0:85 Convert int to float (temp float) -0:85 'i' (temp int) +0:85 Convert int to float ( temp float) +0:85 'i' ( temp int) 0:87 Constant: 0:87 0.000000 -0:88 Function Call: overloadC(i1;i1; (global 2-component vector of float) +0:88 Function Call: overloadC(i1;i1; ( global 2-component vector of float) 0:88 Constant: 0:88 1 (const int) -0:88 'i' (temp int) -0:89 Function Call: overloadC(vf2;vf2; (global 2-component vector of float) +0:88 'i' ( temp int) +0:89 Function Call: overloadC(vf2;vf2; ( global 2-component vector of float) 0:89 Constant: 0:89 1.000000 0:89 1.000000 @@ -162,42 +162,42 @@ ERROR: node is still EOpNull! 0:89 2.000000 0:90 Constant: 0:90 0.000000 -0:91 Function Call: overloadC(vf2;vf2; (global 2-component vector of float) +0:91 Function Call: overloadC(vf2;vf2; ( global 2-component vector of float) 0:91 Constant: 0:91 1.000000 0:91 1.000000 0:91 Constant: 0:91 2.000000 0:91 2.000000 -0:93 Function Call: overloadD(i1;f1; (global 3-component vector of float) -0:93 'i' (temp int) -0:93 'f' (temp float) -0:94 Function Call: overloadD(f1;i1; (global 3-component vector of float) -0:94 'f' (temp float) -0:94 'i' (temp int) -0:95 Function Call: overloadD(f1;i1; (global 3-component vector of float) -0:95 Convert int to float (temp float) -0:95 'i' (temp int) -0:95 'i' (temp int) +0:93 Function Call: overloadD(i1;f1; ( global 3-component vector of float) +0:93 'i' ( temp int) +0:93 'f' ( temp float) +0:94 Function Call: overloadD(f1;i1; ( global 3-component vector of float) +0:94 'f' ( temp float) +0:94 'i' ( temp int) +0:95 Function Call: overloadD(f1;i1; ( global 3-component vector of float) +0:95 Convert int to float ( temp float) +0:95 'i' ( temp int) +0:95 'i' ( temp int) 0:98 Constant: 0:98 0.000000 0:100 Constant: 0:100 0.841471 -0:101 texture (global 4-component vector of float) -0:101 's2D' (uniform sampler2D) +0:101 texture ( global 4-component vector of float) +0:101 's2D' ( uniform sampler2D) 0:101 Constant: 0:101 0.000000 0:101 0.000000 -0:102 clamp (global 4-component vector of float) -0:102 'attv4' (in 4-component vector of float) +0:102 clamp ( global 4-component vector of float) +0:102 'attv4' ( in 4-component vector of float) 0:102 Constant: 0:102 0.000000 0:102 Constant: 0:102 1.000000 -0:103 clamp (global 4-component vector of float) -0:103 Convert int to float (temp 4-component vector of float) -0:103 Convert float to int (temp 4-component vector of int) -0:103 'attv4' (in 4-component vector of float) +0:103 clamp ( global 4-component vector of float) +0:103 Convert int to float ( temp 4-component vector of float) +0:103 Convert float to int ( temp 4-component vector of int) +0:103 'attv4' ( in 4-component vector of float) 0:103 Constant: 0:103 0.000000 0:103 Constant: @@ -208,11 +208,11 @@ ERROR: node is still EOpNull! 0:107 0.000000 0:108 Constant: 0:108 0.000000 -0:109 Function Call: overloadE(vf2; (global 3-component vector of float) +0:109 Function Call: overloadE(vf2; ( global 3-component vector of float) 0:109 Constant: 0:109 3.300000 0:109 3.300000 -0:110 Function Call: overloadE(mf22; (global 3-component vector of float) +0:110 Function Call: overloadE(mf22; ( global 3-component vector of float) 0:110 Constant: 0:110 0.500000 0:110 0.000000 @@ -220,180 +220,180 @@ ERROR: node is still EOpNull! 0:110 0.500000 0:111 Constant: 0:111 0.000000 -0:112 Function Call: overloadE(vf2; (global 3-component vector of float) +0:112 Function Call: overloadE(vf2; ( global 3-component vector of float) 0:112 Constant: 0:112 1.000000 0:112 1.000000 -0:115 Function Call: overloadE(f1[2]; (global 3-component vector of float) -0:115 'b' (temp 2-element array of float) +0:115 Function Call: overloadE(f1[2]; ( global 3-component vector of float) +0:115 'b' ( temp 2-element array of float) 0:117 Constant: 0:117 0.000000 -0:118 Function Call: overloadF(i1; (global 3-component vector of float) +0:118 Function Call: overloadF(i1; ( global 3-component vector of float) 0:118 Constant: 0:118 1 (const int) -0:128 Function Definition: foo2( (global void) +0:128 Function Definition: foo2( ( global void) 0:128 Function Parameters: 0:? Sequence -0:135 Comma (global void) -0:135 Function Call: outFun(f1;vi2;i1;f1; (global void) -0:135 Convert int to float (temp float) -0:135 'i' (temp int) -0:135 'tempArg' (temp 2-component vector of int) -0:135 'i' (temp int) -0:135 'f' (temp float) -0:135 move second child to first child (temp 2-component vector of float) -0:135 'v2' (temp 2-component vector of float) -0:135 Convert int to float (temp 2-component vector of float) -0:135 'tempArg' (temp 2-component vector of int) -0:136 Comma (global int) -0:136 move second child to first child (temp int) -0:136 'tempReturn' (global int) -0:136 Function Call: outFunRet(f1;i1;i1;vi4; (global int) -0:136 Convert int to float (temp float) -0:136 'i' (temp int) -0:136 'tempArg' (temp int) -0:136 'i' (temp int) -0:136 'tempArg' (temp 4-component vector of int) -0:136 move second child to first child (temp float) -0:136 'f' (temp float) -0:136 Convert int to float (temp float) -0:136 'tempArg' (temp int) -0:136 move second child to first child (temp 4-component vector of float) -0:136 'v4' (temp 4-component vector of float) -0:136 Convert int to float (temp 4-component vector of float) -0:136 'tempArg' (temp 4-component vector of int) -0:136 'tempReturn' (global int) +0:135 Comma ( global void) +0:135 Function Call: outFun(f1;vi2;i1;f1; ( global void) +0:135 Convert int to float ( temp float) +0:135 'i' ( temp int) +0:135 'tempArg' ( temp 2-component vector of int) +0:135 'i' ( temp int) +0:135 'f' ( temp float) +0:135 move second child to first child ( temp 2-component vector of float) +0:135 'v2' ( temp 2-component vector of float) +0:135 Convert int to float ( temp 2-component vector of float) +0:135 'tempArg' ( temp 2-component vector of int) +0:136 Comma ( global int) +0:136 move second child to first child ( temp int) +0:136 'tempReturn' ( global int) +0:136 Function Call: outFunRet(f1;i1;i1;vi4; ( global int) +0:136 Convert int to float ( temp float) +0:136 'i' ( temp int) +0:136 'tempArg' ( temp int) +0:136 'i' ( temp int) +0:136 'tempArg' ( temp 4-component vector of int) +0:136 move second child to first child ( temp float) +0:136 'f' ( temp float) +0:136 Convert int to float ( temp float) +0:136 'tempArg' ( temp int) +0:136 move second child to first child ( temp 4-component vector of float) +0:136 'v4' ( temp 4-component vector of float) +0:136 Convert int to float ( temp 4-component vector of float) +0:136 'tempArg' ( temp 4-component vector of int) +0:136 'tempReturn' ( global int) 0:137 Sequence -0:137 move second child to first child (temp float) -0:137 'ret' (temp float) -0:137 Convert int to float (temp float) -0:137 Comma (global int) -0:137 move second child to first child (temp int) -0:137 'tempReturn' (global int) -0:137 Function Call: outFunRet(f1;i1;i1;vi4; (global int) -0:137 Convert int to float (temp float) -0:137 'i' (temp int) -0:137 'tempArg' (temp int) -0:137 'i' (temp int) -0:137 'tempArg' (temp 4-component vector of int) -0:137 move second child to first child (temp float) -0:137 'f' (temp float) -0:137 Convert int to float (temp float) -0:137 'tempArg' (temp int) -0:137 move second child to first child (temp 4-component vector of float) -0:137 'v4' (temp 4-component vector of float) -0:137 Convert int to float (temp 4-component vector of float) -0:137 'tempArg' (temp 4-component vector of int) -0:137 'tempReturn' (global int) +0:137 move second child to first child ( temp float) +0:137 'ret' ( temp float) +0:137 Convert int to float ( temp float) +0:137 Comma ( global int) +0:137 move second child to first child ( temp int) +0:137 'tempReturn' ( global int) +0:137 Function Call: outFunRet(f1;i1;i1;vi4; ( global int) +0:137 Convert int to float ( temp float) +0:137 'i' ( temp int) +0:137 'tempArg' ( temp int) +0:137 'i' ( temp int) +0:137 'tempArg' ( temp 4-component vector of int) +0:137 move second child to first child ( temp float) +0:137 'f' ( temp float) +0:137 Convert int to float ( temp float) +0:137 'tempArg' ( temp int) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 'v4' ( temp 4-component vector of float) +0:137 Convert int to float ( temp 4-component vector of float) +0:137 'tempArg' ( temp 4-component vector of int) +0:137 'tempReturn' ( global int) 0:138 Sequence -0:138 move second child to first child (temp 2-component vector of float) -0:138 'ret2' (temp 2-component vector of float) -0:138 Convert int to float (temp 2-component vector of float) -0:138 Comma (global 2-component vector of int) -0:138 move second child to first child (temp 2-component vector of int) -0:138 'tempReturn' (global 2-component vector of int) -0:138 Function Call: outFunRet(f1;vi4;i1;vi4; (global 2-component vector of int) -0:138 Convert int to float (temp float) -0:138 'i' (temp int) -0:138 'tempArg' (temp 4-component vector of int) -0:138 'i' (temp int) -0:138 'tempArg' (temp 4-component vector of int) -0:138 move second child to first child (temp 4-component vector of float) -0:138 'v4' (temp 4-component vector of float) -0:138 Convert int to float (temp 4-component vector of float) -0:138 'tempArg' (temp 4-component vector of int) -0:138 move second child to first child (temp 4-component vector of float) -0:138 'v4' (temp 4-component vector of float) -0:138 Convert int to float (temp 4-component vector of float) -0:138 'tempArg' (temp 4-component vector of int) -0:138 'tempReturn' (global 2-component vector of int) +0:138 move second child to first child ( temp 2-component vector of float) +0:138 'ret2' ( temp 2-component vector of float) +0:138 Convert int to float ( temp 2-component vector of float) +0:138 Comma ( global 2-component vector of int) +0:138 move second child to first child ( temp 2-component vector of int) +0:138 'tempReturn' ( global 2-component vector of int) +0:138 Function Call: outFunRet(f1;vi4;i1;vi4; ( global 2-component vector of int) +0:138 Convert int to float ( temp float) +0:138 'i' ( temp int) +0:138 'tempArg' ( temp 4-component vector of int) +0:138 'i' ( temp int) +0:138 'tempArg' ( temp 4-component vector of int) +0:138 move second child to first child ( temp 4-component vector of float) +0:138 'v4' ( temp 4-component vector of float) +0:138 Convert int to float ( temp 4-component vector of float) +0:138 'tempArg' ( temp 4-component vector of int) +0:138 move second child to first child ( temp 4-component vector of float) +0:138 'v4' ( temp 4-component vector of float) +0:138 Convert int to float ( temp 4-component vector of float) +0:138 'tempArg' ( temp 4-component vector of int) +0:138 'tempReturn' ( global 2-component vector of int) 0:139 Sequence -0:139 move second child to first child (temp bool) -0:139 'b' (temp bool) -0:139 any (global bool) -0:139 Compare Less Than (global 4-component vector of bool) -0:139 'v4' (temp 4-component vector of float) -0:139 'attv4' (in 4-component vector of float) -0:142 Function Definition: noise( (global void) +0:139 move second child to first child ( temp bool) +0:139 'b' ( temp bool) +0:139 any ( global bool) +0:139 Compare Less Than ( global 4-component vector of bool) +0:139 'v4' ( temp 4-component vector of float) +0:139 'attv4' ( in 4-component vector of float) +0:142 Function Definition: noise( ( global void) 0:142 Function Parameters: 0:144 Sequence 0:144 Sequence -0:144 move second child to first child (temp float) -0:144 'f1' (temp float) -0:144 noise (global float) +0:144 move second child to first child ( temp float) +0:144 'f1' ( temp float) +0:144 noise ( global float) 0:144 Constant: 0:144 1.000000 0:145 Sequence -0:145 move second child to first child (temp 2-component vector of float) -0:145 'f2' (temp 2-component vector of float) -0:145 noise (global 2-component vector of float) +0:145 move second child to first child ( temp 2-component vector of float) +0:145 'f2' ( temp 2-component vector of float) +0:145 noise ( global 2-component vector of float) 0:145 Constant: 0:145 1.000000 0:145 1.000000 0:146 Sequence -0:146 move second child to first child (temp 3-component vector of float) -0:146 'f3' (temp 3-component vector of float) -0:146 noise (global 3-component vector of float) +0:146 move second child to first child ( temp 3-component vector of float) +0:146 'f3' ( temp 3-component vector of float) +0:146 noise ( global 3-component vector of float) 0:146 Constant: 0:146 1.000000 0:146 1.000000 0:146 1.000000 0:147 Sequence -0:147 move second child to first child (temp 4-component vector of float) -0:147 'f4' (temp 4-component vector of float) -0:147 noise (global 4-component vector of float) +0:147 move second child to first child ( temp 4-component vector of float) +0:147 'f4' ( temp 4-component vector of float) +0:147 noise ( global 4-component vector of float) 0:147 Constant: 0:147 1.000000 0:147 1.000000 0:147 1.000000 0:147 1.000000 -0:162 Function Definition: foo213( (global void) +0:162 Function Definition: foo213( ( global void) 0:162 Function Parameters: 0:164 Sequence 0:164 Sequence -0:164 move second child to first child (temp float) -0:164 'f' (temp float) +0:164 move second child to first child ( temp float) +0:164 'f' ( temp float) 0:164 Constant: 0:164 3.000000 0:165 switch 0:165 condition -0:165 'c' (uniform int) +0:165 'c' ( uniform int) 0:165 body 0:165 Sequence 0:166 case: with expression 0:166 Constant: 0:166 1 (const int) 0:? Sequence -0:167 move second child to first child (temp float) -0:167 'f' (temp float) -0:167 sine (global float) -0:167 'f' (temp float) +0:167 move second child to first child ( temp float) +0:167 'f' ( temp float) +0:167 sine ( global float) +0:167 'f' ( temp float) 0:168 Branch: Break 0:169 case: with expression 0:169 Constant: 0:169 2 (const int) 0:? Sequence -0:170 move second child to first child (temp float) -0:170 'f' (temp float) -0:170 component-wise multiply (temp float) -0:170 'f' (temp float) -0:170 'f' (temp float) +0:170 move second child to first child ( temp float) +0:170 'f' ( temp float) +0:170 component-wise multiply ( temp float) +0:170 'f' ( temp float) +0:170 'f' ( temp float) 0:171 default: 0:? Sequence -0:172 move second child to first child (temp float) -0:172 'f' (temp float) +0:172 move second child to first child ( temp float) +0:172 'f' ( temp float) 0:172 Constant: 0:172 3.000000 -0:176 inclusive-or (temp int) -0:176 left-shift (temp int) -0:176 'i' (temp int) +0:176 inclusive-or ( temp int) +0:176 left-shift ( temp int) +0:176 'i' ( temp int) 0:176 Constant: 0:176 3 (const int) 0:176 Constant: 0:176 69 (const int) 0:180 Sequence -0:180 move second child to first child (temp float) -0:180 't' (temp float) +0:180 move second child to first child ( temp float) +0:180 't' ( temp float) 0:180 Constant: 0:180 0.000000 0:186 Constant: @@ -402,32 +402,32 @@ ERROR: node is still EOpNull! 0:188 0.000000 0:189 Constant: 0:189 0.000000 -0:192 move second child to first child (temp float) +0:192 move second child to first child ( temp float) 0:192 Constant: 0:192 0.000000 0:192 Constant: 0:192 0.300000 0:? Linker Objects -0:? 'i' (in 4-component vector of float) -0:? 'o' (smooth out 4-component vector of float) -0:? 'attv2' (in 2-component vector of float) -0:? 'attv4' (in 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'centTexCoord' (invariant smooth out 2-component vector of float) -0:? 'initted' (uniform float) +0:? 'i' ( in 4-component vector of float) +0:? 'o' ( smooth out 4-component vector of float) +0:? 'attv2' ( in 2-component vector of float) +0:? 'attv4' ( in 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'centTexCoord' ( invariant smooth out 2-component vector of float) +0:? 'initted' ( uniform float) 0:? 3.400000 -0:? 'concall' (const float) +0:? 'concall' ( const float) 0:? 0.295520 -0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord) -0:? 'c' (uniform int) -0:? 'x' (in 2-component vector of int) -0:? 'v2a' (in 2-component vector of float) -0:? 'c1D' (in float) -0:? 'c2D' (in 2-component vector of float) -0:? 'c3D' (in 3-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'abcdef' (global int) -0:? 'qrstuv' (global int) +0:? 'gl_TexCoord' ( smooth out 35-element array of 4-component vector of float TexCoord) +0:? 'c' ( uniform int) +0:? 'x' ( in 2-component vector of int) +0:? 'v2a' ( in 2-component vector of float) +0:? 'c1D' ( in float) +0:? 'c2D' ( in 2-component vector of float) +0:? 'c3D' ( in 3-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'abcdef' ( global int) +0:? 'qrstuv' ( global int) Linked vertex stage: @@ -435,70 +435,70 @@ Linked vertex stage: Shader version: 120 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 'centTexCoord' (invariant smooth out 2-component vector of float) -0:17 'attv2' (in 2-component vector of float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_Position' (invariant gl_Position 4-component vector of float Position) -0:18 'attv4' (in 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:20 'attv4' (in 4-component vector of float) -0:21 move second child to first child (temp float) +0:17 move second child to first child ( temp 2-component vector of float) +0:17 'centTexCoord' ( invariant smooth out 2-component vector of float) +0:17 'attv2' ( in 2-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_Position' ( invariant gl_Position 4-component vector of float Position) +0:18 'attv4' ( in 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:20 'attv4' ( in 4-component vector of float) +0:21 move second child to first child ( temp float) 0:21 Constant: 0:21 0.000000 0:21 Constant: 0:21 0.200000 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'gl_Position' (invariant gl_Position 4-component vector of float Position) -0:25 direct index (temp 4-component vector of float) -0:25 'b' (temp 12-element array of 4-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'gl_Position' ( invariant gl_Position 4-component vector of float Position) +0:25 direct index ( temp 4-component vector of float) +0:25 'b' ( temp 12-element array of 4-component vector of float) 0:25 Constant: 0:25 11 (const int) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'a1' (temp int) +0:28 move second child to first child ( temp int) +0:28 'a1' ( temp int) 0:28 Constant: 0:28 1 (const int) 0:30 Sequence -0:30 move second child to first child (temp int) -0:30 'aa' (temp int) +0:30 move second child to first child ( temp int) +0:30 'aa' ( temp int) 0:30 Constant: 0:30 7 (const int) 0:31 Sequence -0:31 move second child to first child (temp int) -0:31 'a2' (temp int) +0:31 move second child to first child ( temp int) +0:31 'a2' ( temp int) 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'a3' (temp int) +0:32 move second child to first child ( temp int) +0:32 'a3' ( temp int) 0:32 Constant: 0:32 1 (const int) -0:43 move second child to first child (temp float) -0:43 'gl_PointSize' (invariant gl_PointSize float PointSize) +0:43 move second child to first child ( temp float) +0:43 'gl_PointSize' ( invariant gl_PointSize float PointSize) 0:43 Constant: 0:43 3.800000 0:? Linker Objects -0:? 'i' (in 4-component vector of float) -0:? 'o' (smooth out 4-component vector of float) -0:? 'attv2' (in 2-component vector of float) -0:? 'attv4' (in 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'centTexCoord' (invariant smooth out 2-component vector of float) -0:? 'initted' (uniform float) +0:? 'i' ( in 4-component vector of float) +0:? 'o' ( smooth out 4-component vector of float) +0:? 'attv2' ( in 2-component vector of float) +0:? 'attv4' ( in 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'centTexCoord' ( invariant smooth out 2-component vector of float) +0:? 'initted' ( uniform float) 0:? 3.400000 -0:? 'concall' (const float) +0:? 'concall' ( const float) 0:? 0.295520 -0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord) -0:? 'c' (uniform int) -0:? 'x' (in 2-component vector of int) -0:? 'v2a' (in 2-component vector of float) -0:? 'c1D' (in float) -0:? 'c2D' (in 2-component vector of float) -0:? 'c3D' (in 3-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'abcdef' (global int) -0:? 'qrstuv' (global int) +0:? 'gl_TexCoord' ( smooth out 35-element array of 4-component vector of float TexCoord) +0:? 'c' ( uniform int) +0:? 'x' ( in 2-component vector of int) +0:? 'v2a' ( in 2-component vector of float) +0:? 'c1D' ( in float) +0:? 'c2D' ( in 2-component vector of float) +0:? 'c3D' ( in 3-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'abcdef' ( global int) +0:? 'qrstuv' ( global int) diff --git a/Test/baseResults/130.frag.out b/Test/baseResults/130.frag.out index e71b3e28..c1c479a0 100644 --- a/Test/baseResults/130.frag.out +++ b/Test/baseResults/130.frag.out @@ -4,20 +4,20 @@ ERROR: 0:35: 'redeclaration' : cannot change the type of gl_Color ERROR: 0:38: 'gl_Color' : redeclaring non-array as array ERROR: 0:39: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_Color WARNING: 0:45: extension GL_ARB_texture_gather is being used for textureGather(...) -ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion) -ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp 3-component vector of uint' and a right operand of type 'temp 3-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:64: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type 'const 2-component vector of uint' and a right operand of type 'const 2-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion) +ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp 3-component vector of uint' and a right operand of type ' temp 3-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:64: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type ' const 2-component vector of uint' and a right operand of type ' const 2-component vector of uint' (or there is no acceptable conversion) ERROR: 0:80: 'textureGatherOffset' : no matching overloaded function found -ERROR: 0:80: 'assign' : cannot convert from 'const float' to 'temp 4-component vector of float' +ERROR: 0:80: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float' ERROR: 0:81: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions ERROR: 0:84: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions ERROR: 0:85: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions WARNING: 0:88: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5 ERROR: 0:120: 'line continuation' : not supported for this version or the enabled extensions ERROR: 0:126: 'uniform block' : not supported for this version or the enabled extensions -ERROR: 0:140: 'length' : does not operate on this type: temp bool +ERROR: 0:140: 'length' : does not operate on this type: temp bool ERROR: 0:140: 'boolb' : can't use function syntax on variable -ERROR: 0:141: 'length' : does not operate on this type: temp float +ERROR: 0:141: 'length' : does not operate on this type: temp float ERROR: 0:141: '' : function call, method, or subroutine call expected ERROR: 0:141: '' : no matching overloaded function found ERROR: 0:142: 'length' : incomplete method syntax @@ -42,77 +42,77 @@ Requested GL_ARB_texture_gather Requested GL_ARB_texture_rectangle using early_fragment_tests ERROR: node is still EOpNull! -0:16 Function Definition: main( (global void) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'clip' (temp float) -0:18 direct index (smooth temp float ClipDistance) -0:18 'gl_ClipDistance' (smooth in implicitly-sized array of float ClipDistance) +0:18 move second child to first child ( temp float) +0:18 'clip' ( temp float) +0:18 direct index ( smooth temp float ClipDistance) +0:18 'gl_ClipDistance' ( smooth in implicitly-sized array of float ClipDistance) 0:18 Constant: 0:18 3 (const int) -0:23 Function Definition: foo( (global void) +0:23 Function Definition: foo( ( global void) 0:23 Function Parameters: 0:25 Sequence 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of float) -0:25 's' (temp 4-component vector of float) -0:25 textureGather (global 4-component vector of float) -0:25 'sampC' (uniform samplerCube) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 's' ( temp 4-component vector of float) +0:25 textureGather ( global 4-component vector of float) +0:25 'sampC' ( uniform samplerCube) 0:25 Constant: 0:25 0.200000 0:25 0.200000 0:25 0.200000 -0:30 Function Definition: bar( (global void) +0:30 Function Definition: bar( ( global void) 0:30 Function Parameters: 0:32 Sequence 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 's' (temp 4-component vector of float) -0:32 textureGather (global 4-component vector of float) -0:32 'sampC' (uniform samplerCube) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 's' ( temp 4-component vector of float) +0:32 textureGather ( global 4-component vector of float) +0:32 'sampC' ( uniform samplerCube) 0:32 Constant: 0:32 0.200000 0:32 0.200000 0:32 0.200000 -0:43 Function Definition: bar2( (global void) +0:43 Function Definition: bar2( ( global void) 0:43 Function Parameters: 0:45 Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:45 's' (temp 4-component vector of float) -0:45 textureGather (global 4-component vector of float) -0:45 'sampC' (uniform samplerCube) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 's' ( temp 4-component vector of float) +0:45 textureGather ( global 4-component vector of float) +0:45 'sampC' ( uniform samplerCube) 0:45 Constant: 0:45 0.200000 0:45 0.200000 0:45 0.200000 -0:49 move second child to first child (temp 3-component vector of bool) -0:49 'b3' (temp 3-component vector of bool) -0:49 Compare Less Than (global 3-component vector of bool) -0:49 'uv3' (temp 3-component vector of uint) -0:49 'uv3' (temp 3-component vector of uint) -0:50 move second child to first child (temp 3-component vector of bool) -0:50 'b3' (temp 3-component vector of bool) -0:50 Equal (global 3-component vector of bool) -0:50 'uv3' (temp 3-component vector of uint) -0:50 'uv3' (temp 3-component vector of uint) -0:56 direct index (temp int) -0:56 'a1' (temp 1-element array of int) +0:49 move second child to first child ( temp 3-component vector of bool) +0:49 'b3' ( temp 3-component vector of bool) +0:49 Compare Less Than ( global 3-component vector of bool) +0:49 'uv3' ( temp 3-component vector of uint) +0:49 'uv3' ( temp 3-component vector of uint) +0:50 move second child to first child ( temp 3-component vector of bool) +0:50 'b3' ( temp 3-component vector of bool) +0:50 Equal ( global 3-component vector of bool) +0:50 'uv3' ( temp 3-component vector of uint) +0:50 'uv3' ( temp 3-component vector of uint) +0:56 direct index ( temp int) +0:56 'a1' ( temp 1-element array of int) 0:56 Constant: 0:56 0 (const int) -0:57 direct index (temp int) -0:57 'a2' (temp 1-element array of int) +0:57 direct index ( temp int) +0:57 'a2' ( temp 1-element array of int) 0:57 Constant: 0:57 0 (const int) -0:60 direct index (temp int) -0:60 'a3' (temp 4-element array of int) +0:60 direct index ( temp int) +0:60 'a3' ( temp 4-element array of int) 0:60 Constant: 0:60 3 (const int) -0:61 Compare Not Equal (temp bool) -0:61 'b3' (temp 3-component vector of bool) -0:61 'b3' (temp 3-component vector of bool) +0:61 Compare Not Equal ( temp bool) +0:61 'b3' ( temp 3-component vector of bool) +0:61 'b3' ( temp 3-component vector of bool) 0:62 Constant: 0:62 false (const bool) 0:63 Constant: @@ -123,34 +123,34 @@ ERROR: node is still EOpNull! 0:65 true (const bool) 0:66 Constant: 0:66 false (const bool) -0:77 Function Definition: bar23( (global void) +0:77 Function Definition: bar23( ( global void) 0:77 Function Parameters: 0:? Sequence -0:80 's' (temp 4-component vector of float) -0:81 move second child to first child (temp 4-component vector of float) -0:81 's' (temp 4-component vector of float) -0:81 textureGatherOffset (global 4-component vector of float) -0:81 'samp2DR' (uniform sampler2DRect) +0:80 's' ( temp 4-component vector of float) +0:81 move second child to first child ( temp 4-component vector of float) +0:81 's' ( temp 4-component vector of float) +0:81 textureGatherOffset ( global 4-component vector of float) +0:81 'samp2DR' ( uniform sampler2DRect) 0:81 Constant: 0:81 0.300000 0:81 0.300000 0:81 Constant: 0:81 1 (const int) 0:81 1 (const int) -0:82 move second child to first child (temp 4-component vector of float) -0:82 's' (temp 4-component vector of float) -0:82 textureGatherOffset (global 4-component vector of float) -0:82 'samp2D' (uniform sampler2D) +0:82 move second child to first child ( temp 4-component vector of float) +0:82 's' ( temp 4-component vector of float) +0:82 textureGatherOffset ( global 4-component vector of float) +0:82 'samp2D' ( uniform sampler2D) 0:82 Constant: 0:82 0.300000 0:82 0.300000 0:82 Constant: 0:82 1 (const int) 0:82 1 (const int) -0:83 move second child to first child (temp 4-component vector of float) -0:83 's' (temp 4-component vector of float) -0:83 textureGatherOffset (global 4-component vector of float) -0:83 'samp2DA' (uniform sampler2DArray) +0:83 move second child to first child ( temp 4-component vector of float) +0:83 's' ( temp 4-component vector of float) +0:83 textureGatherOffset ( global 4-component vector of float) +0:83 'samp2DA' ( uniform sampler2DArray) 0:83 Constant: 0:83 0.300000 0:83 0.300000 @@ -158,10 +158,10 @@ ERROR: node is still EOpNull! 0:83 Constant: 0:83 1 (const int) 0:83 1 (const int) -0:84 move second child to first child (temp 4-component vector of float) -0:84 's' (temp 4-component vector of float) -0:84 textureGatherOffset (global 4-component vector of float) -0:84 'samp2DS' (uniform sampler2DShadow) +0:84 move second child to first child ( temp 4-component vector of float) +0:84 's' ( temp 4-component vector of float) +0:84 textureGatherOffset ( global 4-component vector of float) +0:84 'samp2DS' ( uniform sampler2DShadow) 0:84 Constant: 0:84 0.300000 0:84 0.300000 @@ -170,10 +170,10 @@ ERROR: node is still EOpNull! 0:84 Constant: 0:84 1 (const int) 0:84 1 (const int) -0:85 move second child to first child (temp 4-component vector of float) -0:85 's' (temp 4-component vector of float) -0:85 textureGatherOffset (global 4-component vector of float) -0:85 'samp2D' (uniform sampler2D) +0:85 move second child to first child ( temp 4-component vector of float) +0:85 's' ( temp 4-component vector of float) +0:85 textureGatherOffset ( global 4-component vector of float) +0:85 'samp2D' ( uniform sampler2D) 0:85 Constant: 0:85 0.300000 0:85 0.300000 @@ -182,23 +182,23 @@ ERROR: node is still EOpNull! 0:85 1 (const int) 0:85 Constant: 0:85 2 (const int) -0:90 Function Definition: bar234( (global void) +0:90 Function Definition: bar234( ( global void) 0:90 Function Parameters: 0:? Sequence -0:93 move second child to first child (temp 4-component vector of float) -0:93 's' (temp 4-component vector of float) -0:93 textureGatherOffset (global 4-component vector of float) -0:93 'samp2D' (uniform sampler2D) +0:93 move second child to first child ( temp 4-component vector of float) +0:93 's' ( temp 4-component vector of float) +0:93 textureGatherOffset ( global 4-component vector of float) +0:93 'samp2D' ( uniform sampler2D) 0:93 Constant: 0:93 0.300000 0:93 0.300000 0:93 Constant: 0:93 1 (const int) 0:93 1 (const int) -0:94 move second child to first child (temp 4-component vector of float) -0:94 's' (temp 4-component vector of float) -0:94 textureGatherOffset (global 4-component vector of float) -0:94 'samp2DA' (uniform sampler2DArray) +0:94 move second child to first child ( temp 4-component vector of float) +0:94 's' ( temp 4-component vector of float) +0:94 textureGatherOffset ( global 4-component vector of float) +0:94 'samp2DA' ( uniform sampler2DArray) 0:94 Constant: 0:94 0.300000 0:94 0.300000 @@ -206,20 +206,20 @@ ERROR: node is still EOpNull! 0:94 Constant: 0:94 1 (const int) 0:94 1 (const int) -0:95 move second child to first child (temp 4-component vector of float) -0:95 's' (temp 4-component vector of float) -0:95 textureGatherOffset (global 4-component vector of float) -0:95 'samp2DR' (uniform sampler2DRect) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 's' ( temp 4-component vector of float) +0:95 textureGatherOffset ( global 4-component vector of float) +0:95 'samp2DR' ( uniform sampler2DRect) 0:95 Constant: 0:95 0.300000 0:95 0.300000 0:95 Constant: 0:95 1 (const int) 0:95 1 (const int) -0:96 move second child to first child (temp 4-component vector of float) -0:96 's' (temp 4-component vector of float) -0:96 textureGatherOffset (global 4-component vector of float) -0:96 'samp2DS' (uniform sampler2DShadow) +0:96 move second child to first child ( temp 4-component vector of float) +0:96 's' ( temp 4-component vector of float) +0:96 textureGatherOffset ( global 4-component vector of float) +0:96 'samp2DS' ( uniform sampler2DShadow) 0:96 Constant: 0:96 0.300000 0:96 0.300000 @@ -228,10 +228,10 @@ ERROR: node is still EOpNull! 0:96 Constant: 0:96 1 (const int) 0:96 1 (const int) -0:97 move second child to first child (temp 4-component vector of float) -0:97 's' (temp 4-component vector of float) -0:97 textureGatherOffset (global 4-component vector of float) -0:97 'samp2D' (uniform sampler2D) +0:97 move second child to first child ( temp 4-component vector of float) +0:97 's' ( temp 4-component vector of float) +0:97 textureGatherOffset ( global 4-component vector of float) +0:97 'samp2D' ( uniform sampler2D) 0:97 Constant: 0:97 0.300000 0:97 0.300000 @@ -240,66 +240,66 @@ ERROR: node is still EOpNull! 0:97 1 (const int) 0:97 Constant: 0:97 2 (const int) -0:107 Function Definition: bar235( (global void) +0:107 Function Definition: bar235( ( global void) 0:107 Function Parameters: 0:109 Sequence 0:109 Sequence -0:109 move second child to first child (temp 3-component vector of int) -0:109 'a' (temp 3-component vector of int) -0:109 textureSize (global 3-component vector of int) -0:109 'Sca' (uniform samplerCubeArray) +0:109 move second child to first child ( temp 3-component vector of int) +0:109 'a' ( temp 3-component vector of int) +0:109 textureSize ( global 3-component vector of int) +0:109 'Sca' ( uniform samplerCubeArray) 0:109 Constant: 0:109 3 (const int) 0:110 Sequence -0:110 move second child to first child (temp 4-component vector of float) -0:110 'b' (temp 4-component vector of float) -0:110 texture (global 4-component vector of float) -0:110 'Sca' (uniform samplerCubeArray) -0:110 'i' (smooth in 4-component vector of float) +0:110 move second child to first child ( temp 4-component vector of float) +0:110 'b' ( temp 4-component vector of float) +0:110 texture ( global 4-component vector of float) +0:110 'Sca' ( uniform samplerCubeArray) +0:110 'i' ( smooth in 4-component vector of float) 0:111 Sequence -0:111 move second child to first child (temp 4-component vector of int) -0:111 'c' (temp 4-component vector of int) -0:111 texture (global 4-component vector of int) -0:111 'Isca' (uniform isamplerCubeArray) -0:111 'i' (smooth in 4-component vector of float) +0:111 move second child to first child ( temp 4-component vector of int) +0:111 'c' ( temp 4-component vector of int) +0:111 texture ( global 4-component vector of int) +0:111 'Isca' ( uniform isamplerCubeArray) +0:111 'i' ( smooth in 4-component vector of float) 0:111 Constant: 0:111 0.700000 0:112 Sequence -0:112 move second child to first child (temp 4-component vector of uint) -0:112 'd' (temp 4-component vector of uint) -0:112 texture (global 4-component vector of uint) -0:112 'Usca' (uniform usamplerCubeArray) -0:112 'i' (smooth in 4-component vector of float) -0:114 move second child to first child (temp 4-component vector of float) -0:114 'b' (temp 4-component vector of float) -0:114 textureLod (global 4-component vector of float) -0:114 'Sca' (uniform samplerCubeArray) -0:114 'i' (smooth in 4-component vector of float) +0:112 move second child to first child ( temp 4-component vector of uint) +0:112 'd' ( temp 4-component vector of uint) +0:112 texture ( global 4-component vector of uint) +0:112 'Usca' ( uniform usamplerCubeArray) +0:112 'i' ( smooth in 4-component vector of float) +0:114 move second child to first child ( temp 4-component vector of float) +0:114 'b' ( temp 4-component vector of float) +0:114 textureLod ( global 4-component vector of float) +0:114 'Sca' ( uniform samplerCubeArray) +0:114 'i' ( smooth in 4-component vector of float) 0:114 Constant: 0:114 1.700000 -0:115 move second child to first child (temp 3-component vector of int) -0:115 'a' (temp 3-component vector of int) -0:115 textureSize (global 3-component vector of int) -0:115 'Scas' (uniform samplerCubeArrayShadow) -0:115 direct index (temp int) -0:115 'a' (temp 3-component vector of int) +0:115 move second child to first child ( temp 3-component vector of int) +0:115 'a' ( temp 3-component vector of int) +0:115 textureSize ( global 3-component vector of int) +0:115 'Scas' ( uniform samplerCubeArrayShadow) +0:115 direct index ( temp int) +0:115 'a' ( temp 3-component vector of int) 0:115 Constant: 0:115 0 (const int) 0:116 Sequence -0:116 move second child to first child (temp float) -0:116 'f' (temp float) -0:116 texture (global float) -0:116 'Scas' (uniform samplerCubeArrayShadow) -0:116 'i' (smooth in 4-component vector of float) -0:116 direct index (temp float) -0:116 'b' (temp 4-component vector of float) +0:116 move second child to first child ( temp float) +0:116 'f' ( temp float) +0:116 texture ( global float) +0:116 'Scas' ( uniform samplerCubeArrayShadow) +0:116 'i' ( smooth in 4-component vector of float) +0:116 direct index ( temp float) +0:116 'b' ( temp 4-component vector of float) 0:116 Constant: 0:116 1 (const int) -0:117 move second child to first child (temp 4-component vector of int) -0:117 'c' (temp 4-component vector of int) -0:117 textureGrad (global 4-component vector of int) -0:117 'Isca' (uniform isamplerCubeArray) -0:117 'i' (smooth in 4-component vector of float) +0:117 move second child to first child ( temp 4-component vector of int) +0:117 'c' ( temp 4-component vector of int) +0:117 textureGrad ( global 4-component vector of int) +0:117 'Isca' ( uniform isamplerCubeArray) +0:117 'i' ( smooth in 4-component vector of float) 0:117 Constant: 0:117 0.100000 0:117 0.100000 @@ -308,42 +308,42 @@ ERROR: node is still EOpNull! 0:117 0.200000 0:117 0.200000 0:117 0.200000 -0:129 Function Definition: bar23444( (global void) +0:129 Function Definition: bar23444( ( global void) 0:129 Function Parameters: 0:? Sequence 0:132 Sequence -0:132 move second child to first child (temp float) -0:132 'a1' (temp float) -0:132 direct index (temp float) -0:132 direct index (temp 3-component vector of float) -0:132 'm43' (temp 4X3 matrix of float) +0:132 move second child to first child ( temp float) +0:132 'a1' ( temp float) +0:132 direct index ( temp float) +0:132 direct index ( temp 3-component vector of float) +0:132 'm43' ( temp 4X3 matrix of float) 0:132 Constant: 0:132 3 (const int) 0:132 Constant: 0:132 1 (const int) 0:134 Sequence -0:134 move second child to first child (temp int) -0:134 'a2' (temp int) +0:134 move second child to first child ( temp int) +0:134 'a2' ( temp int) 0:134 Constant: 0:134 4 (const int) -0:135 add second child into first child (temp int) -0:135 'a2' (temp int) +0:135 add second child into first child ( temp int) +0:135 'a2' ( temp int) 0:135 Constant: 0:135 3 (const int) -0:136 add second child into first child (temp int) -0:136 'a2' (temp int) +0:136 add second child into first child ( temp int) +0:136 'a2' ( temp int) 0:136 Constant: 0:136 3 (const int) 0:137 Sequence -0:137 move second child to first child (temp float) -0:137 'b' (const (read only) float) -0:137 component-wise multiply (temp float) +0:137 move second child to first child ( temp float) +0:137 'b' ( const (read only) float) +0:137 component-wise multiply ( temp float) 0:137 Constant: 0:137 2.000000 -0:137 'a1' (temp float) -0:138 move second child to first child (temp float) -0:138 direct index (temp float) -0:138 'a' (global 3-component vector of float) +0:137 'a1' ( temp float) +0:138 move second child to first child ( temp float) +0:138 direct index ( temp float) +0:138 'a' ( global 3-component vector of float) 0:138 Constant: 0:138 0 (const int) 0:138 Constant: @@ -354,54 +354,54 @@ ERROR: node is still EOpNull! 0:141 0.000000 0:143 Constant: 0:143 1 (const int) -0:162 Function Definition: qux2( (global void) +0:162 Function Definition: qux2( ( global void) 0:162 Function Parameters: 0:? Sequence -0:165 imageAtomicCompSwap (global int) -0:165 'iimg2D' (layout(r32i ) uniform iimage2D) -0:165 Construct ivec2 (temp 2-component vector of int) -0:165 'i' (temp int) -0:165 'i' (temp int) -0:165 'i' (temp int) -0:165 'i' (temp int) +0:165 imageAtomicCompSwap ( global int) +0:165 'iimg2D' (layout( r32i) uniform iimage2D) +0:165 Construct ivec2 ( temp 2-component vector of int) +0:165 'i' ( temp int) +0:165 'i' ( temp int) +0:165 'i' ( temp int) +0:165 'i' ( temp int) 0:166 Sequence -0:166 move second child to first child (temp 4-component vector of int) -0:166 'pos' (temp 4-component vector of int) -0:166 imageLoad (global 4-component vector of int) -0:166 'iimg2D' (layout(r32i ) uniform iimage2D) -0:166 Construct ivec2 (temp 2-component vector of int) -0:166 'i' (temp int) -0:166 'i' (temp int) +0:166 move second child to first child ( temp 4-component vector of int) +0:166 'pos' ( temp 4-component vector of int) +0:166 imageLoad ( global 4-component vector of int) +0:166 'iimg2D' (layout( r32i) uniform iimage2D) +0:166 Construct ivec2 ( temp 2-component vector of int) +0:166 'i' ( temp int) +0:166 'i' ( temp int) 0:? Linker Objects -0:? 'a' (global 3-component vector of float) -0:? 'b' (global float) -0:? 'c' (global int) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 'fflat' (flat in float) -0:? 'fsmooth' (smooth in float) -0:? 'fnop' (noperspective in float) -0:? 'gl_ClipDistance' (smooth in implicitly-sized array of float ClipDistance) -0:? 'sampC' (uniform samplerCube) -0:? 'gl_Color' (in 4-component vector of float Color) -0:? 'samp2D' (uniform sampler2D) -0:? 'samp2DS' (uniform sampler2DShadow) -0:? 'samp2DR' (uniform sampler2DRect) -0:? 'samp2DA' (uniform sampler2DArray) -0:? 'Sca' (uniform samplerCubeArray) -0:? 'Isca' (uniform isamplerCubeArray) -0:? 'Usca' (uniform usamplerCubeArray) -0:? 'Scas' (uniform samplerCubeArrayShadow) -0:? 'x' (global int) -0:? 'ai' (const 3-element array of int) +0:? 'a' ( global 3-component vector of float) +0:? 'b' ( global float) +0:? 'c' ( global int) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 'fflat' ( flat in float) +0:? 'fsmooth' ( smooth in float) +0:? 'fnop' ( noperspective in float) +0:? 'gl_ClipDistance' ( smooth in implicitly-sized array of float ClipDistance) +0:? 'sampC' ( uniform samplerCube) +0:? 'gl_Color' ( in 4-component vector of float Color) +0:? 'samp2D' ( uniform sampler2D) +0:? 'samp2DS' ( uniform sampler2DShadow) +0:? 'samp2DR' ( uniform sampler2DRect) +0:? 'samp2DA' ( uniform sampler2DArray) +0:? 'Sca' ( uniform samplerCubeArray) +0:? 'Isca' ( uniform isamplerCubeArray) +0:? 'Usca' ( uniform usamplerCubeArray) +0:? 'Scas' ( uniform samplerCubeArrayShadow) +0:? 'x' ( global int) +0:? 'ai' ( const 3-element array of int) 0:? 10 (const int) 0:? 23 (const int) 0:? 32 (const int) -0:? 'instanceName' (layout(binding=0 column_major shared ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'bounds' (layout(binding=0 ) uniform sampler2D) -0:? 'gl_FogFragCoord' (smooth in float) -0:? 'iimg2Dbad' (layout(r32i ) uniform iimage2D) -0:? 'iimg2D' (layout(r32i ) uniform iimage2D) +0:? 'instanceName' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform int a}) +0:? 'bounds' (layout( binding=0) uniform sampler2D) +0:? 'gl_FogFragCoord' ( smooth in float) +0:? 'iimg2Dbad' (layout( r32i) uniform iimage2D) +0:? 'iimg2D' (layout( r32i) uniform iimage2D) Linked fragment stage: @@ -417,44 +417,44 @@ Requested GL_ARB_texture_gather Requested GL_ARB_texture_rectangle using early_fragment_tests ERROR: node is still EOpNull! -0:16 Function Definition: main( (global void) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'clip' (temp float) -0:18 direct index (smooth temp float ClipDistance) -0:18 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) +0:18 move second child to first child ( temp float) +0:18 'clip' ( temp float) +0:18 direct index ( smooth temp float ClipDistance) +0:18 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects -0:? 'a' (global 3-component vector of float) -0:? 'b' (global float) -0:? 'c' (global int) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 'fflat' (flat in float) -0:? 'fsmooth' (smooth in float) -0:? 'fnop' (noperspective in float) -0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) -0:? 'sampC' (uniform samplerCube) -0:? 'gl_Color' (in 4-component vector of float Color) -0:? 'samp2D' (uniform sampler2D) -0:? 'samp2DS' (uniform sampler2DShadow) -0:? 'samp2DR' (uniform sampler2DRect) -0:? 'samp2DA' (uniform sampler2DArray) -0:? 'Sca' (uniform samplerCubeArray) -0:? 'Isca' (uniform isamplerCubeArray) -0:? 'Usca' (uniform usamplerCubeArray) -0:? 'Scas' (uniform samplerCubeArrayShadow) -0:? 'x' (global int) -0:? 'ai' (const 3-element array of int) +0:? 'a' ( global 3-component vector of float) +0:? 'b' ( global float) +0:? 'c' ( global int) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 'fflat' ( flat in float) +0:? 'fsmooth' ( smooth in float) +0:? 'fnop' ( noperspective in float) +0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) +0:? 'sampC' ( uniform samplerCube) +0:? 'gl_Color' ( in 4-component vector of float Color) +0:? 'samp2D' ( uniform sampler2D) +0:? 'samp2DS' ( uniform sampler2DShadow) +0:? 'samp2DR' ( uniform sampler2DRect) +0:? 'samp2DA' ( uniform sampler2DArray) +0:? 'Sca' ( uniform samplerCubeArray) +0:? 'Isca' ( uniform isamplerCubeArray) +0:? 'Usca' ( uniform usamplerCubeArray) +0:? 'Scas' ( uniform samplerCubeArrayShadow) +0:? 'x' ( global int) +0:? 'ai' ( const 3-element array of int) 0:? 10 (const int) 0:? 23 (const int) 0:? 32 (const int) -0:? 'instanceName' (layout(binding=0 column_major shared ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'bounds' (layout(binding=0 ) uniform sampler2D) -0:? 'gl_FogFragCoord' (smooth in float) -0:? 'iimg2Dbad' (layout(r32i ) uniform iimage2D) -0:? 'iimg2D' (layout(r32i ) uniform iimage2D) +0:? 'instanceName' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform int a}) +0:? 'bounds' (layout( binding=0) uniform sampler2D) +0:? 'gl_FogFragCoord' ( smooth in float) +0:? 'iimg2Dbad' (layout( r32i) uniform iimage2D) +0:? 'iimg2D' (layout( r32i) uniform iimage2D) diff --git a/Test/baseResults/130.vert.out b/Test/baseResults/130.vert.out index 7ca32a13..7ec82ada 100644 --- a/Test/baseResults/130.vert.out +++ b/Test/baseResults/130.vert.out @@ -1,155 +1,155 @@ 130.vert ERROR: 0:59: 'gl_InstanceID' : undeclared identifier -ERROR: 0:59: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:59: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:61: 'texelFetch' : no matching overloaded function found -ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'temp int' +ERROR: 0:61: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 4 compilation errors. No code generated. Shader version: 130 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'f' (temp float) +0:17 move second child to first child ( temp float) +0:17 'f' ( temp float) 0:17 Constant: 0:17 3.000000 0:18 switch 0:18 condition -0:18 'c' (uniform int) +0:18 'c' ( uniform int) 0:18 body 0:18 Sequence 0:19 case: with expression 0:19 Constant: 0:19 1 (const int) 0:? Sequence -0:20 move second child to first child (temp float) -0:20 'f' (temp float) -0:20 sine (global float) -0:20 'f' (temp float) +0:20 move second child to first child ( temp float) +0:20 'f' ( temp float) +0:20 sine ( global float) +0:20 'f' ( temp float) 0:21 Branch: Break 0:22 case: with expression 0:22 Constant: 0:22 2 (const int) 0:? Sequence -0:23 move second child to first child (temp float) -0:23 'f' (temp float) -0:23 component-wise multiply (temp float) -0:23 'f' (temp float) -0:23 'f' (temp float) +0:23 move second child to first child ( temp float) +0:23 'f' ( temp float) +0:23 component-wise multiply ( temp float) +0:23 'f' ( temp float) +0:23 'f' ( temp float) 0:24 default: 0:? Sequence -0:25 move second child to first child (temp float) -0:25 'f' (temp float) +0:25 move second child to first child ( temp float) +0:25 'f' ( temp float) 0:25 Constant: 0:25 3.000000 -0:29 move second child to first child (temp uint) -0:29 'i' (temp uint) -0:29 direct index (temp uint) -0:29 texture (global 4-component vector of uint) -0:29 'us2D' (uniform usampler2D) -0:29 Convert int to float (temp 2-component vector of float) -0:29 'x' (in 2-component vector of int) +0:29 move second child to first child ( temp uint) +0:29 'i' ( temp uint) +0:29 direct index ( temp uint) +0:29 texture ( global 4-component vector of uint) +0:29 'us2D' ( uniform usampler2D) +0:29 Convert int to float ( temp 2-component vector of float) +0:29 'x' ( in 2-component vector of int) 0:29 Constant: 0:29 3 (const int) -0:30 inclusive-or (temp uint) -0:30 left-shift (temp uint) -0:30 'i' (temp uint) +0:30 inclusive-or ( temp uint) +0:30 left-shift ( temp uint) +0:30 'i' ( temp uint) 0:30 Constant: 0:30 3 (const uint) 0:30 Constant: 0:30 69 (const uint) 0:33 Sequence -0:33 move second child to first child (temp 3-component vector of float) -0:33 'v11' (temp 3-component vector of float) -0:33 modf (global 3-component vector of float) -0:33 'modfIn' (temp 3-component vector of float) -0:33 'modfOut' (temp 3-component vector of float) +0:33 move second child to first child ( temp 3-component vector of float) +0:33 'v11' ( temp 3-component vector of float) +0:33 modf ( global 3-component vector of float) +0:33 'modfIn' ( temp 3-component vector of float) +0:33 'modfOut' ( temp 3-component vector of float) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 't' (temp float) -0:34 trunc (global float) -0:34 'f' (temp float) +0:34 move second child to first child ( temp float) +0:34 't' ( temp float) +0:34 trunc ( global float) +0:34 'f' ( temp float) 0:35 Sequence -0:35 move second child to first child (temp 2-component vector of float) -0:35 'v12' (temp 2-component vector of float) -0:35 round (global 2-component vector of float) -0:35 'v2a' (in 2-component vector of float) +0:35 move second child to first child ( temp 2-component vector of float) +0:35 'v12' ( temp 2-component vector of float) +0:35 round ( global 2-component vector of float) +0:35 'v2a' ( in 2-component vector of float) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of float) -0:36 'v13' (temp 2-component vector of float) -0:36 roundEven (global 2-component vector of float) -0:36 'v2a' (in 2-component vector of float) +0:36 move second child to first child ( temp 2-component vector of float) +0:36 'v13' ( temp 2-component vector of float) +0:36 roundEven ( global 2-component vector of float) +0:36 'v2a' ( in 2-component vector of float) 0:37 Sequence -0:37 move second child to first child (temp 2-component vector of bool) -0:37 'b10' (temp 2-component vector of bool) -0:37 isnan (global 2-component vector of bool) -0:37 'v2a' (in 2-component vector of float) +0:37 move second child to first child ( temp 2-component vector of bool) +0:37 'b10' ( temp 2-component vector of bool) +0:37 isnan ( global 2-component vector of bool) +0:37 'v2a' ( in 2-component vector of float) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b11' (temp 4-component vector of bool) -0:38 isinf (global 4-component vector of bool) -0:38 'v4' (uniform 4-component vector of float) -0:40 add (temp 2-component vector of float) -0:40 hyp. sine (global float) -0:40 'c1D' (in float) -0:41 vector-scale (temp 2-component vector of float) -0:41 hyp. cosine (global float) -0:41 'c1D' (in float) -0:41 hyp. tangent (global 2-component vector of float) -0:41 'c2D' (in 2-component vector of float) -0:42 add (temp 4-component vector of float) -0:42 arc hyp. sine (global 4-component vector of float) -0:42 'c4D' (smooth temp 4-component vector of float) -0:42 arc hyp. cosine (global 4-component vector of float) -0:42 'c4D' (smooth temp 4-component vector of float) -0:43 arc hyp. tangent (global 3-component vector of float) -0:43 'c3D' (in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b11' ( temp 4-component vector of bool) +0:38 isinf ( global 4-component vector of bool) +0:38 'v4' ( uniform 4-component vector of float) +0:40 add ( temp 2-component vector of float) +0:40 hyp. sine ( global float) +0:40 'c1D' ( in float) +0:41 vector-scale ( temp 2-component vector of float) +0:41 hyp. cosine ( global float) +0:41 'c1D' ( in float) +0:41 hyp. tangent ( global 2-component vector of float) +0:41 'c2D' ( in 2-component vector of float) +0:42 add ( temp 4-component vector of float) +0:42 arc hyp. sine ( global 4-component vector of float) +0:42 'c4D' ( smooth temp 4-component vector of float) +0:42 arc hyp. cosine ( global 4-component vector of float) +0:42 'c4D' ( smooth temp 4-component vector of float) +0:43 arc hyp. tangent ( global 3-component vector of float) +0:43 'c3D' ( in 3-component vector of float) 0:45 Sequence -0:45 move second child to first child (temp int) -0:45 'id' (temp int) -0:45 'gl_VertexID' (gl_VertexId int VertexId) -0:46 move second child to first child (temp float) -0:46 direct index (smooth temp float ClipDistance) -0:46 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance) +0:45 move second child to first child ( temp int) +0:45 'id' ( temp int) +0:45 'gl_VertexID' ( gl_VertexId int VertexId) +0:46 move second child to first child ( temp float) +0:46 direct index ( smooth temp float ClipDistance) +0:46 'gl_ClipDistance' ( smooth out implicitly-sized array of float ClipDistance) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 0.300000 -0:57 Function Definition: foo88( (global void) +0:57 Function Definition: foo88( ( global void) 0:57 Function Parameters: 0:? Sequence -0:61 'id' (temp int) -0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:64 'gl_Color' (in 4-component vector of float Color) -0:65 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) -0:65 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:61 'id' ( temp int) +0:63 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:64 'gl_Color' ( in 4-component vector of float Color) +0:65 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:65 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) 0:65 Constant: 0:65 0 (const int) -0:66 far: direct index for structure (global float) -0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff}) +0:66 far: direct index for structure ( global float) +0:66 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff}) 0:66 Constant: 0:66 1 (const int) -0:67 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord) -0:68 'gl_FogFragCoord' (smooth out float FogFragCoord) -0:69 'gl_FrontColor' (smooth out 4-component vector of float FrontColor) +0:67 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord) +0:68 'gl_FogFragCoord' ( smooth out float FogFragCoord) +0:69 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor) 0:? Linker Objects -0:? 'c' (uniform int) -0:? 'us2D' (uniform usampler2D) -0:? 'x' (in 2-component vector of int) -0:? 'v2a' (in 2-component vector of float) -0:? 'c1D' (in float) -0:? 'c2D' (in 2-component vector of float) -0:? 'c3D' (in 3-component vector of float) -0:? 'c4D' (smooth temp 4-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance) -0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord) -0:? 'abcdef' (global int) -0:? 'qrstuv' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) +0:? 'c' ( uniform int) +0:? 'us2D' ( uniform usampler2D) +0:? 'x' ( in 2-component vector of int) +0:? 'v2a' ( in 2-component vector of float) +0:? 'c1D' ( in float) +0:? 'c2D' ( in 2-component vector of float) +0:? 'c3D' ( in 3-component vector of float) +0:? 'c4D' ( smooth temp 4-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'gl_ClipDistance' ( smooth out implicitly-sized array of float ClipDistance) +0:? 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord) +0:? 'abcdef' ( global int) +0:? 'qrstuv' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) Linked vertex stage: @@ -158,129 +158,129 @@ ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVerte Shader version: 130 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'f' (temp float) +0:17 move second child to first child ( temp float) +0:17 'f' ( temp float) 0:17 Constant: 0:17 3.000000 0:18 switch 0:18 condition -0:18 'c' (uniform int) +0:18 'c' ( uniform int) 0:18 body 0:18 Sequence 0:19 case: with expression 0:19 Constant: 0:19 1 (const int) 0:? Sequence -0:20 move second child to first child (temp float) -0:20 'f' (temp float) -0:20 sine (global float) -0:20 'f' (temp float) +0:20 move second child to first child ( temp float) +0:20 'f' ( temp float) +0:20 sine ( global float) +0:20 'f' ( temp float) 0:21 Branch: Break 0:22 case: with expression 0:22 Constant: 0:22 2 (const int) 0:? Sequence -0:23 move second child to first child (temp float) -0:23 'f' (temp float) -0:23 component-wise multiply (temp float) -0:23 'f' (temp float) -0:23 'f' (temp float) +0:23 move second child to first child ( temp float) +0:23 'f' ( temp float) +0:23 component-wise multiply ( temp float) +0:23 'f' ( temp float) +0:23 'f' ( temp float) 0:24 default: 0:? Sequence -0:25 move second child to first child (temp float) -0:25 'f' (temp float) +0:25 move second child to first child ( temp float) +0:25 'f' ( temp float) 0:25 Constant: 0:25 3.000000 -0:29 move second child to first child (temp uint) -0:29 'i' (temp uint) -0:29 direct index (temp uint) -0:29 texture (global 4-component vector of uint) -0:29 'us2D' (uniform usampler2D) -0:29 Convert int to float (temp 2-component vector of float) -0:29 'x' (in 2-component vector of int) +0:29 move second child to first child ( temp uint) +0:29 'i' ( temp uint) +0:29 direct index ( temp uint) +0:29 texture ( global 4-component vector of uint) +0:29 'us2D' ( uniform usampler2D) +0:29 Convert int to float ( temp 2-component vector of float) +0:29 'x' ( in 2-component vector of int) 0:29 Constant: 0:29 3 (const int) -0:30 inclusive-or (temp uint) -0:30 left-shift (temp uint) -0:30 'i' (temp uint) +0:30 inclusive-or ( temp uint) +0:30 left-shift ( temp uint) +0:30 'i' ( temp uint) 0:30 Constant: 0:30 3 (const uint) 0:30 Constant: 0:30 69 (const uint) 0:33 Sequence -0:33 move second child to first child (temp 3-component vector of float) -0:33 'v11' (temp 3-component vector of float) -0:33 modf (global 3-component vector of float) -0:33 'modfIn' (temp 3-component vector of float) -0:33 'modfOut' (temp 3-component vector of float) +0:33 move second child to first child ( temp 3-component vector of float) +0:33 'v11' ( temp 3-component vector of float) +0:33 modf ( global 3-component vector of float) +0:33 'modfIn' ( temp 3-component vector of float) +0:33 'modfOut' ( temp 3-component vector of float) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 't' (temp float) -0:34 trunc (global float) -0:34 'f' (temp float) +0:34 move second child to first child ( temp float) +0:34 't' ( temp float) +0:34 trunc ( global float) +0:34 'f' ( temp float) 0:35 Sequence -0:35 move second child to first child (temp 2-component vector of float) -0:35 'v12' (temp 2-component vector of float) -0:35 round (global 2-component vector of float) -0:35 'v2a' (in 2-component vector of float) +0:35 move second child to first child ( temp 2-component vector of float) +0:35 'v12' ( temp 2-component vector of float) +0:35 round ( global 2-component vector of float) +0:35 'v2a' ( in 2-component vector of float) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of float) -0:36 'v13' (temp 2-component vector of float) -0:36 roundEven (global 2-component vector of float) -0:36 'v2a' (in 2-component vector of float) +0:36 move second child to first child ( temp 2-component vector of float) +0:36 'v13' ( temp 2-component vector of float) +0:36 roundEven ( global 2-component vector of float) +0:36 'v2a' ( in 2-component vector of float) 0:37 Sequence -0:37 move second child to first child (temp 2-component vector of bool) -0:37 'b10' (temp 2-component vector of bool) -0:37 isnan (global 2-component vector of bool) -0:37 'v2a' (in 2-component vector of float) +0:37 move second child to first child ( temp 2-component vector of bool) +0:37 'b10' ( temp 2-component vector of bool) +0:37 isnan ( global 2-component vector of bool) +0:37 'v2a' ( in 2-component vector of float) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b11' (temp 4-component vector of bool) -0:38 isinf (global 4-component vector of bool) -0:38 'v4' (uniform 4-component vector of float) -0:40 add (temp 2-component vector of float) -0:40 hyp. sine (global float) -0:40 'c1D' (in float) -0:41 vector-scale (temp 2-component vector of float) -0:41 hyp. cosine (global float) -0:41 'c1D' (in float) -0:41 hyp. tangent (global 2-component vector of float) -0:41 'c2D' (in 2-component vector of float) -0:42 add (temp 4-component vector of float) -0:42 arc hyp. sine (global 4-component vector of float) -0:42 'c4D' (smooth temp 4-component vector of float) -0:42 arc hyp. cosine (global 4-component vector of float) -0:42 'c4D' (smooth temp 4-component vector of float) -0:43 arc hyp. tangent (global 3-component vector of float) -0:43 'c3D' (in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b11' ( temp 4-component vector of bool) +0:38 isinf ( global 4-component vector of bool) +0:38 'v4' ( uniform 4-component vector of float) +0:40 add ( temp 2-component vector of float) +0:40 hyp. sine ( global float) +0:40 'c1D' ( in float) +0:41 vector-scale ( temp 2-component vector of float) +0:41 hyp. cosine ( global float) +0:41 'c1D' ( in float) +0:41 hyp. tangent ( global 2-component vector of float) +0:41 'c2D' ( in 2-component vector of float) +0:42 add ( temp 4-component vector of float) +0:42 arc hyp. sine ( global 4-component vector of float) +0:42 'c4D' ( smooth temp 4-component vector of float) +0:42 arc hyp. cosine ( global 4-component vector of float) +0:42 'c4D' ( smooth temp 4-component vector of float) +0:43 arc hyp. tangent ( global 3-component vector of float) +0:43 'c3D' ( in 3-component vector of float) 0:45 Sequence -0:45 move second child to first child (temp int) -0:45 'id' (temp int) -0:45 'gl_VertexID' (gl_VertexId int VertexId) -0:46 move second child to first child (temp float) -0:46 direct index (smooth temp float ClipDistance) -0:46 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance) +0:45 move second child to first child ( temp int) +0:45 'id' ( temp int) +0:45 'gl_VertexID' ( gl_VertexId int VertexId) +0:46 move second child to first child ( temp float) +0:46 direct index ( smooth temp float ClipDistance) +0:46 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 0.300000 0:? Linker Objects -0:? 'c' (uniform int) -0:? 'us2D' (uniform usampler2D) -0:? 'x' (in 2-component vector of int) -0:? 'v2a' (in 2-component vector of float) -0:? 'c1D' (in float) -0:? 'c2D' (in 2-component vector of float) -0:? 'c3D' (in 3-component vector of float) -0:? 'c4D' (smooth temp 4-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance) -0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord) -0:? 'abcdef' (global int) -0:? 'qrstuv' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) +0:? 'c' ( uniform int) +0:? 'us2D' ( uniform usampler2D) +0:? 'x' ( in 2-component vector of int) +0:? 'v2a' ( in 2-component vector of float) +0:? 'c1D' ( in float) +0:? 'c2D' ( in 2-component vector of float) +0:? 'c3D' ( in 3-component vector of float) +0:? 'c4D' ( smooth temp 4-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance) +0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord) +0:? 'abcdef' ( global int) +0:? 'qrstuv' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) diff --git a/Test/baseResults/140.frag.out b/Test/baseResults/140.frag.out index 224cd30d..7ce21703 100644 --- a/Test/baseResults/140.frag.out +++ b/Test/baseResults/140.frag.out @@ -15,72 +15,72 @@ Shader version: 140 Requested GL_ARB_explicit_attrib_location Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'clip' (temp float) -0:12 direct index (smooth temp float ClipDistance) -0:12 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance) +0:12 move second child to first child ( temp float) +0:12 'clip' ( temp float) +0:12 direct index ( smooth temp float ClipDistance) +0:12 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance) 0:12 Constant: 0:12 2 (const int) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'patch' (global float) +0:22 move second child to first child ( temp float) +0:22 'patch' ( global float) 0:22 Constant: 0:22 3.100000 -0:38 Function Definition: foo( (global void) +0:38 Function Definition: foo( ( global void) 0:38 Function Parameters: 0:40 Sequence 0:40 Sequence -0:40 move second child to first child (temp 2-component vector of float) -0:40 'r1' (temp 2-component vector of float) -0:40 modf (global 2-component vector of float) -0:40 vector swizzle (temp 2-component vector of float) -0:40 'v' (smooth in 4-component vector of float) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 'r1' ( temp 2-component vector of float) +0:40 modf ( global 2-component vector of float) +0:40 vector swizzle ( temp 2-component vector of float) +0:40 'v' ( smooth in 4-component vector of float) 0:40 Sequence 0:40 Constant: 0:40 0 (const int) 0:40 Constant: 0:40 1 (const int) -0:40 vector swizzle (temp 2-component vector of float) -0:40 'v' (smooth in 4-component vector of float) +0:40 vector swizzle ( temp 2-component vector of float) +0:40 'v' ( smooth in 4-component vector of float) 0:40 Sequence 0:40 Constant: 0:40 2 (const int) 0:40 Constant: 0:40 3 (const int) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of float) -0:41 'r2' (temp 2-component vector of float) -0:41 modf (global 2-component vector of float) -0:41 vector swizzle (temp 2-component vector of float) -0:41 'o' (out 4-component vector of float) +0:41 move second child to first child ( temp 2-component vector of float) +0:41 'r2' ( temp 2-component vector of float) +0:41 modf ( global 2-component vector of float) +0:41 vector swizzle ( temp 2-component vector of float) +0:41 'o' ( out 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 0 (const int) 0:41 Constant: 0:41 1 (const int) -0:41 vector swizzle (temp 2-component vector of float) -0:41 'o' (out 4-component vector of float) +0:41 vector swizzle ( temp 2-component vector of float) +0:41 'o' ( out 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 2 (const int) 0:41 Constant: 0:41 3 (const int) -0:42 move second child to first child (temp float) -0:42 direct index (temp float) -0:42 'o' (out 4-component vector of float) +0:42 move second child to first child ( temp float) +0:42 direct index ( temp float) +0:42 'o' ( out 4-component vector of float) 0:42 Constant: 0:42 2 (const int) -0:42 Function Call: fooi( (global float) +0:42 Function Call: fooi( ( global float) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'i1' (global float) -0:47 Test condition and select (temp float) +0:47 move second child to first child ( temp float) +0:47 'i1' ( global float) +0:47 Test condition and select ( temp float) 0:47 Condition -0:47 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:47 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:47 true case 0:47 Constant: 0:47 -2.000000 @@ -88,30 +88,30 @@ ERROR: node is still EOpNull! 0:47 Constant: 0:47 2.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'i2' (global float) +0:48 move second child to first child ( temp float) +0:48 'i2' ( global float) 0:48 Constant: 0:48 102.000000 -0:50 Function Definition: fooi( (global float) +0:50 Function Definition: fooi( ( global float) 0:50 Function Parameters: 0:52 Sequence 0:52 Branch: Return with expression -0:52 add (temp float) -0:52 'i1' (global float) -0:52 'i2' (global float) +0:52 add ( temp float) +0:52 'i1' ( global float) +0:52 'i2' ( global float) 0:? Linker Objects -0:? 'v' (smooth in 4-component vector of float) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance) -0:? 's' (smooth in structure{global float f}) -0:? 'patch' (global float) -0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float) -0:? 'factorBad' (layout(location=3 ) out 4-component vector of float) -0:? 'factor' (layout(location=5 ) out 4-component vector of float) -0:? 'vl2' (layout(location=4 ) smooth in 4-component vector of float) -0:? 'i1' (global float) -0:? 'i2' (global float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance) +0:? 's' ( smooth in structure{ global float f}) +0:? 'patch' ( global float) +0:? 'vl' (layout( location=3) smooth in 4-component vector of float) +0:? 'factorBad' (layout( location=3) out 4-component vector of float) +0:? 'factor' (layout( location=5) out 4-component vector of float) +0:? 'vl2' (layout( location=4) smooth in 4-component vector of float) +0:? 'i1' ( global float) +0:? 'i2' ( global float) Linked fragment stage: @@ -121,27 +121,27 @@ Shader version: 140 Requested GL_ARB_explicit_attrib_location Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'clip' (temp float) -0:12 direct index (smooth temp float ClipDistance) -0:12 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance) +0:12 move second child to first child ( temp float) +0:12 'clip' ( temp float) +0:12 direct index ( smooth temp float ClipDistance) +0:12 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance) 0:12 Constant: 0:12 2 (const int) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'patch' (global float) +0:22 move second child to first child ( temp float) +0:22 'patch' ( global float) 0:22 Constant: 0:22 3.100000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'i1' (global float) -0:47 Test condition and select (temp float) +0:47 move second child to first child ( temp float) +0:47 'i1' ( global float) +0:47 Test condition and select ( temp float) 0:47 Condition -0:47 'gl_FrontFacing' (gl_FrontFacing bool Face) +0:47 'gl_FrontFacing' ( gl_FrontFacing bool Face) 0:47 true case 0:47 Constant: 0:47 -2.000000 @@ -149,21 +149,21 @@ ERROR: node is still EOpNull! 0:47 Constant: 0:47 2.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'i2' (global float) +0:48 move second child to first child ( temp float) +0:48 'i2' ( global float) 0:48 Constant: 0:48 102.000000 0:? Linker Objects -0:? 'v' (smooth in 4-component vector of float) -0:? 'i' (smooth in 4-component vector of float) -0:? 'o' (out 4-component vector of float) -0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance) -0:? 's' (smooth in structure{global float f}) -0:? 'patch' (global float) -0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float) -0:? 'factorBad' (layout(location=3 ) out 4-component vector of float) -0:? 'factor' (layout(location=5 ) out 4-component vector of float) -0:? 'vl2' (layout(location=4 ) smooth in 4-component vector of float) -0:? 'i1' (global float) -0:? 'i2' (global float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'i' ( smooth in 4-component vector of float) +0:? 'o' ( out 4-component vector of float) +0:? 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance) +0:? 's' ( smooth in structure{ global float f}) +0:? 'patch' ( global float) +0:? 'vl' (layout( location=3) smooth in 4-component vector of float) +0:? 'factorBad' (layout( location=3) out 4-component vector of float) +0:? 'factor' (layout( location=5) out 4-component vector of float) +0:? 'vl2' (layout( location=4) smooth in 4-component vector of float) +0:? 'i1' ( global float) +0:? 'i2' ( global float) diff --git a/Test/baseResults/140.vert.out b/Test/baseResults/140.vert.out index 0f2a0632..975c9329 100644 --- a/Test/baseResults/140.vert.out +++ b/Test/baseResults/140.vert.out @@ -20,83 +20,83 @@ Requested GL_ARB_separate_shader_objects Requested GL_EXT_device_group Requested GL_EXT_multiview ERROR: node is still EOpNull! -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'id' (temp int) -0:11 'gl_InstanceID' (gl_InstanceId int InstanceId) -0:12 add second child into first child (temp int) -0:12 'id' (temp int) -0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int) -0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem}) +0:11 move second child to first child ( temp int) +0:11 'id' ( temp int) +0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId) +0:12 add second child into first child ( temp int) +0:12 'id' ( temp int) +0:12 anonMem: direct index for structure (layout( column_major std140 offset=0) uniform int) +0:12 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem}) 0:12 Constant: 0:12 0 (const uint) -0:13 add second child into first child (temp int) -0:13 'id' (temp int) -0:13 direct index (temp int) -0:13 textureFetch (global 4-component vector of int) -0:13 'sbuf' (uniform isamplerBuffer) +0:13 add second child into first child ( temp int) +0:13 'id' ( temp int) +0:13 direct index ( temp int) +0:13 textureFetch ( global 4-component vector of int) +0:13 'sbuf' ( uniform isamplerBuffer) 0:13 Constant: 0:13 8 (const int) 0:13 Constant: 0:13 3 (const int) -0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:15 'gl_Color' (in 4-component vector of float Color) -0:16 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) -0:16 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:14 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:15 'gl_Color' ( in 4-component vector of float Color) +0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:16 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) 0:16 Constant: 0:16 0 (const int) -0:17 far: direct index for structure (global float) -0:17 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff}) +0:17 far: direct index for structure ( global float) +0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff}) 0:17 Constant: 0:17 1 (const int) -0:18 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord) -0:19 'gl_FogFragCoord' (smooth out float FogFragCoord) -0:20 'gl_FrontColor' (smooth out 4-component vector of float FrontColor) -0:48 Function Definition: foo( (global void) +0:18 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord) +0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord) +0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor) +0:48 Function Definition: foo( ( global void) 0:48 Function Parameters: 0:50 Sequence 0:50 Sequence -0:50 move second child to first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 textureFetch (global 4-component vector of float) -0:50 's2dr' (uniform sampler2DRect) -0:50 'itloc2' (in 2-component vector of int) -0:51 add second child into first child (temp 4-component vector of float) -0:51 'v' (temp 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 textureFetch ( global 4-component vector of float) +0:50 's2dr' ( uniform sampler2DRect) +0:50 'itloc2' ( in 2-component vector of int) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'v' ( temp 4-component vector of float) 0:51 Constant: 0:51 0.000000 -0:52 add second child into first child (temp 4-component vector of float) -0:52 'v' (temp 4-component vector of float) -0:52 texture (global 4-component vector of float) -0:52 's2dr' (uniform sampler2DRect) -0:52 'tloc2' (in 2-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'v' (temp 4-component vector of float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'v' ( temp 4-component vector of float) +0:52 texture ( global 4-component vector of float) +0:52 's2dr' ( uniform sampler2DRect) +0:52 'tloc2' ( in 2-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'v' ( temp 4-component vector of float) 0:53 Constant: 0:53 0.000000 -0:54 add second child into first child (temp 4-component vector of float) -0:54 'v' (temp 4-component vector of float) -0:54 texture (global float) -0:54 's2drs' (uniform sampler2DRectShadow) -0:54 'tloc3' (in 3-component vector of float) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 textureProj (global 4-component vector of float) -0:55 's2dr' (uniform sampler2DRect) -0:55 'tloc3' (in 3-component vector of float) -0:56 add second child into first child (temp 4-component vector of float) -0:56 'v' (temp 4-component vector of float) -0:56 textureProj (global 4-component vector of float) -0:56 's2dr' (uniform sampler2DRect) -0:56 'tloc4' (in 4-component vector of float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 textureProjGradOffset (global 4-component vector of float) -0:57 's2dr' (uniform sampler2DRect) -0:57 'tloc4' (in 4-component vector of float) +0:54 add second child into first child ( temp 4-component vector of float) +0:54 'v' ( temp 4-component vector of float) +0:54 texture ( global float) +0:54 's2drs' ( uniform sampler2DRectShadow) +0:54 'tloc3' ( in 3-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 textureProj ( global 4-component vector of float) +0:55 's2dr' ( uniform sampler2DRect) +0:55 'tloc3' ( in 3-component vector of float) +0:56 add second child into first child ( temp 4-component vector of float) +0:56 'v' ( temp 4-component vector of float) +0:56 textureProj ( global 4-component vector of float) +0:56 's2dr' ( uniform sampler2DRect) +0:56 'tloc4' ( in 4-component vector of float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 textureProjGradOffset ( global 4-component vector of float) +0:57 's2dr' ( uniform sampler2DRect) +0:57 'tloc4' ( in 4-component vector of float) 0:57 Constant: 0:57 0.000000 0:57 0.000000 @@ -106,11 +106,11 @@ ERROR: node is still EOpNull! 0:57 Constant: 0:57 1 (const int) 0:57 2 (const int) -0:58 add second child into first child (temp 4-component vector of float) -0:58 'v' (temp 4-component vector of float) -0:58 textureProjGradOffset (global float) -0:58 's2drs' (uniform sampler2DRectShadow) -0:58 'tloc4' (in 4-component vector of float) +0:58 add second child into first child ( temp 4-component vector of float) +0:58 'v' ( temp 4-component vector of float) +0:58 textureProjGradOffset ( global float) +0:58 's2drs' ( uniform sampler2DRectShadow) +0:58 'tloc4' ( in 4-component vector of float) 0:58 Constant: 0:58 0.000000 0:58 0.000000 @@ -120,34 +120,34 @@ ERROR: node is still EOpNull! 0:58 Constant: 0:58 1 (const int) 0:58 2 (const int) -0:61 Function Definition: devi( (global void) +0:61 Function Definition: devi( ( global void) 0:61 Function Parameters: 0:63 Sequence -0:63 'gl_DeviceIndex' (in int DeviceIndex) -0:64 'gl_ViewIndex' (in int ViewIndex) -0:75 Function Definition: devie( (global void) +0:63 'gl_DeviceIndex' ( in int DeviceIndex) +0:64 'gl_ViewIndex' ( in int ViewIndex) +0:75 Function Definition: devie( ( global void) 0:75 Function Parameters: 0:77 Sequence -0:77 'gl_DeviceIndex' (in int DeviceIndex) -0:78 'gl_ViewIndex' (in int ViewIndex) +0:77 'gl_DeviceIndex' ( in int DeviceIndex) +0:78 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects -0:? 'sbuf' (uniform isamplerBuffer) -0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem}) -0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord) -0:? 'gl_Position' (smooth out 4-component vector of float) -0:? 'locBad' (layout(location=9 ) in 4-component vector of float) -0:? 'loc' (layout(location=9 ) in 4-component vector of float) -0:? 'gl_PointSize' (gl_PointSize float PointSize) -0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:? 'gl_FogFragCoord' (smooth out float FogFragCoord) -0:? 's2dr' (uniform sampler2DRect) -0:? 's2drs' (uniform sampler2DRectShadow) -0:? 'itloc2' (in 2-component vector of int) -0:? 'tloc2' (in 2-component vector of float) -0:? 'tloc3' (in 3-component vector of float) -0:? 'tloc4' (in 4-component vector of float) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'sbuf' ( uniform isamplerBuffer) +0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem}) +0:? 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord) +0:? 'gl_Position' ( smooth out 4-component vector of float) +0:? 'locBad' (layout( location=9) in 4-component vector of float) +0:? 'loc' (layout( location=9) in 4-component vector of float) +0:? 'gl_PointSize' ( gl_PointSize float PointSize) +0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord) +0:? 's2dr' ( uniform sampler2DRect) +0:? 's2drs' ( uniform sampler2DRectShadow) +0:? 'itloc2' ( in 2-component vector of int) +0:? 'tloc2' ( in 2-component vector of float) +0:? 'tloc3' ( in 3-component vector of float) +0:? 'tloc4' ( in 4-component vector of float) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -159,57 +159,57 @@ Requested GL_ARB_separate_shader_objects Requested GL_EXT_device_group Requested GL_EXT_multiview ERROR: node is still EOpNull! -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'id' (temp int) -0:11 'gl_InstanceID' (gl_InstanceId int InstanceId) -0:12 add second child into first child (temp int) -0:12 'id' (temp int) -0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int) -0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem}) +0:11 move second child to first child ( temp int) +0:11 'id' ( temp int) +0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId) +0:12 add second child into first child ( temp int) +0:12 'id' ( temp int) +0:12 anonMem: direct index for structure (layout( column_major std140 offset=0) uniform int) +0:12 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem}) 0:12 Constant: 0:12 0 (const uint) -0:13 add second child into first child (temp int) -0:13 'id' (temp int) -0:13 direct index (temp int) -0:13 textureFetch (global 4-component vector of int) -0:13 'sbuf' (uniform isamplerBuffer) +0:13 add second child into first child ( temp int) +0:13 'id' ( temp int) +0:13 direct index ( temp int) +0:13 textureFetch ( global 4-component vector of int) +0:13 'sbuf' ( uniform isamplerBuffer) 0:13 Constant: 0:13 8 (const int) 0:13 Constant: 0:13 3 (const int) -0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:15 'gl_Color' (in 4-component vector of float Color) -0:16 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) -0:16 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:14 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:15 'gl_Color' ( in 4-component vector of float Color) +0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) +0:16 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) 0:16 Constant: 0:16 0 (const int) -0:17 far: direct index for structure (global float) -0:17 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff}) +0:17 far: direct index for structure ( global float) +0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff}) 0:17 Constant: 0:17 1 (const int) -0:18 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord) -0:19 'gl_FogFragCoord' (smooth out float FogFragCoord) -0:20 'gl_FrontColor' (smooth out 4-component vector of float FrontColor) +0:18 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord) +0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord) +0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor) 0:? Linker Objects -0:? 'sbuf' (uniform isamplerBuffer) -0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem}) -0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord) -0:? 'gl_Position' (smooth out 4-component vector of float) -0:? 'locBad' (layout(location=9 ) in 4-component vector of float) -0:? 'loc' (layout(location=9 ) in 4-component vector of float) -0:? 'gl_PointSize' (gl_PointSize float PointSize) -0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex) -0:? 'gl_FogFragCoord' (smooth out float FogFragCoord) -0:? 's2dr' (uniform sampler2DRect) -0:? 's2drs' (uniform sampler2DRectShadow) -0:? 'itloc2' (in 2-component vector of int) -0:? 'tloc2' (in 2-component vector of float) -0:? 'tloc3' (in 3-component vector of float) -0:? 'tloc4' (in 4-component vector of float) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'sbuf' ( uniform isamplerBuffer) +0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem}) +0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord) +0:? 'gl_Position' ( smooth out 4-component vector of float) +0:? 'locBad' (layout( location=9) in 4-component vector of float) +0:? 'loc' (layout( location=9) in 4-component vector of float) +0:? 'gl_PointSize' ( gl_PointSize float PointSize) +0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) +0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord) +0:? 's2dr' ( uniform sampler2DRect) +0:? 's2drs' ( uniform sampler2DRectShadow) +0:? 'itloc2' ( in 2-component vector of int) +0:? 'tloc2' ( in 2-component vector of float) +0:? 'tloc3' ( in 3-component vector of float) +0:? 'tloc4' ( in 4-component vector of float) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/150.frag.out b/Test/baseResults/150.frag.out index 143de3b5..1454b558 100644 --- a/Test/baseResults/150.frag.out +++ b/Test/baseResults/150.frag.out @@ -10,116 +10,116 @@ Shader version: 150 gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:11 'c' (temp 4-component vector of float) -0:11 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 'c' ( temp 4-component vector of float) +0:11 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'patch' (global float) +0:18 move second child to first child ( temp float) +0:18 'patch' ( global float) 0:18 Constant: 0:18 3.100000 -0:31 Function Definition: barWxyz( (global void) +0:31 Function Definition: barWxyz( ( global void) 0:31 Function Parameters: 0:33 Sequence 0:33 Sequence -0:33 move second child to first child (temp 2-component vector of int) -0:33 't11' (temp 2-component vector of int) -0:33 textureSize (global 2-component vector of int) -0:33 'sms' (uniform sampler2DMS) +0:33 move second child to first child ( temp 2-component vector of int) +0:33 't11' ( temp 2-component vector of int) +0:33 textureSize ( global 2-component vector of int) +0:33 'sms' ( uniform sampler2DMS) 0:34 Sequence -0:34 move second child to first child (temp 2-component vector of int) -0:34 't12' (temp 2-component vector of int) -0:34 textureSize (global 2-component vector of int) -0:34 'isms' (uniform isampler2DMS) +0:34 move second child to first child ( temp 2-component vector of int) +0:34 't12' ( temp 2-component vector of int) +0:34 textureSize ( global 2-component vector of int) +0:34 'isms' ( uniform isampler2DMS) 0:35 Sequence -0:35 move second child to first child (temp 2-component vector of int) -0:35 't13' (temp 2-component vector of int) -0:35 textureSize (global 2-component vector of int) -0:35 'usms' (uniform usampler2DMS) +0:35 move second child to first child ( temp 2-component vector of int) +0:35 't13' ( temp 2-component vector of int) +0:35 textureSize ( global 2-component vector of int) +0:35 'usms' ( uniform usampler2DMS) 0:36 Sequence -0:36 move second child to first child (temp 3-component vector of int) -0:36 't21' (temp 3-component vector of int) -0:36 textureSize (global 3-component vector of int) -0:36 'smsa' (uniform sampler2DMSArray) +0:36 move second child to first child ( temp 3-component vector of int) +0:36 't21' ( temp 3-component vector of int) +0:36 textureSize ( global 3-component vector of int) +0:36 'smsa' ( uniform sampler2DMSArray) 0:37 Sequence -0:37 move second child to first child (temp 3-component vector of int) -0:37 't22' (temp 3-component vector of int) -0:37 textureSize (global 3-component vector of int) -0:37 'ismsa' (uniform isampler2DMSArray) +0:37 move second child to first child ( temp 3-component vector of int) +0:37 't22' ( temp 3-component vector of int) +0:37 textureSize ( global 3-component vector of int) +0:37 'ismsa' ( uniform isampler2DMSArray) 0:38 Sequence -0:38 move second child to first child (temp 3-component vector of int) -0:38 't23' (temp 3-component vector of int) -0:38 textureSize (global 3-component vector of int) -0:38 'usmsa' (uniform usampler2DMSArray) +0:38 move second child to first child ( temp 3-component vector of int) +0:38 't23' ( temp 3-component vector of int) +0:38 textureSize ( global 3-component vector of int) +0:38 'usmsa' ( uniform usampler2DMSArray) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 't31' (temp 4-component vector of float) -0:39 textureFetch (global 4-component vector of float) -0:39 'sms' (uniform sampler2DMS) -0:39 'p2' (flat in 2-component vector of int) -0:39 'samp' (flat in int) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 't31' ( temp 4-component vector of float) +0:39 textureFetch ( global 4-component vector of float) +0:39 'sms' ( uniform sampler2DMS) +0:39 'p2' ( flat in 2-component vector of int) +0:39 'samp' ( flat in int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 't32' (temp 4-component vector of int) -0:40 textureFetch (global 4-component vector of int) -0:40 'isms' (uniform isampler2DMS) -0:40 'p2' (flat in 2-component vector of int) -0:40 'samp' (flat in int) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 't32' ( temp 4-component vector of int) +0:40 textureFetch ( global 4-component vector of int) +0:40 'isms' ( uniform isampler2DMS) +0:40 'p2' ( flat in 2-component vector of int) +0:40 'samp' ( flat in int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 't33' (temp 4-component vector of uint) -0:41 textureFetch (global 4-component vector of uint) -0:41 'usms' (uniform usampler2DMS) -0:41 'p2' (flat in 2-component vector of int) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 't33' ( temp 4-component vector of uint) +0:41 textureFetch ( global 4-component vector of uint) +0:41 'usms' ( uniform usampler2DMS) +0:41 'p2' ( flat in 2-component vector of int) 0:41 Constant: 0:41 3 (const int) 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 't41' (temp 4-component vector of float) -0:42 textureFetch (global 4-component vector of float) -0:42 'smsa' (uniform sampler2DMSArray) -0:42 'p3' (flat in 3-component vector of int) -0:42 'samp' (flat in int) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 't41' ( temp 4-component vector of float) +0:42 textureFetch ( global 4-component vector of float) +0:42 'smsa' ( uniform sampler2DMSArray) +0:42 'p3' ( flat in 3-component vector of int) +0:42 'samp' ( flat in int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 't42' (temp 4-component vector of int) -0:43 textureFetch (global 4-component vector of int) -0:43 'ismsa' (uniform isampler2DMSArray) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 't42' ( temp 4-component vector of int) +0:43 textureFetch ( global 4-component vector of int) +0:43 'ismsa' ( uniform isampler2DMSArray) 0:43 Constant: 0:43 2 (const int) 0:43 2 (const int) 0:43 2 (const int) -0:43 'samp' (flat in int) +0:43 'samp' ( flat in int) 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of uint) -0:44 't43' (temp 4-component vector of uint) -0:44 textureFetch (global 4-component vector of uint) -0:44 'usmsa' (uniform usampler2DMSArray) -0:44 'p3' (flat in 3-component vector of int) -0:44 'samp' (flat in int) -0:47 Function Definition: primitiveID( (global int) +0:44 move second child to first child ( temp 4-component vector of uint) +0:44 't43' ( temp 4-component vector of uint) +0:44 textureFetch ( global 4-component vector of uint) +0:44 'usmsa' ( uniform usampler2DMSArray) +0:44 'p3' ( flat in 3-component vector of int) +0:44 'samp' ( flat in int) +0:47 Function Definition: primitiveID( ( global int) 0:47 Function Parameters: 0:49 Sequence 0:49 Branch: Return with expression -0:49 'gl_PrimitiveID' (flat in int PrimitiveID) +0:49 'gl_PrimitiveID' ( flat in int PrimitiveID) 0:? Linker Objects -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'foo' (smooth in 4-component vector of float) -0:? 's' (smooth in structure{global float f}) -0:? 'patch' (global float) -0:? 'sms' (uniform sampler2DMS) -0:? 'isms' (uniform isampler2DMS) -0:? 'usms' (uniform usampler2DMS) -0:? 'smsa' (uniform sampler2DMSArray) -0:? 'ismsa' (uniform isampler2DMSArray) -0:? 'usmsa' (uniform usampler2DMSArray) -0:? 'p2' (flat in 2-component vector of int) -0:? 'p3' (flat in 3-component vector of int) -0:? 'samp' (flat in int) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'foo' ( smooth in 4-component vector of float) +0:? 's' ( smooth in structure{ global float f}) +0:? 'patch' ( global float) +0:? 'sms' ( uniform sampler2DMS) +0:? 'isms' ( uniform isampler2DMS) +0:? 'usms' ( uniform usampler2DMS) +0:? 'smsa' ( uniform sampler2DMSArray) +0:? 'ismsa' ( uniform isampler2DMSArray) +0:? 'usmsa' ( uniform usampler2DMSArray) +0:? 'p2' ( flat in 2-component vector of int) +0:? 'p3' ( flat in 3-component vector of int) +0:? 'samp' ( flat in int) Linked fragment stage: @@ -129,30 +129,30 @@ Shader version: 150 gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:11 'c' (temp 4-component vector of float) -0:11 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 'c' ( temp 4-component vector of float) +0:11 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'patch' (global float) +0:18 move second child to first child ( temp float) +0:18 'patch' ( global float) 0:18 Constant: 0:18 3.100000 0:? Linker Objects -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'foo' (smooth in 4-component vector of float) -0:? 's' (smooth in structure{global float f}) -0:? 'patch' (global float) -0:? 'sms' (uniform sampler2DMS) -0:? 'isms' (uniform isampler2DMS) -0:? 'usms' (uniform usampler2DMS) -0:? 'smsa' (uniform sampler2DMSArray) -0:? 'ismsa' (uniform isampler2DMSArray) -0:? 'usmsa' (uniform usampler2DMSArray) -0:? 'p2' (flat in 2-component vector of int) -0:? 'p3' (flat in 3-component vector of int) -0:? 'samp' (flat in int) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'foo' ( smooth in 4-component vector of float) +0:? 's' ( smooth in structure{ global float f}) +0:? 'patch' ( global float) +0:? 'sms' ( uniform sampler2DMS) +0:? 'isms' ( uniform isampler2DMS) +0:? 'usms' ( uniform usampler2DMS) +0:? 'smsa' ( uniform sampler2DMSArray) +0:? 'ismsa' ( uniform isampler2DMSArray) +0:? 'usmsa' ( uniform usampler2DMSArray) +0:? 'p2' ( flat in 2-component vector of int) +0:? 'p3' ( flat in 3-component vector of int) +0:? 'samp' ( flat in int) diff --git a/Test/baseResults/150.geom.out b/Test/baseResults/150.geom.out index dc5a41a2..e3a78c92 100644 --- a/Test/baseResults/150.geom.out +++ b/Test/baseResults/150.geom.out @@ -44,83 +44,83 @@ max_vertices = 200 input primitive = lines_adjacency output primitive = triangle_strip ERROR: node is still EOpNull! -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 EmitVertex (global void) -0:28 EndPrimitive (global void) +0:27 EmitVertex ( global void) +0:28 EndPrimitive ( global void) 0:29 Constant: 0:29 0.000000 0:30 Constant: 0:30 0.000000 -0:32 move second child to first child (temp 3-component vector of float) -0:32 color: direct index for structure (layout(stream=0 ) out 3-component vector of float) -0:32 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) +0:32 move second child to first child ( temp 3-component vector of float) +0:32 color: direct index for structure (layout( stream=0) out 3-component vector of float) +0:32 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) 0:32 Constant: 0:32 0 (const uint) -0:32 color: direct index for structure (in 3-component vector of float) -0:32 direct index (temp block{in 3-component vector of float color}) -0:32 'fromV' (in 4-element array of block{in 3-component vector of float color}) +0:32 color: direct index for structure ( in 3-component vector of float) +0:32 direct index ( temp block{ in 3-component vector of float color}) +0:32 'fromV' ( in 4-element array of block{ in 3-component vector of float color}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: 0:32 0 (const int) -0:33 move second child to first child (temp float) -0:33 direct index (layout(stream=0 ) temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (layout(stream=0 ) out implicitly-sized array of float ClipDistance) -0:33 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 direct index (layout( stream=0) temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure (layout( stream=0) out implicitly-sized array of float ClipDistance) +0:33 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: 0:33 3 (const int) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 2 (const int) -0:34 move second child to first child (temp 4-component vector of float) -0:34 gl_Position: direct index for structure (layout(stream=0 ) gl_Position 4-component vector of float Position) -0:34 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) +0:34 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 0 (const uint) -0:34 gl_Position: direct index for structure (in 4-component vector of float Position) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 0 (const int) -0:35 move second child to first child (temp float) -0:35 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float PointSize) -0:35 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:35 move second child to first child ( temp float) +0:35 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize) +0:35 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:35 Constant: 0:35 1 (const uint) -0:35 gl_PointSize: direct index for structure (in float PointSize) -0:35 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:35 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:35 gl_PointSize: direct index for structure ( in float PointSize) +0:35 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:35 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 1 (const int) -0:36 move second child to first child (temp int) -0:36 'gl_PrimitiveID' (layout(stream=0 ) out int PrimitiveID) -0:36 'gl_PrimitiveIDIn' (in int PrimitiveID) -0:37 move second child to first child (temp int) -0:37 'gl_Layer' (layout(stream=0 ) out int Layer) +0:36 move second child to first child ( temp int) +0:36 'gl_PrimitiveID' (layout( stream=0) out int PrimitiveID) +0:36 'gl_PrimitiveIDIn' ( in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'gl_Layer' (layout( stream=0) out int Layer) 0:37 Constant: 0:37 2 (const int) -0:67 Function Definition: foo(i1; (global void) +0:67 Function Definition: foo(i1; ( global void) 0:67 Function Parameters: -0:67 'a' (in int) +0:67 'a' ( in int) 0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:69 a: direct index for structure (layout(stream=6 ) out 4-component vector of float) -0:69 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 a: direct index for structure (layout( stream=6) out 4-component vector of float) +0:69 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a}) 0:69 Constant: 0:69 0 (const int) 0:69 Constant: @@ -129,50 +129,50 @@ ERROR: node is still EOpNull! 0:69 1.000000 0:69 1.000000 0:107 Sequence -0:107 move second child to first child (temp float) -0:107 'summ' (global float) +0:107 move second child to first child ( temp float) +0:107 'summ' ( global float) 0:107 Constant: 0:107 11332.000000 -0:127 Function Definition: fooe1( (global void) +0:127 Function Definition: fooe1( ( global void) 0:127 Function Parameters: 0:129 Sequence -0:129 move second child to first child (temp int) -0:129 'gl_ViewportIndex' (layout(stream=0 ) out int ViewportIndex) +0:129 move second child to first child ( temp int) +0:129 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex) 0:129 Constant: 0:129 15 (const int) -0:134 Function Definition: fooe2( (global void) +0:134 Function Definition: fooe2( ( global void) 0:134 Function Parameters: 0:136 Sequence -0:136 move second child to first child (temp int) -0:136 'gl_ViewportIndex' (layout(stream=0 ) out int ViewportIndex) +0:136 move second child to first child ( temp int) +0:136 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex) 0:136 Constant: 0:136 15 (const int) 0:? Linker Objects -0:? 'fromV' (in 4-element array of block{in 3-component vector of float color}) -0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) -0:? 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'ov0' (layout(stream=0 ) out 4-component vector of float) -0:? 'ov4' (layout(stream=4 ) out 4-component vector of float) -0:? 'o1v0' (layout(stream=0 ) out 4-component vector of float) -0:? 'ua' (layout(stream=3 ) uniform int) -0:? 'ibb' (layout(stream=3 column_major shared ) uniform block{layout(stream=3 column_major shared ) uniform int ua}) -0:? 'ov3' (layout(stream=3 ) out 4-component vector of float) -0:? 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ouua6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ouua7' (layout(stream=7 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ov2s3' (layout(stream=3 ) out 4-component vector of float) -0:? 'badv4' (layout(stream=3 ) out 4-component vector of float) -0:? 'bad2v4' (in 4-element array of 4-component vector of float) -0:? 'anon@2' (layout(stream=3 ) out block{layout(stream=3 ) out int a}) -0:? 'outbi' (layout(stream=3 ) out block{layout(stream=3 ) out int a, layout(stream=3 ) out int b, layout(stream=3 ) out int c}) -0:? 'inbi' (in 4-element array of block{layout(stream=2 ) in int a}) -0:? 'insn' (in 4-element array of block{in int a15}) -0:? 'anon@3' (layout(stream=3 ) out block{layout(stream=3 ) out float f15}) -0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15}) -0:? 'summ' (global float) -0:? 'gl_ViewportIndex' (layout(stream=3 ) out int) +0:? 'fromV' ( in 4-element array of block{ in 3-component vector of float color}) +0:? 'toF' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) +0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'ov0' (layout( stream=0) out 4-component vector of float) +0:? 'ov4' (layout( stream=4) out 4-component vector of float) +0:? 'o1v0' (layout( stream=0) out 4-component vector of float) +0:? 'ua' (layout( stream=3) uniform int) +0:? 'ibb' (layout( stream=3 column_major shared) uniform block{layout( stream=3 column_major shared) uniform int ua}) +0:? 'ov3' (layout( stream=3) out 4-component vector of float) +0:? 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ouua6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ouua7' (layout( stream=7) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ov2s3' (layout( stream=3) out 4-component vector of float) +0:? 'badv4' (layout( stream=3) out 4-component vector of float) +0:? 'bad2v4' ( in 4-element array of 4-component vector of float) +0:? 'anon@2' (layout( stream=3) out block{layout( stream=3) out int a}) +0:? 'outbi' (layout( stream=3) out block{layout( stream=3) out int a, layout( stream=3) out int b, layout( stream=3) out int c}) +0:? 'inbi' ( in 4-element array of block{layout( stream=2) in int a}) +0:? 'insn' ( in 4-element array of block{ in int a15}) +0:? 'anon@3' (layout( stream=3) out block{layout( stream=3) out float f15}) +0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15}) +0:? 'summ' ( global float) +0:? 'gl_ViewportIndex' (layout( stream=3) out int) Linked geometry stage: @@ -185,105 +185,105 @@ max_vertices = 200 input primitive = lines_adjacency output primitive = triangle_strip ERROR: node is still EOpNull! -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 EmitVertex (global void) -0:28 EndPrimitive (global void) +0:27 EmitVertex ( global void) +0:28 EndPrimitive ( global void) 0:29 Constant: 0:29 0.000000 0:30 Constant: 0:30 0.000000 -0:32 move second child to first child (temp 3-component vector of float) -0:32 color: direct index for structure (layout(stream=0 ) out 3-component vector of float) -0:32 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) +0:32 move second child to first child ( temp 3-component vector of float) +0:32 color: direct index for structure (layout( stream=0) out 3-component vector of float) +0:32 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) 0:32 Constant: 0:32 0 (const uint) -0:32 color: direct index for structure (in 3-component vector of float) -0:32 direct index (temp block{in 3-component vector of float color}) -0:32 'fromV' (in 4-element array of block{in 3-component vector of float color}) +0:32 color: direct index for structure ( in 3-component vector of float) +0:32 direct index ( temp block{ in 3-component vector of float color}) +0:32 'fromV' ( in 4-element array of block{ in 3-component vector of float color}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: 0:32 0 (const int) -0:33 move second child to first child (temp float) -0:33 direct index (layout(stream=0 ) temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (layout(stream=0 ) out 4-element array of float ClipDistance) -0:33 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out 4-element array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 direct index (layout( stream=0) temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure (layout( stream=0) out 4-element array of float ClipDistance) +0:33 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: 0:33 3 (const int) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 2 (const int) -0:34 move second child to first child (temp 4-component vector of float) -0:34 gl_Position: direct index for structure (layout(stream=0 ) gl_Position 4-component vector of float Position) -0:34 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out 4-element array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) +0:34 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 0 (const uint) -0:34 gl_Position: direct index for structure (in 4-component vector of float Position) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 0 (const int) -0:35 move second child to first child (temp float) -0:35 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float PointSize) -0:35 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out 4-element array of float ClipDistance gl_ClipDistance}) +0:35 move second child to first child ( temp float) +0:35 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize) +0:35 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance}) 0:35 Constant: 0:35 1 (const uint) -0:35 gl_PointSize: direct index for structure (in float PointSize) -0:35 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:35 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:35 gl_PointSize: direct index for structure ( in float PointSize) +0:35 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:35 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 1 (const int) -0:36 move second child to first child (temp int) -0:36 'gl_PrimitiveID' (layout(stream=0 ) out int PrimitiveID) -0:36 'gl_PrimitiveIDIn' (in int PrimitiveID) -0:37 move second child to first child (temp int) -0:37 'gl_Layer' (layout(stream=0 ) out int Layer) +0:36 move second child to first child ( temp int) +0:36 'gl_PrimitiveID' (layout( stream=0) out int PrimitiveID) +0:36 'gl_PrimitiveIDIn' ( in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'gl_Layer' (layout( stream=0) out int Layer) 0:37 Constant: 0:37 2 (const int) 0:107 Sequence -0:107 move second child to first child (temp float) -0:107 'summ' (global float) +0:107 move second child to first child ( temp float) +0:107 'summ' ( global float) 0:107 Constant: 0:107 11332.000000 0:? Linker Objects -0:? 'fromV' (in 4-element array of block{in 3-component vector of float color}) -0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-component vector of float color}) -0:? 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out 4-element array of float ClipDistance gl_ClipDistance}) -0:? 'gl_in' (in 4-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:? 'ov0' (layout(stream=0 ) out 4-component vector of float) -0:? 'ov4' (layout(stream=4 ) out 4-component vector of float) -0:? 'o1v0' (layout(stream=0 ) out 4-component vector of float) -0:? 'ua' (layout(stream=3 ) uniform int) -0:? 'ibb' (layout(stream=3 column_major shared ) uniform block{layout(stream=3 column_major shared ) uniform int ua}) -0:? 'ov3' (layout(stream=3 ) out 4-component vector of float) -0:? 'ouuaa6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ouua6' (layout(stream=6 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ouua7' (layout(stream=7 ) out block{layout(stream=6 ) out 4-component vector of float a}) -0:? 'ov2s3' (layout(stream=3 ) out 4-component vector of float) -0:? 'badv4' (layout(stream=3 ) out 4-component vector of float) -0:? 'bad2v4' (in 4-element array of 4-component vector of float) -0:? 'anon@2' (layout(stream=3 ) out block{layout(stream=3 ) out int a}) -0:? 'outbi' (layout(stream=3 ) out block{layout(stream=3 ) out int a, layout(stream=3 ) out int b, layout(stream=3 ) out int c}) -0:? 'inbi' (in 4-element array of block{layout(stream=2 ) in int a}) -0:? 'insn' (in 4-element array of block{in int a15}) -0:? 'anon@3' (layout(stream=3 ) out block{layout(stream=3 ) out float f15}) -0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15}) -0:? 'summ' (global float) -0:? 'gl_ViewportIndex' (layout(stream=3 ) out int) +0:? 'fromV' ( in 4-element array of block{ in 3-component vector of float color}) +0:? 'toF' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color}) +0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance}) +0:? 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:? 'ov0' (layout( stream=0) out 4-component vector of float) +0:? 'ov4' (layout( stream=4) out 4-component vector of float) +0:? 'o1v0' (layout( stream=0) out 4-component vector of float) +0:? 'ua' (layout( stream=3) uniform int) +0:? 'ibb' (layout( stream=3 column_major shared) uniform block{layout( stream=3 column_major shared) uniform int ua}) +0:? 'ov3' (layout( stream=3) out 4-component vector of float) +0:? 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ouua6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ouua7' (layout( stream=7) out block{layout( stream=6) out 4-component vector of float a}) +0:? 'ov2s3' (layout( stream=3) out 4-component vector of float) +0:? 'badv4' (layout( stream=3) out 4-component vector of float) +0:? 'bad2v4' ( in 4-element array of 4-component vector of float) +0:? 'anon@2' (layout( stream=3) out block{layout( stream=3) out int a}) +0:? 'outbi' (layout( stream=3) out block{layout( stream=3) out int a, layout( stream=3) out int b, layout( stream=3) out int c}) +0:? 'inbi' ( in 4-element array of block{layout( stream=2) in int a}) +0:? 'insn' ( in 4-element array of block{ in int a15}) +0:? 'anon@3' (layout( stream=3) out block{layout( stream=3) out float f15}) +0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15}) +0:? 'summ' ( global float) +0:? 'gl_ViewportIndex' (layout( stream=3) out int) diff --git a/Test/baseResults/150.tesc.out b/Test/baseResults/150.tesc.out index 40bf0802..526b6e7d 100644 --- a/Test/baseResults/150.tesc.out +++ b/Test/baseResults/150.tesc.out @@ -3,42 +3,42 @@ Shader version: 150 Requested GL_ARB_tessellation_shader vertices = 4 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence -0:12 Barrier (global void) +0:12 Barrier ( global void) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a' (temp int) +0:14 move second child to first child ( temp int) +0:14 'a' ( temp int) 0:14 Constant: 0:14 5392 (const int) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'p' (temp 4-component vector of float) -0:20 gl_Position: direct index for structure (in 4-component vector of float Position) -0:20 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:20 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'p' ( temp 4-component vector of float) +0:20 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:20 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:20 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'ps' (temp float) -0:21 gl_PointSize: direct index for structure (in float PointSize) -0:21 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:21 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:21 move second child to first child ( temp float) +0:21 'ps' ( temp float) +0:21 gl_PointSize: direct index for structure ( in float PointSize) +0:21 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:21 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'cd' (temp float) -0:22 direct index (temp float ClipDistance) -0:22 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:22 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:22 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:22 move second child to first child ( temp float) +0:22 'cd' ( temp float) +0:22 direct index ( temp float ClipDistance) +0:22 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: @@ -46,62 +46,62 @@ vertices = 4 0:22 Constant: 0:22 2 (const int) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'pvi' (temp int) -0:24 'gl_PatchVerticesIn' (in int PatchVertices) +0:24 move second child to first child ( temp int) +0:24 'pvi' ( temp int) +0:24 'gl_PatchVerticesIn' ( in int PatchVertices) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'pid' (temp int) -0:25 'gl_PrimitiveID' (in int PrimitiveID) +0:25 move second child to first child ( temp int) +0:25 'pid' ( temp int) +0:25 'gl_PrimitiveID' ( in int PrimitiveID) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'iid' (temp int) -0:26 'gl_InvocationID' (in int InvocationID) -0:28 move second child to first child (temp 4-component vector of float) -0:28 gl_Position: direct index for structure (out 4-component vector of float Position) -0:28 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:28 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:28 'gl_InvocationID' (in int InvocationID) +0:26 move second child to first child ( temp int) +0:26 'iid' ( temp int) +0:26 'gl_InvocationID' ( in int InvocationID) +0:28 move second child to first child ( temp 4-component vector of float) +0:28 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:28 'gl_InvocationID' ( in int InvocationID) 0:28 Constant: 0:28 0 (const int) -0:28 'p' (temp 4-component vector of float) -0:29 move second child to first child (temp float) -0:29 gl_PointSize: direct index for structure (out float PointSize) -0:29 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:29 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:29 'gl_InvocationID' (in int InvocationID) +0:28 'p' ( temp 4-component vector of float) +0:29 move second child to first child ( temp float) +0:29 gl_PointSize: direct index for structure ( out float PointSize) +0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:29 'gl_InvocationID' ( in int InvocationID) 0:29 Constant: 0:29 1 (const int) -0:29 'ps' (temp float) -0:30 move second child to first child (temp float) -0:30 direct index (temp float ClipDistance) -0:30 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:30 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:30 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:30 'gl_InvocationID' (in int InvocationID) +0:29 'ps' ( temp float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float ClipDistance) +0:30 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:30 'gl_InvocationID' ( in int InvocationID) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 'cd' (temp float) -0:32 move second child to first child (temp float) -0:32 direct index (patch temp float TessLevelOuter) -0:32 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:30 'cd' ( temp float) +0:32 move second child to first child ( temp float) +0:32 direct index ( patch temp float TessLevelOuter) +0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:32 Constant: 0:32 3 (const int) 0:32 Constant: 0:32 3.200000 -0:33 move second child to first child (temp float) -0:33 direct index (patch temp float TessLevelInner) -0:33 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:33 move second child to first child ( temp float) +0:33 direct index ( patch temp float TessLevelInner) +0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.300000 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 4-element array of int) -0:? 'patchOut' (patch out 4-component vector of float) +0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 4-element array of int) +0:? 'patchOut' ( patch out 4-component vector of float) 150.tese ERROR: 0:12: 'barrier' : no matching overloaded function found @@ -115,43 +115,43 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Constant: 0:12 0.000000 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a' (temp int) +0:14 move second child to first child ( temp int) +0:14 'a' ( temp int) 0:14 Constant: 0:14 1512 (const int) 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:22 'p' (temp 4-component vector of float) -0:22 gl_Position: direct index for structure (in 4-component vector of float Position) -0:22 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:22 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'p' ( temp 4-component vector of float) +0:22 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 0 (const int) 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'ps' (temp float) -0:23 gl_PointSize: direct index for structure (in float PointSize) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp float) +0:23 'ps' ( temp float) +0:23 gl_PointSize: direct index for structure ( in float PointSize) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'cd' (temp float) -0:24 direct index (temp float ClipDistance) -0:24 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'cd' ( temp float) +0:24 direct index ( temp float ClipDistance) +0:24 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: @@ -159,55 +159,55 @@ ERROR: node is still EOpNull! 0:24 Constant: 0:24 2 (const int) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'pvi' (temp int) -0:26 'gl_PatchVerticesIn' (in int PatchVertices) +0:26 move second child to first child ( temp int) +0:26 'pvi' ( temp int) +0:26 'gl_PatchVerticesIn' ( in int PatchVertices) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pid' (temp int) -0:27 'gl_PrimitiveID' (in int PrimitiveID) +0:27 move second child to first child ( temp int) +0:27 'pid' ( temp int) +0:27 'gl_PrimitiveID' ( in int PrimitiveID) 0:28 Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 'tc' (temp 3-component vector of float) -0:28 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 'tc' ( temp 3-component vector of float) +0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'tlo' (temp float) -0:29 direct index (patch temp float TessLevelOuter) -0:29 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:29 move second child to first child ( temp float) +0:29 'tlo' ( temp float) +0:29 direct index ( patch temp float TessLevelOuter) +0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:29 Constant: 0:29 3 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'tli' (temp float) -0:30 direct index (patch temp float TessLevelInner) -0:30 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:30 move second child to first child ( temp float) +0:30 'tli' ( temp float) +0:30 direct index ( patch temp float TessLevelInner) +0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:30 Constant: 0:30 1 (const int) -0:32 move second child to first child (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:32 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 0 (const uint) -0:32 'p' (temp 4-component vector of float) -0:33 move second child to first child (temp float) -0:33 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:33 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'p' ( temp 4-component vector of float) +0:33 move second child to first child ( temp float) +0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const uint) -0:33 'ps' (temp float) -0:34 move second child to first child (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:34 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'ps' ( temp float) +0:34 move second child to first child ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 2 (const int) -0:34 'cd' (temp float) +0:34 'cd' ( temp float) 0:? Linker Objects -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 400.tesc Warning, version 400 is not yet complete; most version-specific features are present, but some are missing. @@ -243,42 +243,42 @@ Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 Barrier (global void) +0:15 Barrier ( global void) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'a' (temp int) +0:17 move second child to first child ( temp int) +0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'p' (temp 4-component vector of float) -0:23 gl_Position: direct index for structure (in 4-component vector of float Position) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'p' ( temp 4-component vector of float) +0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'ps' (temp float) -0:24 gl_PointSize: direct index for structure (in float PointSize) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'ps' ( temp float) +0:24 gl_PointSize: direct index for structure ( in float PointSize) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'cd' (temp float) -0:25 direct index (temp float ClipDistance) -0:25 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:25 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:25 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:25 move second child to first child ( temp float) +0:25 'cd' ( temp float) +0:25 direct index ( temp float ClipDistance) +0:25 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: @@ -286,160 +286,160 @@ ERROR: node is still EOpNull! 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pvi' (temp int) -0:27 'gl_PatchVerticesIn' (in int PatchVertices) +0:27 move second child to first child ( temp int) +0:27 'pvi' ( temp int) +0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'pid' (temp int) -0:28 'gl_PrimitiveID' (in int PrimitiveID) +0:28 move second child to first child ( temp int) +0:28 'pid' ( temp int) +0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'iid' (temp int) -0:29 'gl_InvocationID' (in int InvocationID) -0:31 move second child to first child (temp 4-component vector of float) -0:31 gl_Position: direct index for structure (out 4-component vector of float Position) -0:31 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:31 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:31 'gl_InvocationID' (in int InvocationID) +0:29 move second child to first child ( temp int) +0:29 'iid' ( temp int) +0:29 'gl_InvocationID' ( in int InvocationID) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) -0:31 'p' (temp 4-component vector of float) -0:32 move second child to first child (temp float) -0:32 gl_PointSize: direct index for structure (out float PointSize) -0:32 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_InvocationID' (in int InvocationID) +0:31 'p' ( temp 4-component vector of float) +0:32 move second child to first child ( temp float) +0:32 gl_PointSize: direct index for structure ( out float PointSize) +0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) -0:32 'ps' (temp float) -0:33 move second child to first child (temp float) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:33 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_InvocationID' (in int InvocationID) +0:32 'ps' ( temp float) +0:33 move second child to first child ( temp float) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 'cd' (temp float) -0:35 move second child to first child (temp float) -0:35 direct index (patch temp float TessLevelOuter) -0:35 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:33 'cd' ( temp float) +0:35 move second child to first child ( temp float) +0:35 direct index ( patch temp float TessLevelOuter) +0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 -0:36 move second child to first child (temp float) -0:36 direct index (patch temp float TessLevelInner) -0:36 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:36 move second child to first child ( temp float) +0:36 direct index ( patch temp float TessLevelInner) +0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Greater Than (temp bool) -0:38 'a' (temp int) +0:38 Compare Greater Than ( temp bool) +0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case -0:39 Barrier (global void) +0:39 Barrier ( global void) 0:38 false case -0:41 Barrier (global void) -0:43 Barrier (global void) +0:41 Barrier ( global void) +0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition -0:47 Compare Greater Than (temp bool) -0:47 'a' (temp int) +0:47 Compare Greater Than ( temp bool) +0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence -0:46 Barrier (global void) +0:46 Barrier ( global void) 0:49 switch 0:49 condition -0:49 'a' (temp int) +0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence -0:51 Barrier (global void) +0:51 Barrier ( global void) 0:52 Branch: Break -0:54 Test condition and select (temp int) +0:54 Test condition and select ( temp int) 0:54 Condition -0:54 Compare Less Than (temp bool) -0:54 'a' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case -0:54 'a' (temp int) +0:54 'a' ( temp int) 0:54 false case -0:54 Comma (temp int) -0:54 Barrier (global void) -0:54 'a' (temp int) +0:54 Comma ( temp int) +0:54 Barrier ( global void) +0:54 'a' ( temp int) 0:56 Sequence -0:56 Barrier (global void) +0:56 Barrier ( global void) 0:59 Branch: Return -0:61 Barrier (global void) -0:67 Function Definition: foo( (global void) +0:61 Barrier ( global void) +0:67 Function Definition: foo( ( global void) 0:67 Function Parameters: 0:69 Sequence -0:69 gl_PointSize: direct index for structure (out float PointSize) -0:69 direct index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:69 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:69 gl_PointSize: direct index for structure ( out float PointSize) +0:69 direct index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:69 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:69 Constant: 0:69 4 (const int) 0:69 Constant: 0:69 1 (const int) -0:71 Barrier (global void) -0:91 Function Definition: foop( (global void) +0:71 Barrier ( global void) +0:91 Function Definition: foop( ( global void) 0:91 Function Parameters: 0:? Sequence -0:95 multiply second child into first child (temp 3-component vector of float) -0:95 'pv3' (noContraction temp 3-component vector of float) -0:95 'pv3' (noContraction temp 3-component vector of float) -0:96 move second child to first child (temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 fma (global 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:97 move second child to first child (temp double) -0:97 'd' (noContraction temp double) -0:97 fma (global double) -0:97 'd' (noContraction temp double) -0:97 'd' (noContraction temp double) -0:97 'd' (noContraction temp double) -0:107 Function Definition: devi( (global void) +0:95 multiply second child into first child ( temp 3-component vector of float) +0:95 'pv3' ( noContraction temp 3-component vector of float) +0:95 'pv3' ( noContraction temp 3-component vector of float) +0:96 move second child to first child ( temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 fma ( global 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:97 move second child to first child ( temp double) +0:97 'd' ( noContraction temp double) +0:97 fma ( global double) +0:97 'd' ( noContraction temp double) +0:97 'd' ( noContraction temp double) +0:97 'd' ( noContraction temp double) +0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence -0:109 'gl_DeviceIndex' (in int DeviceIndex) -0:110 'gl_ViewIndex' (in int ViewIndex) -0:121 Function Definition: devie( (global void) +0:109 'gl_DeviceIndex' ( in int DeviceIndex) +0:110 'gl_ViewIndex' ( in int ViewIndex) +0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence -0:123 'gl_DeviceIndex' (in int DeviceIndex) -0:124 'gl_ViewIndex' (in int ViewIndex) +0:123 'gl_DeviceIndex' ( in int DeviceIndex) +0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 4-element array of int) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'pv3' (noContraction temp 3-component vector of float) -0:? 'pinbi' (patch out block{out int a}) -0:? 'badOrder' (invariant noContraction out 4-element array of 4-component vector of float) +0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 4-element array of int) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'pv3' ( noContraction temp 3-component vector of float) +0:? 'pinbi' ( patch out block{ out int a}) +0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) 400.tese Warning, version 400 is not yet complete; most version-specific features are present, but some are missing. @@ -487,43 +487,43 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'a' (temp int) +0:24 move second child to first child ( temp int) +0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 'p' (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (in 4-component vector of float Position) -0:32 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'p' ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'ps' (temp float) -0:33 gl_PointSize: direct index for structure (in float PointSize) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 'ps' ( temp float) +0:33 gl_PointSize: direct index for structure ( in float PointSize) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'cd' (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp float) +0:34 'cd' ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -531,85 +531,85 @@ ERROR: node is still EOpNull! 0:34 Constant: 0:34 2 (const int) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'pvi' (temp int) -0:36 'gl_PatchVerticesIn' (in int PatchVertices) +0:36 move second child to first child ( temp int) +0:36 'pvi' ( temp int) +0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence -0:37 move second child to first child (temp int) -0:37 'pid' (temp int) -0:37 'gl_PrimitiveID' (in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'pid' ( temp int) +0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence -0:38 move second child to first child (temp 3-component vector of float) -0:38 'tc' (temp 3-component vector of float) -0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:38 move second child to first child ( temp 3-component vector of float) +0:38 'tc' ( temp 3-component vector of float) +0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'tlo' (temp float) -0:39 direct index (patch temp float TessLevelOuter) -0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:39 move second child to first child ( temp float) +0:39 'tlo' ( temp float) +0:39 direct index ( patch temp float TessLevelOuter) +0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'tli' (temp float) -0:40 direct index (patch temp float TessLevelInner) -0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:40 move second child to first child ( temp float) +0:40 'tli' ( temp float) +0:40 direct index ( patch temp float TessLevelInner) +0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) -0:42 'p' (temp 4-component vector of float) -0:43 move second child to first child (temp float) -0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:42 'p' ( temp 4-component vector of float) +0:43 move second child to first child ( temp float) +0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) -0:43 'ps' (temp float) -0:44 move second child to first child (temp float) -0:44 direct index (temp float ClipDistance) -0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:43 'ps' ( temp float) +0:44 move second child to first child ( temp float) +0:44 direct index ( temp float ClipDistance) +0:44 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) -0:44 'cd' (temp float) -0:107 Function Definition: devi( (global void) +0:44 'cd' ( temp float) +0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence -0:109 'gl_DeviceIndex' (in int DeviceIndex) -0:110 'gl_ViewIndex' (in int ViewIndex) -0:121 Function Definition: devie( (global void) +0:109 'gl_DeviceIndex' ( in int DeviceIndex) +0:110 'gl_ViewIndex' ( in int ViewIndex) +0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence -0:123 'gl_DeviceIndex' (in int DeviceIndex) -0:124 'gl_ViewIndex' (in int ViewIndex) +0:123 'gl_DeviceIndex' ( in int DeviceIndex) +0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'badp1' (smooth patch in 4-component vector of float) -0:? 'badp2' (flat patch in 4-component vector of float) -0:? 'badp3' (noperspective patch in 4-component vector of float) -0:? 'badp4' (patch sample in 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'bla' (in block{in int f}) -0:? 'blb' (in 32-element array of block{in int f}) -0:? 'blc' (in 32-element array of block{in int f}) -0:? 'bld' (in 32-element array of block{in int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) -0:? 'pinbi' (patch in block{in int a}) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'badp1' ( smooth patch in 4-component vector of float) +0:? 'badp2' ( flat patch in 4-component vector of float) +0:? 'badp3' ( noperspective patch in 4-component vector of float) +0:? 'badp4' ( patch sample in 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'bla' ( in block{ in int f}) +0:? 'blb' ( in 32-element array of block{ in int f}) +0:? 'blc' ( in 32-element array of block{ in int f}) +0:? 'bld' ( in 32-element array of block{ in int f}) +0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) +0:? 'pinbi' ( patch in block{ in int a}) 410.tesc Warning, version 400 is not yet complete; most version-specific features are present, but some are missing. @@ -620,12 +620,12 @@ ERROR: 1 compilation errors. No code generated. Shader version: 400 vertices = -1 ERROR: node is still EOpNull! -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects -0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 1-element array of int) -0:? 'patchOut' (patch out 4-component vector of float) +0:? 'gl_out' ( out implicitly-sized array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 1-element array of int) +0:? 'patchOut' ( patch out 4-component vector of float) 420.tesc Warning, version 420 is not yet complete; most version-specific features are present, but some are missing. @@ -633,7 +633,7 @@ ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size o ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb ERROR: 0:26: 'gl_PointSize' : no such field in structure -ERROR: 0:26: 'assign' : cannot convert from 'temp float' to 'temp block{out 4-component vector of float Position gl_Position}' +ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}' ERROR: 0:29: 'out' : type must be an array: outf ERROR: 0:43: 'vertices' : must be greater than 0 ERROR: 7 compilation errors. No code generated. @@ -643,36 +643,36 @@ Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'p' (temp 4-component vector of float) -0:17 gl_Position: direct index for structure (in 4-component vector of float Position) -0:17 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:17 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'p' ( temp 4-component vector of float) +0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'ps' (temp float) -0:18 gl_PointSize: direct index for structure (in float PointSize) -0:18 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:18 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:18 move second child to first child ( temp float) +0:18 'ps' ( temp float) +0:18 gl_PointSize: direct index for structure ( in float PointSize) +0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'cd' (temp float) -0:19 direct index (temp float ClipDistance) -0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:19 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:19 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:19 move second child to first child ( temp float) +0:19 'cd' ( temp float) +0:19 direct index ( temp float ClipDistance) +0:19 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: @@ -680,35 +680,35 @@ ERROR: node is still EOpNull! 0:19 Constant: 0:19 2 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'pvi' (temp int) -0:21 'gl_PatchVerticesIn' (in int PatchVertices) +0:21 move second child to first child ( temp int) +0:21 'pvi' ( temp int) +0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'pid' (temp int) -0:22 'gl_PrimitiveID' (in int PrimitiveID) +0:22 move second child to first child ( temp int) +0:22 'pid' ( temp int) +0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'iid' (temp int) -0:23 'gl_InvocationID' (in int InvocationID) -0:25 move second child to first child (temp 4-component vector of float) -0:25 gl_Position: direct index for structure (out 4-component vector of float Position) -0:25 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:25 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:25 'gl_InvocationID' (in int InvocationID) +0:23 move second child to first child ( temp int) +0:23 'iid' ( temp int) +0:23 'gl_InvocationID' ( in int InvocationID) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) -0:25 'p' (temp 4-component vector of float) -0:26 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:26 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:26 'gl_InvocationID' (in int InvocationID) -0:34 Function Definition: foo( (global void) +0:25 'p' ( temp 4-component vector of float) +0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_InvocationID' ( in int InvocationID) +0:34 Function Definition: foo( ( global void) 0:34 Function Parameters: 0:36 Sequence -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 logical-or (temp bool) -0:36 Compare Not Equal (temp bool) +0:36 logical-or ( temp bool) +0:36 Compare Not Equal ( temp bool) 0:36 Constant: 0:36 -0.625000 0:36 -0.500000 @@ -718,11 +718,11 @@ ERROR: node is still EOpNull! 0:36 -0.250000 0:36 -0.125000 0:36 0.000000 -0:36 direct index (layout(location=0 ) temp 2X4 matrix of double) -0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) +0:36 direct index (layout( location=0) temp 2X4 matrix of double) +0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:36 Constant: 0:36 0 (const int) -0:37 Compare Not Equal (temp bool) +0:37 Compare Not Equal ( temp bool) 0:37 Constant: 0:37 0.375000 0:37 0.500000 @@ -732,34 +732,34 @@ ERROR: node is still EOpNull! 0:37 0.750000 0:37 0.875000 0:37 -0.625000 -0:37 direct index (layout(location=12 ) temp 2X4 matrix of double) -0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:37 direct index (layout( location=12) temp 2X4 matrix of double) +0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 0:37 Constant: 0:37 0 (const int) 0:36 true case is null 0:? Linker Objects -0:? 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:? 'a' (out 3-element array of int) -0:? 'outb' (out 5-element array of int) -0:? 'outc' (out 4-element array of int) -0:? 'outf' (out float) -0:? 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) -0:? 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:? 'a' ( out 3-element array of int) +0:? 'outb' ( out 5-element array of int) +0:? 'outc' ( out 4-element array of int) +0:? 'outf' ( out float) +0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) +0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 420.tese Warning, version 420 is not yet complete; most version-specific features are present, but some are missing. -ERROR: 0:7: '=' : cannot convert from 'const 3-element array of float' to 'global 2-element array of float' -ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float -ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float -ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float +ERROR: 0:7: '=' : cannot convert from ' const 3-element array of float' to ' global 2-element array of float' +ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float +ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float +ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float ERROR: 0:25: 'initializer list' : wrong number of structure members -ERROR: 0:27: '=' : cannot convert from 'const bool' to 'global int' -ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to 'temp 4-component vector of float' -ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix of float' to 'const 4-component vector of float' -ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments -ERROR: 0:29: '=' : cannot convert from 'const float' to 'global 2-element array of 4-component vector of float' -ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float -ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'temp float' to 'temp structure{global float s, global float t}' +ERROR: 0:27: '=' : cannot convert from ' const bool' to ' global int' +ERROR: 0:28: 'constructor' : cannot convert parameter 2 from ' const float' to ' temp 4-component vector of float' +ERROR: 0:29: 'constructor' : cannot convert parameter 2 from ' const 2X2 matrix of float' to ' const 4-component vector of float' +ERROR: 0:29: ' const 2-element array of 4-component vector of float' : cannot construct with these arguments +ERROR: 0:29: '=' : cannot convert from ' const float' to ' global 2-element array of 4-component vector of float' +ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float +ERROR: 0:40: 'constructor' : cannot convert parameter 1 from ' temp float' to ' temp structure{ global float s, global float t}' ERROR: 0:70: 'initializer list' : wrong number of structure members ERROR: 13 compilation errors. No code generated. @@ -770,28 +770,28 @@ vertex spacing = none triangle order = none ERROR: node is still EOpNull! 0:4 Sequence -0:4 move second child to first child (temp 2X2 matrix of float) -0:4 'b' (global 2X2 matrix of float) +0:4 move second child to first child ( temp 2X2 matrix of float) +0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence -0:15 move second child to first child (temp structure{global float a, global int b}) -0:15 'e' (global structure{global float a, global int b}) +0:15 move second child to first child ( temp structure{ global float a, global int b}) +0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp structure{global float a, global int b}) -0:20 'e2' (global structure{global float a, global int b}) +0:20 move second child to first child ( temp structure{ global float a, global int b}) +0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence -0:42 move second child to first child (temp 5-element array of float) -0:42 'b5' (global 5-element array of float) +0:42 move second child to first child ( temp 5-element array of float) +0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 @@ -799,48 +799,48 @@ ERROR: node is still EOpNull! 0:42 5.200000 0:42 1.100000 0:55 Sequence -0:55 move second child to first child (temp structure{global int f}) -0:55 'single1' (global structure{global int f}) +0:55 move second child to first child ( temp structure{ global int f}) +0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence -0:58 move second child to first child (temp structure{global 2-component vector of uint v}) -0:58 'single2' (global structure{global 2-component vector of uint v}) +0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) +0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence -0:61 move second child to first child (temp structure{global structure{global int f} s1}) -0:61 'single3' (global structure{global structure{global int f} s1}) +0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) +0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp structure{global structure{global 2-component vector of uint v} s1}) -0:64 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) +0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) +0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence -0:79 move second child to first child (temp 3-component vector of float) -0:79 'av3' (global 3-component vector of float) -0:79 Construct vec3 (global 3-component vector of float) -0:79 'vc1' (global float) -0:79 'vc2' (global float) -0:79 'vc3' (global float) +0:79 move second child to first child ( temp 3-component vector of float) +0:79 'av3' ( global 3-component vector of float) +0:79 Construct vec3 ( global 3-component vector of float) +0:79 'vc1' ( global float) +0:79 'vc2' ( global float) +0:79 'vc3' ( global float) 0:80 Sequence -0:80 move second child to first child (temp 3-component vector of float) -0:80 'bv3' (global 3-component vector of float) -0:80 Construct vec3 (temp 3-component vector of float) -0:80 'vc1' (global float) -0:80 'vc2' (global float) -0:80 'vc3' (global float) -0:82 Function Definition: main( (global void) +0:80 move second child to first child ( temp 3-component vector of float) +0:80 'bv3' ( global 3-component vector of float) +0:80 Construct vec3 ( temp 3-component vector of float) +0:80 'vc1' ( global float) +0:80 'vc2' ( global float) +0:80 'vc3' ( global float) +0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence -0:84 MemoryBarrier (global void) -0:86 Test condition and select (temp void) +0:84 MemoryBarrier ( global void) +0:86 Test condition and select ( temp void) 0:86 Condition -0:86 Compare Equal (temp bool) +0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) @@ -858,43 +858,43 @@ ERROR: node is still EOpNull! 0:86 0.000000 0:86 6.000000 0:86 0.000000 -0:86 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects -0:? 'a' (const 2X2 matrix of float) +0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'b' (global 2X2 matrix of float) -0:? 'c' (const 2X2 matrix of float) +0:? 'b' ( global 2X2 matrix of float) +0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'a2' (global 2-element array of float) -0:? 'b2' (global 2-component vector of float) -0:? 'c2' (global 3X3 matrix of float) -0:? 'd' (global 2X2 matrix of float) -0:? 'e' (global structure{global float a, global int b}) -0:? 'e2' (global structure{global float a, global int b}) -0:? 'e3' (global structure{global float a, global int b}) -0:? 'a3' (global int) -0:? 'b3' (global 2-element array of 4-component vector of float) -0:? 'b4' (global 2-element array of 4-component vector of float) -0:? 'c3' (global 4X2 matrix of float) -0:? 'd2' (global implicitly-sized array of structure{global float s, global float t}) -0:? 'b5' (global 5-element array of float) -0:? 'single1' (global structure{global int f}) -0:? 'single2' (global structure{global 2-component vector of uint v}) -0:? 'single3' (global structure{global structure{global int f} s1}) -0:? 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) -0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'a2' ( global 2-element array of float) +0:? 'b2' ( global 2-component vector of float) +0:? 'c2' ( global 3X3 matrix of float) +0:? 'd' ( global 2X2 matrix of float) +0:? 'e' ( global structure{ global float a, global int b}) +0:? 'e2' ( global structure{ global float a, global int b}) +0:? 'e3' ( global structure{ global float a, global int b}) +0:? 'a3' ( global int) +0:? 'b3' ( global 2-element array of 4-component vector of float) +0:? 'b4' ( global 2-element array of 4-component vector of float) +0:? 'c3' ( global 4X2 matrix of float) +0:? 'd2' ( global implicitly-sized array of structure{ global float s, global float t}) +0:? 'b5' ( global 5-element array of float) +0:? 'single1' ( global structure{ global int f}) +0:? 'single2' ( global structure{ global 2-component vector of uint v}) +0:? 'single3' ( global structure{ global structure{ global int f} s1}) +0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) +0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -911,8 +911,8 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) -0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) +0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -929,11 +929,11 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'vc1' (global float) -0:? 'vc2' (global float) -0:? 'vc3' (global float) -0:? 'av3' (global 3-component vector of float) -0:? 'bv3' (global 3-component vector of float) +0:? 'vc1' ( global float) +0:? 'vc2' ( global float) +0:? 'vc3' ( global float) +0:? 'av3' ( global 3-component vector of float) +0:? 'bv3' ( global 3-component vector of float) Linked tessellation control stage: @@ -948,9 +948,9 @@ ERROR: Linking tessellation control stage: Multiple function bodies in multiple ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Types must match: - gl_out: "out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" versus "out implicitly-sized array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" + gl_out: " out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" versus " out implicitly-sized array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" ERROR: Linking tessellation control stage: Types must match: - outa: "global 4-element array of int" versus "global 1-element array of int" + outa: " global 4-element array of int" versus " global 1-element array of int" ERROR: Linking tessellation control stage: can't handle multiple entry points per stage ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( @@ -961,7 +961,7 @@ ERROR: Linking tessellation control stage: Multiple function bodies in multiple ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Types must match: - gl_out: "out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" versus "out 3-element array of block{out 4-component vector of float Position gl_Position}" + gl_out: " out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}" versus " out 3-element array of block{ out 4-component vector of float Position gl_Position}" Linked tessellation evaluation stage: @@ -984,42 +984,42 @@ Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence -0:12 Barrier (global void) +0:12 Barrier ( global void) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a' (temp int) +0:14 move second child to first child ( temp int) +0:14 'a' ( temp int) 0:14 Constant: 0:14 5392 (const int) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'p' (temp 4-component vector of float) -0:20 gl_Position: direct index for structure (in 4-component vector of float Position) -0:20 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:20 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'p' ( temp 4-component vector of float) +0:20 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:20 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:20 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'ps' (temp float) -0:21 gl_PointSize: direct index for structure (in float PointSize) -0:21 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:21 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:21 move second child to first child ( temp float) +0:21 'ps' ( temp float) +0:21 gl_PointSize: direct index for structure ( in float PointSize) +0:21 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:21 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'cd' (temp float) -0:22 direct index (temp float ClipDistance) -0:22 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:22 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:22 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:22 move second child to first child ( temp float) +0:22 'cd' ( temp float) +0:22 direct index ( temp float ClipDistance) +0:22 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: @@ -1027,94 +1027,94 @@ vertices = 4 0:22 Constant: 0:22 2 (const int) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'pvi' (temp int) -0:24 'gl_PatchVerticesIn' (in int PatchVertices) +0:24 move second child to first child ( temp int) +0:24 'pvi' ( temp int) +0:24 'gl_PatchVerticesIn' ( in int PatchVertices) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'pid' (temp int) -0:25 'gl_PrimitiveID' (in int PrimitiveID) +0:25 move second child to first child ( temp int) +0:25 'pid' ( temp int) +0:25 'gl_PrimitiveID' ( in int PrimitiveID) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'iid' (temp int) -0:26 'gl_InvocationID' (in int InvocationID) -0:28 move second child to first child (temp 4-component vector of float) -0:28 gl_Position: direct index for structure (out 4-component vector of float Position) -0:28 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:28 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:28 'gl_InvocationID' (in int InvocationID) +0:26 move second child to first child ( temp int) +0:26 'iid' ( temp int) +0:26 'gl_InvocationID' ( in int InvocationID) +0:28 move second child to first child ( temp 4-component vector of float) +0:28 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:28 'gl_InvocationID' ( in int InvocationID) 0:28 Constant: 0:28 0 (const int) -0:28 'p' (temp 4-component vector of float) -0:29 move second child to first child (temp float) -0:29 gl_PointSize: direct index for structure (out float PointSize) -0:29 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:29 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:29 'gl_InvocationID' (in int InvocationID) +0:28 'p' ( temp 4-component vector of float) +0:29 move second child to first child ( temp float) +0:29 gl_PointSize: direct index for structure ( out float PointSize) +0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:29 'gl_InvocationID' ( in int InvocationID) 0:29 Constant: 0:29 1 (const int) -0:29 'ps' (temp float) -0:30 move second child to first child (temp float) -0:30 direct index (temp float ClipDistance) -0:30 gl_ClipDistance: direct index for structure (out 2-element array of float ClipDistance) -0:30 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:30 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:30 'gl_InvocationID' (in int InvocationID) +0:29 'ps' ( temp float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float ClipDistance) +0:30 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance) +0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:30 'gl_InvocationID' ( in int InvocationID) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 'cd' (temp float) -0:32 move second child to first child (temp float) -0:32 direct index (patch temp float TessLevelOuter) -0:32 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:30 'cd' ( temp float) +0:32 move second child to first child ( temp float) +0:32 direct index ( patch temp float TessLevelOuter) +0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:32 Constant: 0:32 3 (const int) 0:32 Constant: 0:32 3.200000 -0:33 move second child to first child (temp float) -0:33 direct index (patch temp float TessLevelInner) -0:33 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:33 move second child to first child ( temp float) +0:33 direct index ( patch temp float TessLevelInner) +0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.300000 -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 Barrier (global void) +0:15 Barrier ( global void) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'a' (temp int) +0:17 move second child to first child ( temp int) +0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'p' (temp 4-component vector of float) -0:23 gl_Position: direct index for structure (in 4-component vector of float Position) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'p' ( temp 4-component vector of float) +0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'ps' (temp float) -0:24 gl_PointSize: direct index for structure (in float PointSize) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'ps' ( temp float) +0:24 gl_PointSize: direct index for structure ( in float PointSize) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'cd' (temp float) -0:25 direct index (temp float ClipDistance) -0:25 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:25 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:25 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:25 move second child to first child ( temp float) +0:25 'cd' ( temp float) +0:25 direct index ( temp float ClipDistance) +0:25 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: @@ -1122,135 +1122,135 @@ vertices = 4 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pvi' (temp int) -0:27 'gl_PatchVerticesIn' (in int PatchVertices) +0:27 move second child to first child ( temp int) +0:27 'pvi' ( temp int) +0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'pid' (temp int) -0:28 'gl_PrimitiveID' (in int PrimitiveID) +0:28 move second child to first child ( temp int) +0:28 'pid' ( temp int) +0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'iid' (temp int) -0:29 'gl_InvocationID' (in int InvocationID) -0:31 move second child to first child (temp 4-component vector of float) -0:31 gl_Position: direct index for structure (out 4-component vector of float Position) -0:31 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:31 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:31 'gl_InvocationID' (in int InvocationID) +0:29 move second child to first child ( temp int) +0:29 'iid' ( temp int) +0:29 'gl_InvocationID' ( in int InvocationID) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) -0:31 'p' (temp 4-component vector of float) -0:32 move second child to first child (temp float) -0:32 gl_PointSize: direct index for structure (out float PointSize) -0:32 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_InvocationID' (in int InvocationID) +0:31 'p' ( temp 4-component vector of float) +0:32 move second child to first child ( temp float) +0:32 gl_PointSize: direct index for structure ( out float PointSize) +0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) -0:32 'ps' (temp float) -0:33 move second child to first child (temp float) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (out 2-element array of float ClipDistance) -0:33 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_InvocationID' (in int InvocationID) +0:32 'ps' ( temp float) +0:33 move second child to first child ( temp float) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance) +0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 'cd' (temp float) -0:35 move second child to first child (temp float) -0:35 direct index (patch temp float TessLevelOuter) -0:35 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:33 'cd' ( temp float) +0:35 move second child to first child ( temp float) +0:35 direct index ( patch temp float TessLevelOuter) +0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 -0:36 move second child to first child (temp float) -0:36 direct index (patch temp float TessLevelInner) -0:36 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:36 move second child to first child ( temp float) +0:36 direct index ( patch temp float TessLevelInner) +0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Greater Than (temp bool) -0:38 'a' (temp int) +0:38 Compare Greater Than ( temp bool) +0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case -0:39 Barrier (global void) +0:39 Barrier ( global void) 0:38 false case -0:41 Barrier (global void) -0:43 Barrier (global void) +0:41 Barrier ( global void) +0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition -0:47 Compare Greater Than (temp bool) -0:47 'a' (temp int) +0:47 Compare Greater Than ( temp bool) +0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence -0:46 Barrier (global void) +0:46 Barrier ( global void) 0:49 switch 0:49 condition -0:49 'a' (temp int) +0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence -0:51 Barrier (global void) +0:51 Barrier ( global void) 0:52 Branch: Break -0:54 Test condition and select (temp int) +0:54 Test condition and select ( temp int) 0:54 Condition -0:54 Compare Less Than (temp bool) -0:54 'a' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case -0:54 'a' (temp int) +0:54 'a' ( temp int) 0:54 false case -0:54 Comma (temp int) -0:54 Barrier (global void) -0:54 'a' (temp int) +0:54 Comma ( temp int) +0:54 Barrier ( global void) +0:54 'a' ( temp int) 0:56 Sequence -0:56 Barrier (global void) +0:56 Barrier ( global void) 0:59 Branch: Return -0:61 Barrier (global void) -0:8 Function Definition: main( (global void) +0:61 Barrier ( global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'p' (temp 4-component vector of float) -0:17 gl_Position: direct index for structure (in 4-component vector of float Position) -0:17 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:17 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'p' ( temp 4-component vector of float) +0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'ps' (temp float) -0:18 gl_PointSize: direct index for structure (in float PointSize) -0:18 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:18 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:18 move second child to first child ( temp float) +0:18 'ps' ( temp float) +0:18 gl_PointSize: direct index for structure ( in float PointSize) +0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'cd' (temp float) -0:19 direct index (temp float ClipDistance) -0:19 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:19 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:19 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:19 move second child to first child ( temp float) +0:19 'cd' ( temp float) +0:19 direct index ( temp float ClipDistance) +0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: @@ -1258,52 +1258,52 @@ vertices = 4 0:19 Constant: 0:19 2 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'pvi' (temp int) -0:21 'gl_PatchVerticesIn' (in int PatchVertices) +0:21 move second child to first child ( temp int) +0:21 'pvi' ( temp int) +0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'pid' (temp int) -0:22 'gl_PrimitiveID' (in int PrimitiveID) +0:22 move second child to first child ( temp int) +0:22 'pid' ( temp int) +0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'iid' (temp int) -0:23 'gl_InvocationID' (in int InvocationID) -0:25 move second child to first child (temp 4-component vector of float) -0:25 gl_Position: direct index for structure (out 4-component vector of float Position) -0:25 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:25 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:25 'gl_InvocationID' (in int InvocationID) +0:23 move second child to first child ( temp int) +0:23 'iid' ( temp int) +0:23 'gl_InvocationID' ( in int InvocationID) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) -0:25 'p' (temp 4-component vector of float) -0:26 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:26 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:26 'gl_InvocationID' (in int InvocationID) +0:25 'p' ( temp 4-component vector of float) +0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_InvocationID' ( in int InvocationID) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 4-element array of int) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'pv3' (noContraction temp 3-component vector of float) -0:? 'pinbi' (patch out block{out int a}) -0:? 'badOrder' (invariant noContraction out 4-element array of 4-component vector of float) -0:? 'a' (out 3-element array of int) -0:? 'outb' (out 5-element array of int) -0:? 'outc' (out 4-element array of int) -0:? 'outf' (out float) -0:? 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) -0:? 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 4-element array of int) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'pv3' ( noContraction temp 3-component vector of float) +0:? 'pinbi' ( patch out block{ out int a}) +0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) +0:? 'a' ( out 3-element array of int) +0:? 'outb' ( out 5-element array of int) +0:? 'outc' ( out 4-element array of int) +0:? 'outf' ( out float) +0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) +0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) Shader version: 420 Requested GL_ARB_separate_shader_objects Requested GL_ARB_tessellation_shader @@ -1314,43 +1314,43 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Constant: 0:12 0.000000 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a' (temp int) +0:14 move second child to first child ( temp int) +0:14 'a' ( temp int) 0:14 Constant: 0:14 1512 (const int) 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:22 'p' (temp 4-component vector of float) -0:22 gl_Position: direct index for structure (in 4-component vector of float Position) -0:22 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:22 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'p' ( temp 4-component vector of float) +0:22 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 0 (const int) 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'ps' (temp float) -0:23 gl_PointSize: direct index for structure (in float PointSize) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp float) +0:23 'ps' ( temp float) +0:23 gl_PointSize: direct index for structure ( in float PointSize) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'cd' (temp float) -0:24 direct index (temp float ClipDistance) -0:24 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'cd' ( temp float) +0:24 direct index ( temp float ClipDistance) +0:24 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: @@ -1358,89 +1358,89 @@ ERROR: node is still EOpNull! 0:24 Constant: 0:24 2 (const int) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'pvi' (temp int) -0:26 'gl_PatchVerticesIn' (in int PatchVertices) +0:26 move second child to first child ( temp int) +0:26 'pvi' ( temp int) +0:26 'gl_PatchVerticesIn' ( in int PatchVertices) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pid' (temp int) -0:27 'gl_PrimitiveID' (in int PrimitiveID) +0:27 move second child to first child ( temp int) +0:27 'pid' ( temp int) +0:27 'gl_PrimitiveID' ( in int PrimitiveID) 0:28 Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 'tc' (temp 3-component vector of float) -0:28 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 'tc' ( temp 3-component vector of float) +0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'tlo' (temp float) -0:29 direct index (patch temp float TessLevelOuter) -0:29 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:29 move second child to first child ( temp float) +0:29 'tlo' ( temp float) +0:29 direct index ( patch temp float TessLevelOuter) +0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:29 Constant: 0:29 3 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'tli' (temp float) -0:30 direct index (patch temp float TessLevelInner) -0:30 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:30 move second child to first child ( temp float) +0:30 'tli' ( temp float) +0:30 direct index ( patch temp float TessLevelInner) +0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:30 Constant: 0:30 1 (const int) -0:32 move second child to first child (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:32 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 0 (const uint) -0:32 'p' (temp 4-component vector of float) -0:33 move second child to first child (temp float) -0:33 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:33 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:32 'p' ( temp 4-component vector of float) +0:33 move second child to first child ( temp float) +0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const uint) -0:33 'ps' (temp float) -0:34 move second child to first child (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (out 3-element array of float ClipDistance) -0:34 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:33 'ps' ( temp float) +0:34 move second child to first child ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance) +0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 2 (const int) -0:34 'cd' (temp float) -0:20 Function Definition: main( (global void) +0:34 'cd' ( temp float) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'a' (temp int) +0:24 move second child to first child ( temp int) +0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 'p' (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (in 4-component vector of float Position) -0:32 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'p' ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'ps' (temp float) -0:33 gl_PointSize: direct index for structure (in float PointSize) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 'ps' ( temp float) +0:33 gl_PointSize: direct index for structure ( in float PointSize) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'cd' (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp float) +0:34 'cd' ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -1448,75 +1448,75 @@ ERROR: node is still EOpNull! 0:34 Constant: 0:34 2 (const int) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'pvi' (temp int) -0:36 'gl_PatchVerticesIn' (in int PatchVertices) +0:36 move second child to first child ( temp int) +0:36 'pvi' ( temp int) +0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence -0:37 move second child to first child (temp int) -0:37 'pid' (temp int) -0:37 'gl_PrimitiveID' (in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'pid' ( temp int) +0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence -0:38 move second child to first child (temp 3-component vector of float) -0:38 'tc' (temp 3-component vector of float) -0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:38 move second child to first child ( temp 3-component vector of float) +0:38 'tc' ( temp 3-component vector of float) +0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'tlo' (temp float) -0:39 direct index (patch temp float TessLevelOuter) -0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:39 move second child to first child ( temp float) +0:39 'tlo' ( temp float) +0:39 direct index ( patch temp float TessLevelOuter) +0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'tli' (temp float) -0:40 direct index (patch temp float TessLevelInner) -0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:40 move second child to first child ( temp float) +0:40 'tli' ( temp float) +0:40 direct index ( patch temp float TessLevelInner) +0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) -0:42 'p' (temp 4-component vector of float) -0:43 move second child to first child (temp float) -0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:42 'p' ( temp 4-component vector of float) +0:43 move second child to first child ( temp float) +0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) -0:43 'ps' (temp float) -0:44 move second child to first child (temp float) -0:44 direct index (temp float ClipDistance) -0:44 gl_ClipDistance: direct index for structure (out 3-element array of float ClipDistance) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:43 'ps' ( temp float) +0:44 move second child to first child ( temp float) +0:44 direct index ( temp float ClipDistance) +0:44 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) -0:44 'cd' (temp float) +0:44 'cd' ( temp float) 0:4 Sequence -0:4 move second child to first child (temp 2X2 matrix of float) -0:4 'b' (global 2X2 matrix of float) +0:4 move second child to first child ( temp 2X2 matrix of float) +0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence -0:15 move second child to first child (temp structure{global float a, global int b}) -0:15 'e' (global structure{global float a, global int b}) +0:15 move second child to first child ( temp structure{ global float a, global int b}) +0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp structure{global float a, global int b}) -0:20 'e2' (global structure{global float a, global int b}) +0:20 move second child to first child ( temp structure{ global float a, global int b}) +0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence -0:42 move second child to first child (temp 5-element array of float) -0:42 'b5' (global 5-element array of float) +0:42 move second child to first child ( temp 5-element array of float) +0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 @@ -1524,48 +1524,48 @@ ERROR: node is still EOpNull! 0:42 5.200000 0:42 1.100000 0:55 Sequence -0:55 move second child to first child (temp structure{global int f}) -0:55 'single1' (global structure{global int f}) +0:55 move second child to first child ( temp structure{ global int f}) +0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence -0:58 move second child to first child (temp structure{global 2-component vector of uint v}) -0:58 'single2' (global structure{global 2-component vector of uint v}) +0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) +0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence -0:61 move second child to first child (temp structure{global structure{global int f} s1}) -0:61 'single3' (global structure{global structure{global int f} s1}) +0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) +0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp structure{global structure{global 2-component vector of uint v} s1}) -0:64 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) +0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) +0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence -0:79 move second child to first child (temp 3-component vector of float) -0:79 'av3' (global 3-component vector of float) -0:79 Construct vec3 (global 3-component vector of float) -0:79 'vc1' (global float) -0:79 'vc2' (global float) -0:79 'vc3' (global float) +0:79 move second child to first child ( temp 3-component vector of float) +0:79 'av3' ( global 3-component vector of float) +0:79 Construct vec3 ( global 3-component vector of float) +0:79 'vc1' ( global float) +0:79 'vc2' ( global float) +0:79 'vc3' ( global float) 0:80 Sequence -0:80 move second child to first child (temp 3-component vector of float) -0:80 'bv3' (global 3-component vector of float) -0:80 Construct vec3 (temp 3-component vector of float) -0:80 'vc1' (global float) -0:80 'vc2' (global float) -0:80 'vc3' (global float) -0:82 Function Definition: main( (global void) +0:80 move second child to first child ( temp 3-component vector of float) +0:80 'bv3' ( global 3-component vector of float) +0:80 Construct vec3 ( temp 3-component vector of float) +0:80 'vc1' ( global float) +0:80 'vc2' ( global float) +0:80 'vc3' ( global float) +0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence -0:84 MemoryBarrier (global void) -0:86 Test condition and select (temp void) +0:84 MemoryBarrier ( global void) +0:86 Test condition and select ( temp void) 0:86 Condition -0:86 Compare Equal (temp bool) +0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) @@ -1583,65 +1583,65 @@ ERROR: node is still EOpNull! 0:86 0.000000 0:86 6.000000 0:86 0.000000 -0:86 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'badp1' (smooth patch in 4-component vector of float) -0:? 'badp2' (flat patch in 4-component vector of float) -0:? 'badp3' (noperspective patch in 4-component vector of float) -0:? 'badp4' (patch sample in 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'bla' (in block{in int f}) -0:? 'blb' (in 32-element array of block{in int f}) -0:? 'blc' (in 32-element array of block{in int f}) -0:? 'bld' (in 32-element array of block{in int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) -0:? 'pinbi' (patch in block{in int a}) -0:? 'a' (const 2X2 matrix of float) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'badp1' ( smooth patch in 4-component vector of float) +0:? 'badp2' ( flat patch in 4-component vector of float) +0:? 'badp3' ( noperspective patch in 4-component vector of float) +0:? 'badp4' ( patch sample in 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'bla' ( in block{ in int f}) +0:? 'blb' ( in 32-element array of block{ in int f}) +0:? 'blc' ( in 32-element array of block{ in int f}) +0:? 'bld' ( in 32-element array of block{ in int f}) +0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) +0:? 'pinbi' ( patch in block{ in int a}) +0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'b' (global 2X2 matrix of float) -0:? 'c' (const 2X2 matrix of float) +0:? 'b' ( global 2X2 matrix of float) +0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'a2' (global 2-element array of float) -0:? 'b2' (global 2-component vector of float) -0:? 'c2' (global 3X3 matrix of float) -0:? 'd' (global 2X2 matrix of float) -0:? 'e' (global structure{global float a, global int b}) -0:? 'e2' (global structure{global float a, global int b}) -0:? 'e3' (global structure{global float a, global int b}) -0:? 'a3' (global int) -0:? 'b3' (global 2-element array of 4-component vector of float) -0:? 'b4' (global 2-element array of 4-component vector of float) -0:? 'c3' (global 4X2 matrix of float) -0:? 'd2' (global 1-element array of structure{global float s, global float t}) -0:? 'b5' (global 5-element array of float) -0:? 'single1' (global structure{global int f}) -0:? 'single2' (global structure{global 2-component vector of uint v}) -0:? 'single3' (global structure{global structure{global int f} s1}) -0:? 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) -0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'a2' ( global 2-element array of float) +0:? 'b2' ( global 2-component vector of float) +0:? 'c2' ( global 3X3 matrix of float) +0:? 'd' ( global 2X2 matrix of float) +0:? 'e' ( global structure{ global float a, global int b}) +0:? 'e2' ( global structure{ global float a, global int b}) +0:? 'e3' ( global structure{ global float a, global int b}) +0:? 'a3' ( global int) +0:? 'b3' ( global 2-element array of 4-component vector of float) +0:? 'b4' ( global 2-element array of 4-component vector of float) +0:? 'c3' ( global 4X2 matrix of float) +0:? 'd2' ( global 1-element array of structure{ global float s, global float t}) +0:? 'b5' ( global 5-element array of float) +0:? 'single1' ( global structure{ global int f}) +0:? 'single2' ( global structure{ global 2-component vector of uint v}) +0:? 'single3' ( global structure{ global structure{ global int f} s1}) +0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) +0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -1658,8 +1658,8 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) -0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) +0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -1676,9 +1676,9 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'vc1' (global float) -0:? 'vc2' (global float) -0:? 'vc3' (global float) -0:? 'av3' (global 3-component vector of float) -0:? 'bv3' (global 3-component vector of float) +0:? 'vc1' ( global float) +0:? 'vc2' ( global float) +0:? 'vc3' ( global float) +0:? 'av3' ( global 3-component vector of float) +0:? 'bv3' ( global 3-component vector of float) diff --git a/Test/baseResults/150.vert.out b/Test/baseResults/150.vert.out index 2a0dd0dd..61a558a0 100644 --- a/Test/baseResults/150.vert.out +++ b/Test/baseResults/150.vert.out @@ -6,45 +6,45 @@ ERROR: 2 compilation errors. No code generated. Shader version: 150 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float Position) -0:15 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position) +0:15 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:15 Constant: 0:15 0 (const uint) -0:15 'iv4' (in 4-component vector of float) -0:16 move second child to first child (temp float) -0:16 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:16 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:15 'iv4' ( in 4-component vector of float) +0:16 move second child to first child ( temp float) +0:16 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:16 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:16 Constant: 0:16 1 (const uint) -0:16 'ps' (uniform float) -0:17 move second child to first child (temp float) -0:17 direct index (temp float ClipDistance) -0:17 gl_ClipDistance: direct index for structure (out 4-element array of float ClipDistance) -0:17 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:16 'ps' ( uniform float) +0:17 move second child to first child ( temp float) +0:17 direct index ( temp float ClipDistance) +0:17 gl_ClipDistance: direct index for structure ( out 4-element array of float ClipDistance) +0:17 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:17 Constant: 0:17 2 (const uint) 0:17 Constant: 0:17 2 (const int) -0:17 direct index (temp float) -0:17 'iv4' (in 4-component vector of float) +0:17 direct index ( temp float) +0:17 'iv4' ( in 4-component vector of float) 0:17 Constant: 0:17 0 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 gl_ClipVertex: direct index for structure (gl_ClipVertex 4-component vector of float ClipVertex) -0:18 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 gl_ClipVertex: direct index for structure ( gl_ClipVertex 4-component vector of float ClipVertex) +0:18 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:18 Constant: 0:18 3 (const uint) -0:18 'iv4' (in 4-component vector of float) +0:18 'iv4' ( in 4-component vector of float) 0:? Linker Objects -0:? 'iv4' (in 4-component vector of float) -0:? 'ps' (uniform float) -0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform implicitly-sized array of int a}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'iv4' ( in 4-component vector of float) +0:? 'ps' ( uniform float) +0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform implicitly-sized array of int a}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -53,43 +53,43 @@ ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVerte Shader version: 150 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float Position) -0:15 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position) +0:15 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:15 Constant: 0:15 0 (const uint) -0:15 'iv4' (in 4-component vector of float) -0:16 move second child to first child (temp float) -0:16 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:16 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:15 'iv4' ( in 4-component vector of float) +0:16 move second child to first child ( temp float) +0:16 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:16 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:16 Constant: 0:16 1 (const uint) -0:16 'ps' (uniform float) -0:17 move second child to first child (temp float) -0:17 direct index (temp float ClipDistance) -0:17 gl_ClipDistance: direct index for structure (out 4-element array of float ClipDistance) -0:17 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:16 'ps' ( uniform float) +0:17 move second child to first child ( temp float) +0:17 direct index ( temp float ClipDistance) +0:17 gl_ClipDistance: direct index for structure ( out 4-element array of float ClipDistance) +0:17 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:17 Constant: 0:17 2 (const uint) 0:17 Constant: 0:17 2 (const int) -0:17 direct index (temp float) -0:17 'iv4' (in 4-component vector of float) +0:17 direct index ( temp float) +0:17 'iv4' ( in 4-component vector of float) 0:17 Constant: 0:17 0 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 gl_ClipVertex: direct index for structure (gl_ClipVertex 4-component vector of float ClipVertex) -0:18 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 gl_ClipVertex: direct index for structure ( gl_ClipVertex 4-component vector of float ClipVertex) +0:18 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:18 Constant: 0:18 3 (const uint) -0:18 'iv4' (in 4-component vector of float) +0:18 'iv4' ( in 4-component vector of float) 0:? Linker Objects -0:? 'iv4' (in 4-component vector of float) -0:? 'ps' (uniform float) -0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 1-element array of int a}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'iv4' ( in 4-component vector of float) +0:? 'ps' ( uniform float) +0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 1-element array of int a}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/300.frag.out b/Test/baseResults/300.frag.out index cca6abd7..371d9c2a 100644 --- a/Test/baseResults/300.frag.out +++ b/Test/baseResults/300.frag.out @@ -32,7 +32,7 @@ ERROR: 0:111: 'variable indexing fragment shader output array' : not supported w ERROR: 0:119: '==' : can't use with samplers or structs containing samplers ERROR: 0:120: '!=' : can't use with samplers or structs containing samplers ERROR: 0:121: '==' : can't use with samplers or structs containing samplers -ERROR: 0:121: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type 'global lowp sampler2D' and a right operand of type 'global lowp sampler2D' (or there is no acceptable conversion) +ERROR: 0:121: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type ' global lowp sampler2D' and a right operand of type ' global lowp sampler2D' (or there is no acceptable conversion) ERROR: 0:122: '=' : can't use with samplers or structs containing samplers ERROR: 0:123: '==' : can't use with samplers or structs containing samplers ERROR: 0:129: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] @@ -50,310 +50,310 @@ ERROR: 45 compilation errors. No code generated. Shader version: 300 using early_fragment_tests ERROR: node is still EOpNull! -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:? Sequence -0:57 move second child to first child (temp lowp 4-component vector of float) -0:57 'v' (temp lowp 4-component vector of float) -0:57 texture (global lowp 4-component vector of float) -0:57 's2D' (uniform lowp sampler2D) -0:57 'c2D' (smooth in lowp 2-component vector of float) -0:58 move second child to first child (temp lowp 4-component vector of float) -0:58 'v' (temp lowp 4-component vector of float) -0:58 textureProj (global lowp 4-component vector of float) -0:58 's3D' (uniform lowp sampler3D) -0:58 'c4D' (smooth temp lowp 4-component vector of float) -0:59 move second child to first child (temp lowp 4-component vector of float) -0:59 'v' (temp lowp 4-component vector of float) -0:59 textureLod (global lowp 4-component vector of float) -0:59 's2DArray' (uniform lowp sampler2DArray) -0:59 'c3D' (smooth in lowp 3-component vector of float) +0:57 move second child to first child ( temp lowp 4-component vector of float) +0:57 'v' ( temp lowp 4-component vector of float) +0:57 texture ( global lowp 4-component vector of float) +0:57 's2D' ( uniform lowp sampler2D) +0:57 'c2D' ( smooth in lowp 2-component vector of float) +0:58 move second child to first child ( temp lowp 4-component vector of float) +0:58 'v' ( temp lowp 4-component vector of float) +0:58 textureProj ( global lowp 4-component vector of float) +0:58 's3D' ( uniform lowp sampler3D) +0:58 'c4D' ( smooth temp lowp 4-component vector of float) +0:59 move second child to first child ( temp lowp 4-component vector of float) +0:59 'v' ( temp lowp 4-component vector of float) +0:59 textureLod ( global lowp 4-component vector of float) +0:59 's2DArray' ( uniform lowp sampler2DArray) +0:59 'c3D' ( smooth in lowp 3-component vector of float) 0:59 Constant: 0:59 1.200000 -0:60 move second child to first child (temp lowp float) -0:60 'f' (temp lowp float) -0:60 textureOffset (global lowp float, operation at mediump) -0:60 's2DShadow' (uniform lowp sampler2DShadow) -0:60 'c3D' (smooth in lowp 3-component vector of float) -0:60 'ic2D' (flat in mediump 2-component vector of int) -0:60 'c1D' (smooth in lowp float) -0:61 move second child to first child (temp lowp 4-component vector of float) -0:61 'v' (temp lowp 4-component vector of float) -0:61 textureFetch (global lowp 4-component vector of float, operation at mediump) -0:61 's3D' (uniform lowp sampler3D) -0:61 'ic3D' (flat in mediump 3-component vector of int) -0:61 'ic1D' (flat in mediump int) -0:62 move second child to first child (temp lowp 4-component vector of float) -0:62 'v' (temp lowp 4-component vector of float) -0:62 textureFetchOffset (global lowp 4-component vector of float, operation at mediump) -0:62 direct index (temp lowp sampler2D) -0:62 'arrayedSampler' (uniform 5-element array of lowp sampler2D) +0:60 move second child to first child ( temp lowp float) +0:60 'f' ( temp lowp float) +0:60 textureOffset ( global lowp float, operation at mediump) +0:60 's2DShadow' ( uniform lowp sampler2DShadow) +0:60 'c3D' ( smooth in lowp 3-component vector of float) +0:60 'ic2D' ( flat in mediump 2-component vector of int) +0:60 'c1D' ( smooth in lowp float) +0:61 move second child to first child ( temp lowp 4-component vector of float) +0:61 'v' ( temp lowp 4-component vector of float) +0:61 textureFetch ( global lowp 4-component vector of float, operation at mediump) +0:61 's3D' ( uniform lowp sampler3D) +0:61 'ic3D' ( flat in mediump 3-component vector of int) +0:61 'ic1D' ( flat in mediump int) +0:62 move second child to first child ( temp lowp 4-component vector of float) +0:62 'v' ( temp lowp 4-component vector of float) +0:62 textureFetchOffset ( global lowp 4-component vector of float, operation at mediump) +0:62 direct index ( temp lowp sampler2D) +0:62 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) 0:62 Constant: 0:62 2 (const int) -0:62 'ic2D' (flat in mediump 2-component vector of int) +0:62 'ic2D' ( flat in mediump 2-component vector of int) 0:62 Constant: 0:62 4 (const int) -0:62 'ic2D' (flat in mediump 2-component vector of int) -0:63 move second child to first child (temp lowp float) -0:63 'f' (temp lowp float) -0:63 textureLodOffset (global lowp float, operation at mediump) -0:63 's2DShadow' (uniform lowp sampler2DShadow) -0:63 'c3D' (smooth in lowp 3-component vector of float) -0:63 'c1D' (smooth in lowp float) -0:63 'ic2D' (flat in mediump 2-component vector of int) -0:64 move second child to first child (temp lowp 4-component vector of float) -0:64 'v' (temp lowp 4-component vector of float) -0:64 textureProjLodOffset (global lowp 4-component vector of float, operation at mediump) -0:64 's2D' (uniform lowp sampler2D) -0:64 'c3D' (smooth in lowp 3-component vector of float) -0:64 'c1D' (smooth in lowp float) -0:64 'ic2D' (flat in mediump 2-component vector of int) -0:65 move second child to first child (temp lowp 4-component vector of float) -0:65 'v' (temp lowp 4-component vector of float) -0:65 textureGrad (global lowp 4-component vector of float) -0:65 'sCube' (uniform lowp samplerCube) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:66 move second child to first child (temp lowp float) -0:66 'f' (temp lowp float) -0:66 textureGradOffset (global lowp float, operation at mediump) -0:66 's2DArrayShadow' (uniform lowp sampler2DArrayShadow) -0:66 'c4D' (smooth temp lowp 4-component vector of float) -0:66 'c2D' (smooth in lowp 2-component vector of float) -0:66 'c2D' (smooth in lowp 2-component vector of float) -0:66 'ic2D' (flat in mediump 2-component vector of int) -0:67 move second child to first child (temp lowp 4-component vector of float) -0:67 'v' (temp lowp 4-component vector of float) -0:67 textureProjGrad (global lowp 4-component vector of float) -0:67 's3D' (uniform lowp sampler3D) -0:67 'c4D' (smooth temp lowp 4-component vector of float) -0:67 'c3D' (smooth in lowp 3-component vector of float) -0:67 'c3D' (smooth in lowp 3-component vector of float) -0:68 move second child to first child (temp lowp 4-component vector of float) -0:68 'v' (temp lowp 4-component vector of float) -0:68 textureProjGradOffset (global lowp 4-component vector of float, operation at mediump) -0:68 's2D' (uniform lowp sampler2D) -0:68 'c3D' (smooth in lowp 3-component vector of float) -0:68 'c2D' (smooth in lowp 2-component vector of float) -0:68 'c2D' (smooth in lowp 2-component vector of float) -0:68 'ic2D' (flat in mediump 2-component vector of int) -0:69 move second child to first child (temp lowp 4-component vector of float) -0:69 'v' (temp lowp 4-component vector of float) -0:69 texture (global lowp 4-component vector of float) -0:69 indirect index (temp lowp sampler2D) -0:69 'arrayedSampler' (uniform 5-element array of lowp sampler2D) -0:69 'ic1D' (flat in mediump int) -0:69 'c2D' (smooth in lowp 2-component vector of float) -0:72 move second child to first child (temp mediump 4-component vector of int) -0:72 'iv' (temp mediump 4-component vector of int) -0:72 texture (global lowp 4-component vector of int) -0:72 'is2D' (uniform lowp isampler2D) -0:72 'c2D' (smooth in lowp 2-component vector of float) -0:73 move second child to first child (temp mediump 4-component vector of int) -0:73 'iv' (temp mediump 4-component vector of int) -0:73 textureProjOffset (global lowp 4-component vector of int, operation at mediump) -0:73 'is2D' (uniform lowp isampler2D) -0:73 'c4D' (smooth temp lowp 4-component vector of float) -0:73 'ic2D' (flat in mediump 2-component vector of int) -0:74 move second child to first child (temp mediump 4-component vector of int) -0:74 'iv' (temp mediump 4-component vector of int) -0:74 textureProjLod (global lowp 4-component vector of int) -0:74 'is2D' (uniform lowp isampler2D) -0:74 'c3D' (smooth in lowp 3-component vector of float) -0:74 'c1D' (smooth in lowp float) -0:75 move second child to first child (temp mediump 4-component vector of int) -0:75 'iv' (temp mediump 4-component vector of int) -0:75 textureProjGrad (global lowp 4-component vector of int) -0:75 'is2D' (uniform lowp isampler2D) -0:75 'c3D' (smooth in lowp 3-component vector of float) -0:75 'c2D' (smooth in lowp 2-component vector of float) -0:75 'c2D' (smooth in lowp 2-component vector of float) -0:76 move second child to first child (temp mediump 4-component vector of int) -0:76 'iv' (temp mediump 4-component vector of int) -0:76 texture (global lowp 4-component vector of int) -0:76 'is3D' (uniform lowp isampler3D) -0:76 'c3D' (smooth in lowp 3-component vector of float) +0:62 'ic2D' ( flat in mediump 2-component vector of int) +0:63 move second child to first child ( temp lowp float) +0:63 'f' ( temp lowp float) +0:63 textureLodOffset ( global lowp float, operation at mediump) +0:63 's2DShadow' ( uniform lowp sampler2DShadow) +0:63 'c3D' ( smooth in lowp 3-component vector of float) +0:63 'c1D' ( smooth in lowp float) +0:63 'ic2D' ( flat in mediump 2-component vector of int) +0:64 move second child to first child ( temp lowp 4-component vector of float) +0:64 'v' ( temp lowp 4-component vector of float) +0:64 textureProjLodOffset ( global lowp 4-component vector of float, operation at mediump) +0:64 's2D' ( uniform lowp sampler2D) +0:64 'c3D' ( smooth in lowp 3-component vector of float) +0:64 'c1D' ( smooth in lowp float) +0:64 'ic2D' ( flat in mediump 2-component vector of int) +0:65 move second child to first child ( temp lowp 4-component vector of float) +0:65 'v' ( temp lowp 4-component vector of float) +0:65 textureGrad ( global lowp 4-component vector of float) +0:65 'sCube' ( uniform lowp samplerCube) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:66 move second child to first child ( temp lowp float) +0:66 'f' ( temp lowp float) +0:66 textureGradOffset ( global lowp float, operation at mediump) +0:66 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow) +0:66 'c4D' ( smooth temp lowp 4-component vector of float) +0:66 'c2D' ( smooth in lowp 2-component vector of float) +0:66 'c2D' ( smooth in lowp 2-component vector of float) +0:66 'ic2D' ( flat in mediump 2-component vector of int) +0:67 move second child to first child ( temp lowp 4-component vector of float) +0:67 'v' ( temp lowp 4-component vector of float) +0:67 textureProjGrad ( global lowp 4-component vector of float) +0:67 's3D' ( uniform lowp sampler3D) +0:67 'c4D' ( smooth temp lowp 4-component vector of float) +0:67 'c3D' ( smooth in lowp 3-component vector of float) +0:67 'c3D' ( smooth in lowp 3-component vector of float) +0:68 move second child to first child ( temp lowp 4-component vector of float) +0:68 'v' ( temp lowp 4-component vector of float) +0:68 textureProjGradOffset ( global lowp 4-component vector of float, operation at mediump) +0:68 's2D' ( uniform lowp sampler2D) +0:68 'c3D' ( smooth in lowp 3-component vector of float) +0:68 'c2D' ( smooth in lowp 2-component vector of float) +0:68 'c2D' ( smooth in lowp 2-component vector of float) +0:68 'ic2D' ( flat in mediump 2-component vector of int) +0:69 move second child to first child ( temp lowp 4-component vector of float) +0:69 'v' ( temp lowp 4-component vector of float) +0:69 texture ( global lowp 4-component vector of float) +0:69 indirect index ( temp lowp sampler2D) +0:69 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) +0:69 'ic1D' ( flat in mediump int) +0:69 'c2D' ( smooth in lowp 2-component vector of float) +0:72 move second child to first child ( temp mediump 4-component vector of int) +0:72 'iv' ( temp mediump 4-component vector of int) +0:72 texture ( global lowp 4-component vector of int) +0:72 'is2D' ( uniform lowp isampler2D) +0:72 'c2D' ( smooth in lowp 2-component vector of float) +0:73 move second child to first child ( temp mediump 4-component vector of int) +0:73 'iv' ( temp mediump 4-component vector of int) +0:73 textureProjOffset ( global lowp 4-component vector of int, operation at mediump) +0:73 'is2D' ( uniform lowp isampler2D) +0:73 'c4D' ( smooth temp lowp 4-component vector of float) +0:73 'ic2D' ( flat in mediump 2-component vector of int) +0:74 move second child to first child ( temp mediump 4-component vector of int) +0:74 'iv' ( temp mediump 4-component vector of int) +0:74 textureProjLod ( global lowp 4-component vector of int) +0:74 'is2D' ( uniform lowp isampler2D) +0:74 'c3D' ( smooth in lowp 3-component vector of float) +0:74 'c1D' ( smooth in lowp float) +0:75 move second child to first child ( temp mediump 4-component vector of int) +0:75 'iv' ( temp mediump 4-component vector of int) +0:75 textureProjGrad ( global lowp 4-component vector of int) +0:75 'is2D' ( uniform lowp isampler2D) +0:75 'c3D' ( smooth in lowp 3-component vector of float) +0:75 'c2D' ( smooth in lowp 2-component vector of float) +0:75 'c2D' ( smooth in lowp 2-component vector of float) +0:76 move second child to first child ( temp mediump 4-component vector of int) +0:76 'iv' ( temp mediump 4-component vector of int) +0:76 texture ( global lowp 4-component vector of int) +0:76 'is3D' ( uniform lowp isampler3D) +0:76 'c3D' ( smooth in lowp 3-component vector of float) 0:76 Constant: 0:76 4.200000 -0:77 move second child to first child (temp mediump 4-component vector of int) -0:77 'iv' (temp mediump 4-component vector of int) -0:77 textureLod (global lowp 4-component vector of int) -0:77 'isCube' (uniform lowp isamplerCube) -0:77 'c3D' (smooth in lowp 3-component vector of float) -0:77 'c1D' (smooth in lowp float) -0:78 move second child to first child (temp mediump 4-component vector of int) -0:78 'iv' (temp mediump 4-component vector of int) -0:78 textureFetch (global lowp 4-component vector of int, operation at mediump) -0:78 'is2DArray' (uniform lowp isampler2DArray) -0:78 'ic3D' (flat in mediump 3-component vector of int) -0:78 'ic1D' (flat in mediump int) -0:80 move second child to first child (temp highp 2-component vector of int) -0:80 vector swizzle (temp mediump 2-component vector of int) -0:80 'iv' (temp mediump 4-component vector of int) +0:77 move second child to first child ( temp mediump 4-component vector of int) +0:77 'iv' ( temp mediump 4-component vector of int) +0:77 textureLod ( global lowp 4-component vector of int) +0:77 'isCube' ( uniform lowp isamplerCube) +0:77 'c3D' ( smooth in lowp 3-component vector of float) +0:77 'c1D' ( smooth in lowp float) +0:78 move second child to first child ( temp mediump 4-component vector of int) +0:78 'iv' ( temp mediump 4-component vector of int) +0:78 textureFetch ( global lowp 4-component vector of int, operation at mediump) +0:78 'is2DArray' ( uniform lowp isampler2DArray) +0:78 'ic3D' ( flat in mediump 3-component vector of int) +0:78 'ic1D' ( flat in mediump int) +0:80 move second child to first child ( temp highp 2-component vector of int) +0:80 vector swizzle ( temp mediump 2-component vector of int) +0:80 'iv' ( temp mediump 4-component vector of int) 0:80 Sequence 0:80 Constant: 0:80 0 (const int) 0:80 Constant: 0:80 1 (const int) -0:80 textureSize (global highp 2-component vector of int, operation at lowp) -0:80 'sCubeShadow' (uniform lowp samplerCubeShadow) +0:80 textureSize ( global highp 2-component vector of int, operation at lowp) +0:80 'sCubeShadow' ( uniform lowp samplerCubeShadow) 0:80 Constant: 0:80 2 (const int) -0:88 add second child into first child (temp highp float) -0:88 'f' (temp lowp float) -0:88 direct index (temp highp float) -0:88 'gl_FragCoord' (gl_FragCoord highp 4-component vector of float FragCoord) +0:88 add second child into first child ( temp highp float) +0:88 'f' ( temp lowp float) +0:88 direct index ( temp highp float) +0:88 'gl_FragCoord' ( gl_FragCoord highp 4-component vector of float FragCoord) 0:88 Constant: 0:88 1 (const int) -0:89 move second child to first child (temp highp float) -0:89 'gl_FragDepth' (gl_FragDepth highp float FragDepth) -0:89 'f' (temp lowp float) -0:91 move second child to first child (temp lowp 3-component vector of float) -0:91 'sc' (out lowp 3-component vector of float) -0:91 c: direct index for structure (global lowp 3-component vector of float) -0:91 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) +0:89 move second child to first child ( temp highp float) +0:89 'gl_FragDepth' ( gl_FragDepth highp float FragDepth) +0:89 'f' ( temp lowp float) +0:91 move second child to first child ( temp lowp 3-component vector of float) +0:91 'sc' ( out lowp 3-component vector of float) +0:91 c: direct index for structure ( global lowp 3-component vector of float) +0:91 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) 0:91 Constant: 0:91 0 (const int) -0:92 move second child to first child (temp lowp float) -0:92 'sf' (out lowp float) -0:92 f: direct index for structure (global lowp float) -0:92 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) +0:92 move second child to first child ( temp lowp float) +0:92 'sf' ( out lowp float) +0:92 f: direct index for structure ( global lowp float) +0:92 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) 0:92 Constant: 0:92 1 (const int) -0:94 add (temp lowp 2-component vector of float) -0:94 hyp. sine (global lowp float) -0:94 'c1D' (smooth in lowp float) -0:95 vector-scale (temp lowp 2-component vector of float) -0:95 hyp. cosine (global lowp float) -0:95 'c1D' (smooth in lowp float) -0:95 hyp. tangent (global lowp 2-component vector of float) -0:95 'c2D' (smooth in lowp 2-component vector of float) -0:96 add (temp lowp 4-component vector of float) -0:96 arc hyp. sine (global lowp 4-component vector of float) -0:96 'c4D' (smooth temp lowp 4-component vector of float) -0:96 arc hyp. cosine (global lowp 4-component vector of float) -0:96 'c4D' (smooth temp lowp 4-component vector of float) -0:97 arc hyp. tangent (global lowp 3-component vector of float) -0:97 'c3D' (smooth in lowp 3-component vector of float) -0:108 Function Definition: foo( (global void) +0:94 add ( temp lowp 2-component vector of float) +0:94 hyp. sine ( global lowp float) +0:94 'c1D' ( smooth in lowp float) +0:95 vector-scale ( temp lowp 2-component vector of float) +0:95 hyp. cosine ( global lowp float) +0:95 'c1D' ( smooth in lowp float) +0:95 hyp. tangent ( global lowp 2-component vector of float) +0:95 'c2D' ( smooth in lowp 2-component vector of float) +0:96 add ( temp lowp 4-component vector of float) +0:96 arc hyp. sine ( global lowp 4-component vector of float) +0:96 'c4D' ( smooth temp lowp 4-component vector of float) +0:96 arc hyp. cosine ( global lowp 4-component vector of float) +0:96 'c4D' ( smooth temp lowp 4-component vector of float) +0:97 arc hyp. tangent ( global lowp 3-component vector of float) +0:97 'c3D' ( smooth in lowp 3-component vector of float) +0:108 Function Definition: foo( ( global void) 0:108 Function Parameters: 0:110 Sequence -0:110 move second child to first child (temp lowp 4-component vector of float) -0:110 direct index (temp lowp 4-component vector of float) -0:110 'colors' (out 4-element array of lowp 4-component vector of float) +0:110 move second child to first child ( temp lowp 4-component vector of float) +0:110 direct index ( temp lowp 4-component vector of float) +0:110 'colors' ( out 4-element array of lowp 4-component vector of float) 0:110 Constant: 0:110 2 (const int) -0:110 'c4D' (smooth temp lowp 4-component vector of float) -0:111 move second child to first child (temp lowp 4-component vector of float) -0:111 indirect index (temp lowp 4-component vector of float) -0:111 'colors' (out 4-element array of lowp 4-component vector of float) -0:111 'ic1D' (flat in mediump int) -0:111 'c4D' (smooth temp lowp 4-component vector of float) -0:117 Function Definition: foo13(struct-s-i1-s211; (global void) +0:110 'c4D' ( smooth temp lowp 4-component vector of float) +0:111 move second child to first child ( temp lowp 4-component vector of float) +0:111 indirect index ( temp lowp 4-component vector of float) +0:111 'colors' ( out 4-element array of lowp 4-component vector of float) +0:111 'ic1D' ( flat in mediump int) +0:111 'c4D' ( smooth temp lowp 4-component vector of float) +0:117 Function Definition: foo13(struct-s-i1-s211; ( global void) 0:117 Function Parameters: -0:117 'inSt2' (in structure{global mediump int i, global lowp sampler2D s}) +0:117 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s}) 0:119 Sequence -0:119 Test condition and select (temp void) +0:119 Test condition and select ( temp void) 0:119 Condition -0:119 Compare Equal (temp bool) -0:119 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:119 'st2' (uniform structure{global mediump int i, global lowp sampler2D s}) +0:119 Compare Equal ( temp bool) +0:119 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:119 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s}) 0:119 true case is null -0:120 Test condition and select (temp void) +0:120 Test condition and select ( temp void) 0:120 Condition -0:120 Compare Not Equal (temp bool) -0:120 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:120 'st2' (uniform structure{global mediump int i, global lowp sampler2D s}) +0:120 Compare Not Equal ( temp bool) +0:120 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:120 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s}) 0:120 true case is null 0:121 Constant: 0:121 false (const bool) -0:122 move second child to first child (temp structure{global mediump int i, global lowp sampler2D s}) -0:122 'inSt2' (in structure{global mediump int i, global lowp sampler2D s}) -0:122 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:123 Compare Equal (temp bool) -0:123 'inSt2' (in structure{global mediump int i, global lowp sampler2D s}) -0:123 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:126 Function Definition: foo23( (global void) +0:122 move second child to first child ( temp structure{ global mediump int i, global lowp sampler2D s}) +0:122 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s}) +0:122 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:123 Compare Equal ( temp bool) +0:123 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s}) +0:123 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:126 Function Definition: foo23( ( global void) 0:126 Function Parameters: 0:128 Sequence -0:128 textureOffset (global lowp float) -0:128 's2DShadow' (uniform lowp sampler2DShadow) -0:128 'c3D' (smooth in lowp 3-component vector of float) +0:128 textureOffset ( global lowp float) +0:128 's2DShadow' ( uniform lowp sampler2DShadow) +0:128 'c3D' ( smooth in lowp 3-component vector of float) 0:128 Constant: 0:128 -8 (const int) 0:128 7 (const int) -0:128 'c1D' (smooth in lowp float) -0:129 textureOffset (global lowp float) -0:129 's2DShadow' (uniform lowp sampler2DShadow) -0:129 'c3D' (smooth in lowp 3-component vector of float) +0:128 'c1D' ( smooth in lowp float) +0:129 textureOffset ( global lowp float) +0:129 's2DShadow' ( uniform lowp sampler2DShadow) +0:129 'c3D' ( smooth in lowp 3-component vector of float) 0:129 Constant: 0:129 -9 (const int) 0:129 8 (const int) -0:129 'c1D' (smooth in lowp float) -0:132 Function Definition: foo324( (global void) +0:129 'c1D' ( smooth in lowp float) +0:132 Function Definition: foo324( ( global void) 0:132 Function Parameters: 0:134 Sequence 0:134 Sequence -0:134 move second child to first child (temp lowp float) -0:134 'p' (temp lowp float) +0:134 move second child to first child ( temp lowp float) +0:134 'p' ( temp lowp float) 0:134 Constant: 0:134 210.712306 -0:135 add second child into first child (temp lowp float) -0:135 'p' (temp lowp float) +0:135 add second child into first child ( temp lowp float) +0:135 'p' ( temp lowp float) 0:135 Constant: 0:135 0.389418 -0:136 add second child into first child (temp lowp float) -0:136 'p' (temp lowp float) +0:136 add second child into first child ( temp lowp float) +0:136 'p' ( temp lowp float) 0:136 Constant: 0:136 5.000000 -0:137 add second child into first child (temp lowp float) -0:137 'p' (temp lowp float) +0:137 add second child into first child ( temp lowp float) +0:137 'p' ( temp lowp float) 0:137 Constant: 0:137 13.000000 0:138 Sequence -0:138 move second child to first child (temp lowp 3-component vector of float) -0:138 'c3' (temp lowp 3-component vector of float) +0:138 move second child to first child ( temp lowp 3-component vector of float) +0:138 'c3' ( temp lowp 3-component vector of float) 0:138 Constant: 0:138 -15.000000 0:138 -2.000000 0:138 39.000000 -0:139 add second child into first child (temp lowp 3-component vector of float) -0:139 'c3' (temp lowp 3-component vector of float) +0:139 add second child into first child ( temp lowp 3-component vector of float) +0:139 'c3' ( temp lowp 3-component vector of float) 0:139 Constant: 0:139 -1.000000 0:139 -2.000000 0:139 -3.000000 -0:140 add second child into first child (temp lowp 3-component vector of float) -0:140 'c3' (temp lowp 3-component vector of float) +0:140 add second child into first child ( temp lowp 3-component vector of float) +0:140 'c3' ( temp lowp 3-component vector of float) 0:140 Constant: 0:140 1.000000 0:140 2.000000 0:140 3.000000 0:141 Sequence -0:141 move second child to first child (temp lowp 2-component vector of float) -0:141 'c2' (temp lowp 2-component vector of float) +0:141 move second child to first child ( temp lowp 2-component vector of float) +0:141 'c2' ( temp lowp 2-component vector of float) 0:141 Constant: 0:141 1.000000 0:141 -3.000000 -0:142 add second child into first child (temp lowp 2-component vector of float) -0:142 'c2' (temp lowp 2-component vector of float) +0:142 add second child into first child ( temp lowp 2-component vector of float) +0:142 'c2' ( temp lowp 2-component vector of float) 0:142 Constant: 0:142 1.000000 0:142 -3.000000 -0:143 add second child into first child (temp lowp 2-component vector of float) -0:143 'c2' (temp lowp 2-component vector of float) +0:143 add second child into first child ( temp lowp 2-component vector of float) +0:143 'c2' ( temp lowp 2-component vector of float) 0:143 Constant: 0:143 3.000000 0:143 -8.544004 -0:144 add second child into first child (temp lowp 2-component vector of float) -0:144 'c2' (temp lowp 2-component vector of float) +0:144 add second child into first child ( temp lowp 2-component vector of float) +0:144 'c2' ( temp lowp 2-component vector of float) 0:144 Constant: 0:144 0.000000 0:144 0.000000 0:145 Sequence -0:145 move second child to first child (temp lowp 3X2 matrix of float) -0:145 'm32' (temp lowp 3X2 matrix of float) +0:145 move second child to first child ( temp lowp 3X2 matrix of float) +0:145 'm32' ( temp lowp 3X2 matrix of float) 0:145 Constant: 0:145 10.000000 0:145 15.000000 @@ -362,41 +362,41 @@ ERROR: node is still EOpNull! 0:145 22.000000 0:145 33.000000 0:? Linker Objects -0:? 's2D' (uniform lowp sampler2D) -0:? 's3D' (uniform lowp sampler3D) -0:? 'sCube' (uniform lowp samplerCube) -0:? 'sCubeShadow' (uniform lowp samplerCubeShadow) -0:? 's2DShadow' (uniform lowp sampler2DShadow) -0:? 's2DArray' (uniform lowp sampler2DArray) -0:? 's2DArrayShadow' (uniform lowp sampler2DArrayShadow) -0:? 'is2D' (uniform lowp isampler2D) -0:? 'is3D' (uniform lowp isampler3D) -0:? 'isCube' (uniform lowp isamplerCube) -0:? 'is2DArray' (uniform lowp isampler2DArray) -0:? 'us2D' (uniform lowp usampler2D) -0:? 'us3D' (uniform lowp usampler3D) -0:? 'usCube' (uniform lowp usamplerCube) -0:? 'us2DArray' (uniform lowp usampler2DArray) -0:? 'c1D' (smooth in lowp float) -0:? 'c2D' (smooth in lowp 2-component vector of float) -0:? 'c3D' (smooth in lowp 3-component vector of float) -0:? 'c4D' (smooth temp lowp 4-component vector of float) -0:? 'ic1D' (flat in mediump int) -0:? 'ic2D' (flat in mediump 2-component vector of int) -0:? 'ic3D' (flat in mediump 3-component vector of int) -0:? 'ic4D' (flat in mediump 4-component vector of int) -0:? 'badv' (noperspective in lowp 4-component vector of float) -0:? 'bads' (smooth in lowp sampler2D) -0:? 'badout' (smooth in structure{global mediump int i, global lowp sampler2D s}) -0:? 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) -0:? 'sc' (out lowp 3-component vector of float) -0:? 'sf' (out lowp float) -0:? 'arrayedSampler' (uniform 5-element array of lowp sampler2D) -0:? 'multiInst' (layout(column_major shared ) uniform 2-element array of 3-element array of block{layout(column_major shared ) uniform 2-element array of mediump int a, layout(column_major shared ) uniform 2-element array of 3-element array of mediump int b, layout(column_major shared ) uniform 2-element array of 3-element array of mediump int c}) -0:? 'colors' (out 4-element array of lowp 4-component vector of float) -0:? 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:? 'st2' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:? 'fooinv' (invariant smooth in lowp 4-component vector of float) +0:? 's2D' ( uniform lowp sampler2D) +0:? 's3D' ( uniform lowp sampler3D) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 'sCubeShadow' ( uniform lowp samplerCubeShadow) +0:? 's2DShadow' ( uniform lowp sampler2DShadow) +0:? 's2DArray' ( uniform lowp sampler2DArray) +0:? 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow) +0:? 'is2D' ( uniform lowp isampler2D) +0:? 'is3D' ( uniform lowp isampler3D) +0:? 'isCube' ( uniform lowp isamplerCube) +0:? 'is2DArray' ( uniform lowp isampler2DArray) +0:? 'us2D' ( uniform lowp usampler2D) +0:? 'us3D' ( uniform lowp usampler3D) +0:? 'usCube' ( uniform lowp usamplerCube) +0:? 'us2DArray' ( uniform lowp usampler2DArray) +0:? 'c1D' ( smooth in lowp float) +0:? 'c2D' ( smooth in lowp 2-component vector of float) +0:? 'c3D' ( smooth in lowp 3-component vector of float) +0:? 'c4D' ( smooth temp lowp 4-component vector of float) +0:? 'ic1D' ( flat in mediump int) +0:? 'ic2D' ( flat in mediump 2-component vector of int) +0:? 'ic3D' ( flat in mediump 3-component vector of int) +0:? 'ic4D' ( flat in mediump 4-component vector of int) +0:? 'badv' ( noperspective in lowp 4-component vector of float) +0:? 'bads' ( smooth in lowp sampler2D) +0:? 'badout' ( smooth in structure{ global mediump int i, global lowp sampler2D s}) +0:? 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) +0:? 'sc' ( out lowp 3-component vector of float) +0:? 'sf' ( out lowp float) +0:? 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) +0:? 'multiInst' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform 2-element array of mediump int a, layout( column_major shared) uniform 2-element array of 3-element array of mediump int b, layout( column_major shared) uniform 2-element array of 3-element array of mediump int c}) +0:? 'colors' ( out 4-element array of lowp 4-component vector of float) +0:? 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:? 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:? 'fooinv' ( invariant smooth in lowp 4-component vector of float) Linked fragment stage: @@ -406,226 +406,226 @@ ERROR: Linking fragment stage: when more than one fragment shader output, all mu Shader version: 300 using early_fragment_tests ERROR: node is still EOpNull! -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:? Sequence -0:57 move second child to first child (temp lowp 4-component vector of float) -0:57 'v' (temp lowp 4-component vector of float) -0:57 texture (global lowp 4-component vector of float) -0:57 's2D' (uniform lowp sampler2D) -0:57 'c2D' (smooth in lowp 2-component vector of float) -0:58 move second child to first child (temp lowp 4-component vector of float) -0:58 'v' (temp lowp 4-component vector of float) -0:58 textureProj (global lowp 4-component vector of float) -0:58 's3D' (uniform lowp sampler3D) -0:58 'c4D' (smooth temp lowp 4-component vector of float) -0:59 move second child to first child (temp lowp 4-component vector of float) -0:59 'v' (temp lowp 4-component vector of float) -0:59 textureLod (global lowp 4-component vector of float) -0:59 's2DArray' (uniform lowp sampler2DArray) -0:59 'c3D' (smooth in lowp 3-component vector of float) +0:57 move second child to first child ( temp lowp 4-component vector of float) +0:57 'v' ( temp lowp 4-component vector of float) +0:57 texture ( global lowp 4-component vector of float) +0:57 's2D' ( uniform lowp sampler2D) +0:57 'c2D' ( smooth in lowp 2-component vector of float) +0:58 move second child to first child ( temp lowp 4-component vector of float) +0:58 'v' ( temp lowp 4-component vector of float) +0:58 textureProj ( global lowp 4-component vector of float) +0:58 's3D' ( uniform lowp sampler3D) +0:58 'c4D' ( smooth temp lowp 4-component vector of float) +0:59 move second child to first child ( temp lowp 4-component vector of float) +0:59 'v' ( temp lowp 4-component vector of float) +0:59 textureLod ( global lowp 4-component vector of float) +0:59 's2DArray' ( uniform lowp sampler2DArray) +0:59 'c3D' ( smooth in lowp 3-component vector of float) 0:59 Constant: 0:59 1.200000 -0:60 move second child to first child (temp lowp float) -0:60 'f' (temp lowp float) -0:60 textureOffset (global lowp float, operation at mediump) -0:60 's2DShadow' (uniform lowp sampler2DShadow) -0:60 'c3D' (smooth in lowp 3-component vector of float) -0:60 'ic2D' (flat in mediump 2-component vector of int) -0:60 'c1D' (smooth in lowp float) -0:61 move second child to first child (temp lowp 4-component vector of float) -0:61 'v' (temp lowp 4-component vector of float) -0:61 textureFetch (global lowp 4-component vector of float, operation at mediump) -0:61 's3D' (uniform lowp sampler3D) -0:61 'ic3D' (flat in mediump 3-component vector of int) -0:61 'ic1D' (flat in mediump int) -0:62 move second child to first child (temp lowp 4-component vector of float) -0:62 'v' (temp lowp 4-component vector of float) -0:62 textureFetchOffset (global lowp 4-component vector of float, operation at mediump) -0:62 direct index (temp lowp sampler2D) -0:62 'arrayedSampler' (uniform 5-element array of lowp sampler2D) +0:60 move second child to first child ( temp lowp float) +0:60 'f' ( temp lowp float) +0:60 textureOffset ( global lowp float, operation at mediump) +0:60 's2DShadow' ( uniform lowp sampler2DShadow) +0:60 'c3D' ( smooth in lowp 3-component vector of float) +0:60 'ic2D' ( flat in mediump 2-component vector of int) +0:60 'c1D' ( smooth in lowp float) +0:61 move second child to first child ( temp lowp 4-component vector of float) +0:61 'v' ( temp lowp 4-component vector of float) +0:61 textureFetch ( global lowp 4-component vector of float, operation at mediump) +0:61 's3D' ( uniform lowp sampler3D) +0:61 'ic3D' ( flat in mediump 3-component vector of int) +0:61 'ic1D' ( flat in mediump int) +0:62 move second child to first child ( temp lowp 4-component vector of float) +0:62 'v' ( temp lowp 4-component vector of float) +0:62 textureFetchOffset ( global lowp 4-component vector of float, operation at mediump) +0:62 direct index ( temp lowp sampler2D) +0:62 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) 0:62 Constant: 0:62 2 (const int) -0:62 'ic2D' (flat in mediump 2-component vector of int) +0:62 'ic2D' ( flat in mediump 2-component vector of int) 0:62 Constant: 0:62 4 (const int) -0:62 'ic2D' (flat in mediump 2-component vector of int) -0:63 move second child to first child (temp lowp float) -0:63 'f' (temp lowp float) -0:63 textureLodOffset (global lowp float, operation at mediump) -0:63 's2DShadow' (uniform lowp sampler2DShadow) -0:63 'c3D' (smooth in lowp 3-component vector of float) -0:63 'c1D' (smooth in lowp float) -0:63 'ic2D' (flat in mediump 2-component vector of int) -0:64 move second child to first child (temp lowp 4-component vector of float) -0:64 'v' (temp lowp 4-component vector of float) -0:64 textureProjLodOffset (global lowp 4-component vector of float, operation at mediump) -0:64 's2D' (uniform lowp sampler2D) -0:64 'c3D' (smooth in lowp 3-component vector of float) -0:64 'c1D' (smooth in lowp float) -0:64 'ic2D' (flat in mediump 2-component vector of int) -0:65 move second child to first child (temp lowp 4-component vector of float) -0:65 'v' (temp lowp 4-component vector of float) -0:65 textureGrad (global lowp 4-component vector of float) -0:65 'sCube' (uniform lowp samplerCube) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:65 'c3D' (smooth in lowp 3-component vector of float) -0:66 move second child to first child (temp lowp float) -0:66 'f' (temp lowp float) -0:66 textureGradOffset (global lowp float, operation at mediump) -0:66 's2DArrayShadow' (uniform lowp sampler2DArrayShadow) -0:66 'c4D' (smooth temp lowp 4-component vector of float) -0:66 'c2D' (smooth in lowp 2-component vector of float) -0:66 'c2D' (smooth in lowp 2-component vector of float) -0:66 'ic2D' (flat in mediump 2-component vector of int) -0:67 move second child to first child (temp lowp 4-component vector of float) -0:67 'v' (temp lowp 4-component vector of float) -0:67 textureProjGrad (global lowp 4-component vector of float) -0:67 's3D' (uniform lowp sampler3D) -0:67 'c4D' (smooth temp lowp 4-component vector of float) -0:67 'c3D' (smooth in lowp 3-component vector of float) -0:67 'c3D' (smooth in lowp 3-component vector of float) -0:68 move second child to first child (temp lowp 4-component vector of float) -0:68 'v' (temp lowp 4-component vector of float) -0:68 textureProjGradOffset (global lowp 4-component vector of float, operation at mediump) -0:68 's2D' (uniform lowp sampler2D) -0:68 'c3D' (smooth in lowp 3-component vector of float) -0:68 'c2D' (smooth in lowp 2-component vector of float) -0:68 'c2D' (smooth in lowp 2-component vector of float) -0:68 'ic2D' (flat in mediump 2-component vector of int) -0:69 move second child to first child (temp lowp 4-component vector of float) -0:69 'v' (temp lowp 4-component vector of float) -0:69 texture (global lowp 4-component vector of float) -0:69 indirect index (temp lowp sampler2D) -0:69 'arrayedSampler' (uniform 5-element array of lowp sampler2D) -0:69 'ic1D' (flat in mediump int) -0:69 'c2D' (smooth in lowp 2-component vector of float) -0:72 move second child to first child (temp mediump 4-component vector of int) -0:72 'iv' (temp mediump 4-component vector of int) -0:72 texture (global lowp 4-component vector of int) -0:72 'is2D' (uniform lowp isampler2D) -0:72 'c2D' (smooth in lowp 2-component vector of float) -0:73 move second child to first child (temp mediump 4-component vector of int) -0:73 'iv' (temp mediump 4-component vector of int) -0:73 textureProjOffset (global lowp 4-component vector of int, operation at mediump) -0:73 'is2D' (uniform lowp isampler2D) -0:73 'c4D' (smooth temp lowp 4-component vector of float) -0:73 'ic2D' (flat in mediump 2-component vector of int) -0:74 move second child to first child (temp mediump 4-component vector of int) -0:74 'iv' (temp mediump 4-component vector of int) -0:74 textureProjLod (global lowp 4-component vector of int) -0:74 'is2D' (uniform lowp isampler2D) -0:74 'c3D' (smooth in lowp 3-component vector of float) -0:74 'c1D' (smooth in lowp float) -0:75 move second child to first child (temp mediump 4-component vector of int) -0:75 'iv' (temp mediump 4-component vector of int) -0:75 textureProjGrad (global lowp 4-component vector of int) -0:75 'is2D' (uniform lowp isampler2D) -0:75 'c3D' (smooth in lowp 3-component vector of float) -0:75 'c2D' (smooth in lowp 2-component vector of float) -0:75 'c2D' (smooth in lowp 2-component vector of float) -0:76 move second child to first child (temp mediump 4-component vector of int) -0:76 'iv' (temp mediump 4-component vector of int) -0:76 texture (global lowp 4-component vector of int) -0:76 'is3D' (uniform lowp isampler3D) -0:76 'c3D' (smooth in lowp 3-component vector of float) +0:62 'ic2D' ( flat in mediump 2-component vector of int) +0:63 move second child to first child ( temp lowp float) +0:63 'f' ( temp lowp float) +0:63 textureLodOffset ( global lowp float, operation at mediump) +0:63 's2DShadow' ( uniform lowp sampler2DShadow) +0:63 'c3D' ( smooth in lowp 3-component vector of float) +0:63 'c1D' ( smooth in lowp float) +0:63 'ic2D' ( flat in mediump 2-component vector of int) +0:64 move second child to first child ( temp lowp 4-component vector of float) +0:64 'v' ( temp lowp 4-component vector of float) +0:64 textureProjLodOffset ( global lowp 4-component vector of float, operation at mediump) +0:64 's2D' ( uniform lowp sampler2D) +0:64 'c3D' ( smooth in lowp 3-component vector of float) +0:64 'c1D' ( smooth in lowp float) +0:64 'ic2D' ( flat in mediump 2-component vector of int) +0:65 move second child to first child ( temp lowp 4-component vector of float) +0:65 'v' ( temp lowp 4-component vector of float) +0:65 textureGrad ( global lowp 4-component vector of float) +0:65 'sCube' ( uniform lowp samplerCube) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:65 'c3D' ( smooth in lowp 3-component vector of float) +0:66 move second child to first child ( temp lowp float) +0:66 'f' ( temp lowp float) +0:66 textureGradOffset ( global lowp float, operation at mediump) +0:66 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow) +0:66 'c4D' ( smooth temp lowp 4-component vector of float) +0:66 'c2D' ( smooth in lowp 2-component vector of float) +0:66 'c2D' ( smooth in lowp 2-component vector of float) +0:66 'ic2D' ( flat in mediump 2-component vector of int) +0:67 move second child to first child ( temp lowp 4-component vector of float) +0:67 'v' ( temp lowp 4-component vector of float) +0:67 textureProjGrad ( global lowp 4-component vector of float) +0:67 's3D' ( uniform lowp sampler3D) +0:67 'c4D' ( smooth temp lowp 4-component vector of float) +0:67 'c3D' ( smooth in lowp 3-component vector of float) +0:67 'c3D' ( smooth in lowp 3-component vector of float) +0:68 move second child to first child ( temp lowp 4-component vector of float) +0:68 'v' ( temp lowp 4-component vector of float) +0:68 textureProjGradOffset ( global lowp 4-component vector of float, operation at mediump) +0:68 's2D' ( uniform lowp sampler2D) +0:68 'c3D' ( smooth in lowp 3-component vector of float) +0:68 'c2D' ( smooth in lowp 2-component vector of float) +0:68 'c2D' ( smooth in lowp 2-component vector of float) +0:68 'ic2D' ( flat in mediump 2-component vector of int) +0:69 move second child to first child ( temp lowp 4-component vector of float) +0:69 'v' ( temp lowp 4-component vector of float) +0:69 texture ( global lowp 4-component vector of float) +0:69 indirect index ( temp lowp sampler2D) +0:69 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) +0:69 'ic1D' ( flat in mediump int) +0:69 'c2D' ( smooth in lowp 2-component vector of float) +0:72 move second child to first child ( temp mediump 4-component vector of int) +0:72 'iv' ( temp mediump 4-component vector of int) +0:72 texture ( global lowp 4-component vector of int) +0:72 'is2D' ( uniform lowp isampler2D) +0:72 'c2D' ( smooth in lowp 2-component vector of float) +0:73 move second child to first child ( temp mediump 4-component vector of int) +0:73 'iv' ( temp mediump 4-component vector of int) +0:73 textureProjOffset ( global lowp 4-component vector of int, operation at mediump) +0:73 'is2D' ( uniform lowp isampler2D) +0:73 'c4D' ( smooth temp lowp 4-component vector of float) +0:73 'ic2D' ( flat in mediump 2-component vector of int) +0:74 move second child to first child ( temp mediump 4-component vector of int) +0:74 'iv' ( temp mediump 4-component vector of int) +0:74 textureProjLod ( global lowp 4-component vector of int) +0:74 'is2D' ( uniform lowp isampler2D) +0:74 'c3D' ( smooth in lowp 3-component vector of float) +0:74 'c1D' ( smooth in lowp float) +0:75 move second child to first child ( temp mediump 4-component vector of int) +0:75 'iv' ( temp mediump 4-component vector of int) +0:75 textureProjGrad ( global lowp 4-component vector of int) +0:75 'is2D' ( uniform lowp isampler2D) +0:75 'c3D' ( smooth in lowp 3-component vector of float) +0:75 'c2D' ( smooth in lowp 2-component vector of float) +0:75 'c2D' ( smooth in lowp 2-component vector of float) +0:76 move second child to first child ( temp mediump 4-component vector of int) +0:76 'iv' ( temp mediump 4-component vector of int) +0:76 texture ( global lowp 4-component vector of int) +0:76 'is3D' ( uniform lowp isampler3D) +0:76 'c3D' ( smooth in lowp 3-component vector of float) 0:76 Constant: 0:76 4.200000 -0:77 move second child to first child (temp mediump 4-component vector of int) -0:77 'iv' (temp mediump 4-component vector of int) -0:77 textureLod (global lowp 4-component vector of int) -0:77 'isCube' (uniform lowp isamplerCube) -0:77 'c3D' (smooth in lowp 3-component vector of float) -0:77 'c1D' (smooth in lowp float) -0:78 move second child to first child (temp mediump 4-component vector of int) -0:78 'iv' (temp mediump 4-component vector of int) -0:78 textureFetch (global lowp 4-component vector of int, operation at mediump) -0:78 'is2DArray' (uniform lowp isampler2DArray) -0:78 'ic3D' (flat in mediump 3-component vector of int) -0:78 'ic1D' (flat in mediump int) -0:80 move second child to first child (temp highp 2-component vector of int) -0:80 vector swizzle (temp mediump 2-component vector of int) -0:80 'iv' (temp mediump 4-component vector of int) +0:77 move second child to first child ( temp mediump 4-component vector of int) +0:77 'iv' ( temp mediump 4-component vector of int) +0:77 textureLod ( global lowp 4-component vector of int) +0:77 'isCube' ( uniform lowp isamplerCube) +0:77 'c3D' ( smooth in lowp 3-component vector of float) +0:77 'c1D' ( smooth in lowp float) +0:78 move second child to first child ( temp mediump 4-component vector of int) +0:78 'iv' ( temp mediump 4-component vector of int) +0:78 textureFetch ( global lowp 4-component vector of int, operation at mediump) +0:78 'is2DArray' ( uniform lowp isampler2DArray) +0:78 'ic3D' ( flat in mediump 3-component vector of int) +0:78 'ic1D' ( flat in mediump int) +0:80 move second child to first child ( temp highp 2-component vector of int) +0:80 vector swizzle ( temp mediump 2-component vector of int) +0:80 'iv' ( temp mediump 4-component vector of int) 0:80 Sequence 0:80 Constant: 0:80 0 (const int) 0:80 Constant: 0:80 1 (const int) -0:80 textureSize (global highp 2-component vector of int, operation at lowp) -0:80 'sCubeShadow' (uniform lowp samplerCubeShadow) +0:80 textureSize ( global highp 2-component vector of int, operation at lowp) +0:80 'sCubeShadow' ( uniform lowp samplerCubeShadow) 0:80 Constant: 0:80 2 (const int) -0:88 add second child into first child (temp highp float) -0:88 'f' (temp lowp float) -0:88 direct index (temp highp float) -0:88 'gl_FragCoord' (gl_FragCoord highp 4-component vector of float FragCoord) +0:88 add second child into first child ( temp highp float) +0:88 'f' ( temp lowp float) +0:88 direct index ( temp highp float) +0:88 'gl_FragCoord' ( gl_FragCoord highp 4-component vector of float FragCoord) 0:88 Constant: 0:88 1 (const int) -0:89 move second child to first child (temp highp float) -0:89 'gl_FragDepth' (gl_FragDepth highp float FragDepth) -0:89 'f' (temp lowp float) -0:91 move second child to first child (temp lowp 3-component vector of float) -0:91 'sc' (out lowp 3-component vector of float) -0:91 c: direct index for structure (global lowp 3-component vector of float) -0:91 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) +0:89 move second child to first child ( temp highp float) +0:89 'gl_FragDepth' ( gl_FragDepth highp float FragDepth) +0:89 'f' ( temp lowp float) +0:91 move second child to first child ( temp lowp 3-component vector of float) +0:91 'sc' ( out lowp 3-component vector of float) +0:91 c: direct index for structure ( global lowp 3-component vector of float) +0:91 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) 0:91 Constant: 0:91 0 (const int) -0:92 move second child to first child (temp lowp float) -0:92 'sf' (out lowp float) -0:92 f: direct index for structure (global lowp float) -0:92 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) +0:92 move second child to first child ( temp lowp float) +0:92 'sf' ( out lowp float) +0:92 f: direct index for structure ( global lowp float) +0:92 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) 0:92 Constant: 0:92 1 (const int) -0:94 add (temp lowp 2-component vector of float) -0:94 hyp. sine (global lowp float) -0:94 'c1D' (smooth in lowp float) -0:95 vector-scale (temp lowp 2-component vector of float) -0:95 hyp. cosine (global lowp float) -0:95 'c1D' (smooth in lowp float) -0:95 hyp. tangent (global lowp 2-component vector of float) -0:95 'c2D' (smooth in lowp 2-component vector of float) -0:96 add (temp lowp 4-component vector of float) -0:96 arc hyp. sine (global lowp 4-component vector of float) -0:96 'c4D' (smooth temp lowp 4-component vector of float) -0:96 arc hyp. cosine (global lowp 4-component vector of float) -0:96 'c4D' (smooth temp lowp 4-component vector of float) -0:97 arc hyp. tangent (global lowp 3-component vector of float) -0:97 'c3D' (smooth in lowp 3-component vector of float) +0:94 add ( temp lowp 2-component vector of float) +0:94 hyp. sine ( global lowp float) +0:94 'c1D' ( smooth in lowp float) +0:95 vector-scale ( temp lowp 2-component vector of float) +0:95 hyp. cosine ( global lowp float) +0:95 'c1D' ( smooth in lowp float) +0:95 hyp. tangent ( global lowp 2-component vector of float) +0:95 'c2D' ( smooth in lowp 2-component vector of float) +0:96 add ( temp lowp 4-component vector of float) +0:96 arc hyp. sine ( global lowp 4-component vector of float) +0:96 'c4D' ( smooth temp lowp 4-component vector of float) +0:96 arc hyp. cosine ( global lowp 4-component vector of float) +0:96 'c4D' ( smooth temp lowp 4-component vector of float) +0:97 arc hyp. tangent ( global lowp 3-component vector of float) +0:97 'c3D' ( smooth in lowp 3-component vector of float) 0:? Linker Objects -0:? 's2D' (uniform lowp sampler2D) -0:? 's3D' (uniform lowp sampler3D) -0:? 'sCube' (uniform lowp samplerCube) -0:? 'sCubeShadow' (uniform lowp samplerCubeShadow) -0:? 's2DShadow' (uniform lowp sampler2DShadow) -0:? 's2DArray' (uniform lowp sampler2DArray) -0:? 's2DArrayShadow' (uniform lowp sampler2DArrayShadow) -0:? 'is2D' (uniform lowp isampler2D) -0:? 'is3D' (uniform lowp isampler3D) -0:? 'isCube' (uniform lowp isamplerCube) -0:? 'is2DArray' (uniform lowp isampler2DArray) -0:? 'us2D' (uniform lowp usampler2D) -0:? 'us3D' (uniform lowp usampler3D) -0:? 'usCube' (uniform lowp usamplerCube) -0:? 'us2DArray' (uniform lowp usampler2DArray) -0:? 'c1D' (smooth in lowp float) -0:? 'c2D' (smooth in lowp 2-component vector of float) -0:? 'c3D' (smooth in lowp 3-component vector of float) -0:? 'c4D' (smooth temp lowp 4-component vector of float) -0:? 'ic1D' (flat in mediump int) -0:? 'ic2D' (flat in mediump 2-component vector of int) -0:? 'ic3D' (flat in mediump 3-component vector of int) -0:? 'ic4D' (flat in mediump 4-component vector of int) -0:? 'badv' (noperspective in lowp 4-component vector of float) -0:? 'bads' (smooth in lowp sampler2D) -0:? 'badout' (smooth in structure{global mediump int i, global lowp sampler2D s}) -0:? 's2' (smooth in structure{global lowp 3-component vector of float c, global lowp float f}) -0:? 'sc' (out lowp 3-component vector of float) -0:? 'sf' (out lowp float) -0:? 'arrayedSampler' (uniform 5-element array of lowp sampler2D) -0:? 'multiInst' (layout(column_major shared ) uniform 2-element array of 3-element array of block{layout(column_major shared ) uniform 2-element array of mediump int a, layout(column_major shared ) uniform 2-element array of 3-element array of mediump int b, layout(column_major shared ) uniform 2-element array of 3-element array of mediump int c}) -0:? 'colors' (out 4-element array of lowp 4-component vector of float) -0:? 'st1' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:? 'st2' (uniform structure{global mediump int i, global lowp sampler2D s}) -0:? 'fooinv' (invariant smooth in lowp 4-component vector of float) +0:? 's2D' ( uniform lowp sampler2D) +0:? 's3D' ( uniform lowp sampler3D) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 'sCubeShadow' ( uniform lowp samplerCubeShadow) +0:? 's2DShadow' ( uniform lowp sampler2DShadow) +0:? 's2DArray' ( uniform lowp sampler2DArray) +0:? 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow) +0:? 'is2D' ( uniform lowp isampler2D) +0:? 'is3D' ( uniform lowp isampler3D) +0:? 'isCube' ( uniform lowp isamplerCube) +0:? 'is2DArray' ( uniform lowp isampler2DArray) +0:? 'us2D' ( uniform lowp usampler2D) +0:? 'us3D' ( uniform lowp usampler3D) +0:? 'usCube' ( uniform lowp usamplerCube) +0:? 'us2DArray' ( uniform lowp usampler2DArray) +0:? 'c1D' ( smooth in lowp float) +0:? 'c2D' ( smooth in lowp 2-component vector of float) +0:? 'c3D' ( smooth in lowp 3-component vector of float) +0:? 'c4D' ( smooth temp lowp 4-component vector of float) +0:? 'ic1D' ( flat in mediump int) +0:? 'ic2D' ( flat in mediump 2-component vector of int) +0:? 'ic3D' ( flat in mediump 3-component vector of int) +0:? 'ic4D' ( flat in mediump 4-component vector of int) +0:? 'badv' ( noperspective in lowp 4-component vector of float) +0:? 'bads' ( smooth in lowp sampler2D) +0:? 'badout' ( smooth in structure{ global mediump int i, global lowp sampler2D s}) +0:? 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f}) +0:? 'sc' ( out lowp 3-component vector of float) +0:? 'sf' ( out lowp float) +0:? 'arrayedSampler' ( uniform 5-element array of lowp sampler2D) +0:? 'multiInst' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform 2-element array of mediump int a, layout( column_major shared) uniform 2-element array of 3-element array of mediump int b, layout( column_major shared) uniform 2-element array of 3-element array of mediump int c}) +0:? 'colors' ( out 4-element array of lowp 4-component vector of float) +0:? 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:? 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s}) +0:? 'fooinv' ( invariant smooth in lowp 4-component vector of float) diff --git a/Test/baseResults/300.vert.out b/Test/baseResults/300.vert.out index 5f060cba..ec5d5d00 100644 --- a/Test/baseResults/300.vert.out +++ b/Test/baseResults/300.vert.out @@ -41,168 +41,168 @@ ERROR: 0:170: 'Bfoo' : cannot add storage, auxiliary, memory, interpolation, lay ERROR: 0:172: 'std430' : not supported for this version or the enabled extensions ERROR: 0:172: 'std430' : requires the 'buffer' storage qualifier ERROR: 0:175: '' : array size required -ERROR: 0:185: 'assign' : cannot convert from 'temp 4-element array of highp float' to 'temp 3-element array of highp float' -ERROR: 0:186: 'assign' : cannot convert from 'temp 3-element array of highp float' to 'temp 4-element array of highp float' +ERROR: 0:185: 'assign' : cannot convert from ' temp 4-element array of highp float' to ' temp 3-element array of highp float' +ERROR: 0:186: 'assign' : cannot convert from ' temp 3-element array of highp float' to ' temp 4-element array of highp float' ERROR: 44 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence 0:29 Sequence -0:29 move second child to first child (temp highp int) -0:29 'id' (temp highp int) -0:29 add (temp highp int) -0:29 'gl_VertexID' (gl_VertexId highp int VertexId) -0:29 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:29 move second child to first child ( temp highp int) +0:29 'id' ( temp highp int) +0:29 add ( temp highp int) +0:29 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'c0' (temp highp int) +0:31 move second child to first child ( temp highp int) +0:31 'c0' ( temp highp int) 0:31 Constant: 0:31 64 (const int) 0:32 Sequence -0:32 move second child to first child (temp highp int) -0:32 'c1' (temp highp int) +0:32 move second child to first child ( temp highp int) +0:32 'c1' ( temp highp int) 0:32 Constant: 0:32 128 (const int) 0:33 Sequence -0:33 move second child to first child (temp highp int) -0:33 'c2' (temp highp int) +0:33 move second child to first child ( temp highp int) +0:33 'c2' ( temp highp int) 0:33 Constant: 0:33 16 (const int) 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'c3' (temp highp int) +0:34 move second child to first child ( temp highp int) +0:34 'c3' ( temp highp int) 0:34 Constant: 0:34 15 (const int) 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'c4' (temp highp int) +0:35 move second child to first child ( temp highp int) +0:35 'c4' ( temp highp int) 0:35 Constant: 0:35 32 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp int) -0:36 'c5' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'c5' ( temp highp int) 0:36 Constant: 0:36 80 (const int) 0:37 Sequence -0:37 move second child to first child (temp highp int) -0:37 'c6' (temp highp int) +0:37 move second child to first child ( temp highp int) +0:37 'c6' ( temp highp int) 0:37 Constant: 0:37 32 (const int) 0:38 Sequence -0:38 move second child to first child (temp highp int) -0:38 'c7' (temp highp int) +0:38 move second child to first child ( temp highp int) +0:38 'c7' ( temp highp int) 0:38 Constant: 0:38 16 (const int) 0:39 Sequence -0:39 move second child to first child (temp highp int) -0:39 'c8' (temp highp int) +0:39 move second child to first child ( temp highp int) +0:39 'c8' ( temp highp int) 0:39 Constant: 0:39 32 (const int) 0:40 Sequence -0:40 move second child to first child (temp highp int) -0:40 'c9' (temp highp int) +0:40 move second child to first child ( temp highp int) +0:40 'c9' ( temp highp int) 0:40 Constant: 0:40 -8 (const int) 0:41 Sequence -0:41 move second child to first child (temp highp int) -0:41 'c10' (temp highp int) +0:41 move second child to first child ( temp highp int) +0:41 'c10' ( temp highp int) 0:41 Constant: 0:41 7 (const int) 0:43 Sequence -0:43 move second child to first child (temp highp 3X4 matrix of float) -0:43 'tm' (temp highp 3X4 matrix of float) -0:43 transpose (global highp 3X4 matrix of float) -0:43 'm43' (uniform highp 4X3 matrix of float) +0:43 move second child to first child ( temp highp 3X4 matrix of float) +0:43 'tm' ( temp highp 3X4 matrix of float) +0:43 transpose ( global highp 3X4 matrix of float) +0:43 'm43' ( uniform highp 4X3 matrix of float) 0:44 Sequence -0:44 move second child to first child (temp highp float) -0:44 'dm' (temp highp float) -0:44 determinant (global highp float) -0:44 'm44' (uniform highp 4X4 matrix of float) +0:44 move second child to first child ( temp highp float) +0:44 'dm' ( temp highp float) +0:44 determinant ( global highp float) +0:44 'm44' ( uniform highp 4X4 matrix of float) 0:45 Sequence -0:45 move second child to first child (temp highp 3X3 matrix of float) -0:45 'im' (temp highp 3X3 matrix of float) -0:45 inverse (global highp 3X3 matrix of float) -0:45 'm33' (uniform highp 3X3 matrix of float) +0:45 move second child to first child ( temp highp 3X3 matrix of float) +0:45 'im' ( temp highp 3X3 matrix of float) +0:45 inverse ( global highp 3X3 matrix of float) +0:45 'm33' ( uniform highp 3X3 matrix of float) 0:47 Sequence -0:47 move second child to first child (temp highp 3X2 matrix of float) -0:47 'op' (temp highp 3X2 matrix of float) -0:47 outer product (global highp 3X2 matrix of float) -0:47 'v2' (smooth out highp 2-component vector of float) -0:47 'v3' (in highp 3-component vector of float) -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:49 direct index (temp highp 4-component vector of float) -0:49 'm44' (uniform highp 4X4 matrix of float) +0:47 move second child to first child ( temp highp 3X2 matrix of float) +0:47 'op' ( temp highp 3X2 matrix of float) +0:47 outer product ( global highp 3X2 matrix of float) +0:47 'v2' ( smooth out highp 2-component vector of float) +0:47 'v3' ( in highp 3-component vector of float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:49 direct index ( temp highp 4-component vector of float) +0:49 'm44' ( uniform highp 4X4 matrix of float) 0:49 Constant: 0:49 2 (const int) -0:50 move second child to first child (temp highp float) -0:50 'gl_PointSize' (gl_PointSize highp float PointSize) -0:50 direct index (temp highp float) -0:50 'v2' (smooth out highp 2-component vector of float) +0:50 move second child to first child ( temp highp float) +0:50 'gl_PointSize' ( gl_PointSize highp float PointSize) +0:50 direct index ( temp highp float) +0:50 'v2' ( smooth out highp 2-component vector of float) 0:50 Constant: 0:50 1 (const int) -0:52 move second child to first child (temp highp 3-component vector of float) -0:52 c: direct index for structure (global highp 3-component vector of float) -0:52 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) +0:52 move second child to first child ( temp highp 3-component vector of float) +0:52 c: direct index for structure ( global highp 3-component vector of float) +0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:52 Constant: 0:52 0 (const int) -0:52 'v3' (in highp 3-component vector of float) -0:53 move second child to first child (temp highp float) -0:53 f: direct index for structure (global highp float) -0:53 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) +0:52 'v3' ( in highp 3-component vector of float) +0:53 move second child to first child ( temp highp float) +0:53 f: direct index for structure ( global highp float) +0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:53 Constant: 0:53 1 (const int) -0:53 'dm' (temp highp float) +0:53 'dm' ( temp highp float) 0:68 Sequence -0:68 move second child to first child (temp 2-element array of highp float) -0:68 'okayA' (global 2-element array of highp float) +0:68 move second child to first child ( temp 2-element array of highp float) +0:68 'okayA' ( global 2-element array of highp float) 0:68 Constant: 0:68 3.000000 0:68 4.000000 -0:71 Function Definition: newVFun( (global void) +0:71 Function Definition: newVFun( ( global void) 0:71 Function Parameters: 0:73 Sequence -0:73 move second child to first child (temp highp 3-component vector of float) -0:73 'newV' (smooth out highp 3-component vector of float) -0:73 'v3' (in highp 3-component vector of float) -0:118 Function Definition: foo23( (global void) +0:73 move second child to first child ( temp highp 3-component vector of float) +0:73 'newV' ( smooth out highp 3-component vector of float) +0:73 'v3' ( in highp 3-component vector of float) +0:118 Function Definition: foo23( ( global void) 0:118 Function Parameters: 0:120 Sequence 0:120 Sequence -0:120 move second child to first child (temp highp 2-component vector of int) -0:120 'x1' (temp highp 2-component vector of int) -0:120 textureSize (global highp 2-component vector of int, operation at lowp) -0:120 's2D' (uniform lowp sampler2D) +0:120 move second child to first child ( temp highp 2-component vector of int) +0:120 'x1' ( temp highp 2-component vector of int) +0:120 textureSize ( global highp 2-component vector of int, operation at lowp) +0:120 's2D' ( uniform lowp sampler2D) 0:120 Constant: 0:120 2 (const int) 0:121 Constant: 0:121 0.000000 0:122 Sequence -0:122 move second child to first child (temp highp 3-component vector of int) -0:122 'x3' (temp highp 3-component vector of int) -0:122 textureSize (global highp 3-component vector of int, operation at lowp) -0:122 's2DAS' (uniform lowp sampler2DArrayShadow) +0:122 move second child to first child ( temp highp 3-component vector of int) +0:122 'x3' ( temp highp 3-component vector of int) +0:122 textureSize ( global highp 3-component vector of int, operation at lowp) +0:122 's2DAS' ( uniform lowp sampler2DArrayShadow) 0:122 Constant: 0:122 -1 (const int) 0:123 Constant: 0:123 0.000000 0:124 Sequence -0:124 move second child to first child (temp highp 4-component vector of float) -0:124 'x4' (temp highp 4-component vector of float) -0:124 texture (global lowp 4-component vector of float, operation at highp) -0:124 's2D' (uniform lowp sampler2D) -0:124 'c2D' (in highp 2-component vector of float) +0:124 move second child to first child ( temp highp 4-component vector of float) +0:124 'x4' ( temp highp 4-component vector of float) +0:124 texture ( global lowp 4-component vector of float, operation at highp) +0:124 's2D' ( uniform lowp sampler2D) +0:124 'c2D' ( in highp 2-component vector of float) 0:125 Constant: 0:125 0.000000 0:126 Sequence -0:126 move second child to first child (temp highp 4-component vector of float) -0:126 'x5' (temp highp 4-component vector of float) -0:126 textureProjOffset (global lowp 4-component vector of float) -0:126 's3D' (uniform lowp sampler3D) +0:126 move second child to first child ( temp highp 4-component vector of float) +0:126 'x5' ( temp highp 4-component vector of float) +0:126 textureProjOffset ( global lowp 4-component vector of float) +0:126 's3D' ( uniform lowp sampler3D) 0:126 Constant: 0:126 0.200000 0:126 0.200000 @@ -215,11 +215,11 @@ ERROR: node is still EOpNull! 0:127 Constant: 0:127 0.000000 0:128 Sequence -0:128 move second child to first child (temp highp float) -0:128 'x6' (temp highp float) -0:128 textureProjGradOffset (global lowp float, operation at highp) -0:128 's2DS' (uniform lowp sampler2DShadow) -0:128 'invIn' (invariant in highp 4-component vector of float) +0:128 move second child to first child ( temp highp float) +0:128 'x6' ( temp highp float) +0:128 textureProjGradOffset ( global lowp float, operation at highp) +0:128 's2DS' ( uniform lowp sampler2DShadow) +0:128 'invIn' ( invariant in highp 4-component vector of float) 0:128 Constant: 0:128 4.200000 0:128 4.200000 @@ -229,102 +229,102 @@ ERROR: node is still EOpNull! 0:128 Constant: 0:128 1 (const int) 0:128 1 (const int) -0:137 Function Definition: foo2349( (global void) +0:137 Function Definition: foo2349( ( global void) 0:137 Function Parameters: 0:139 Sequence 0:139 Sequence -0:139 move second child to first child (temp 3-element array of highp float) -0:139 'x' (temp 3-element array of highp float) +0:139 move second child to first child ( temp 3-element array of highp float) +0:139 'x' ( temp 3-element array of highp float) 0:139 Constant: 0:139 1.000000 0:139 2.000000 0:139 3.000000 0:140 Sequence -0:140 move second child to first child (temp 3-element array of highp float) -0:140 'y' (temp 3-element array of highp float) -0:140 'x' (temp 3-element array of highp float) +0:140 move second child to first child ( temp 3-element array of highp float) +0:140 'y' ( temp 3-element array of highp float) +0:140 'x' ( temp 3-element array of highp float) 0:141 Sequence -0:141 move second child to first child (temp 3-element array of highp float) -0:141 'z' (temp 3-element array of highp float) -0:141 'x' (temp 3-element array of highp float) -0:143 move second child to first child (temp 3-element array of highp float) -0:143 'w' (temp 3-element array of highp float) -0:143 'y' (temp 3-element array of highp float) -0:155 Function Definition: gggf(f1; (global highp int) +0:141 move second child to first child ( temp 3-element array of highp float) +0:141 'z' ( temp 3-element array of highp float) +0:141 'x' ( temp 3-element array of highp float) +0:143 move second child to first child ( temp 3-element array of highp float) +0:143 'w' ( temp 3-element array of highp float) +0:143 'y' ( temp 3-element array of highp float) +0:155 Function Definition: gggf(f1; ( global highp int) 0:155 Function Parameters: -0:155 'f' (in highp float) +0:155 'f' ( in highp float) 0:155 Sequence 0:155 Branch: Return with expression 0:155 Constant: 0:155 2 (const int) -0:158 Function Definition: agggf(f1; (global highp int) +0:158 Function Definition: agggf(f1; ( global highp int) 0:158 Function Parameters: -0:158 'f' (in highp float) +0:158 'f' ( in highp float) 0:158 Sequence 0:158 Branch: Return with expression 0:158 Constant: 0:158 2 (const int) -0:178 Function Definition: fooDeeparray( (global void) +0:178 Function Definition: fooDeeparray( ( global void) 0:178 Function Parameters: 0:181 Sequence 0:181 Sequence -0:180 move second child to first child (temp 3-element array of highp float) -0:180 'x' (temp 3-element array of highp float) +0:180 move second child to first child ( temp 3-element array of highp float) +0:180 'x' ( temp 3-element array of highp float) 0:180 Constant: 0:180 1.000000 0:180 2.000000 0:180 3.000000 -0:181 move second child to first child (temp 4-element array of highp float) -0:181 'y' (temp 4-element array of highp float) +0:181 move second child to first child ( temp 4-element array of highp float) +0:181 'y' ( temp 4-element array of highp float) 0:181 Constant: 0:181 1.000000 0:181 2.000000 0:181 3.000000 0:181 4.000000 -0:183 move second child to first child (temp 3-element array of highp float) -0:183 'xp' (temp 3-element array of highp float) -0:183 'x' (temp 3-element array of highp float) -0:184 move second child to first child (temp 4-element array of highp float) -0:184 'yp' (temp 4-element array of highp float) -0:184 'y' (temp 4-element array of highp float) -0:185 'xp' (temp 3-element array of highp float) -0:186 'yp' (temp 4-element array of highp float) +0:183 move second child to first child ( temp 3-element array of highp float) +0:183 'xp' ( temp 3-element array of highp float) +0:183 'x' ( temp 3-element array of highp float) +0:184 move second child to first child ( temp 4-element array of highp float) +0:184 'yp' ( temp 4-element array of highp float) +0:184 'y' ( temp 4-element array of highp float) +0:185 'xp' ( temp 3-element array of highp float) +0:186 'yp' ( temp 4-element array of highp float) 0:? Linker Objects -0:? 'm43' (uniform highp 4X3 matrix of float) -0:? 'm33' (uniform highp 3X3 matrix of float) -0:? 'm44' (uniform highp 4X4 matrix of float) -0:? 'v3' (in highp 3-component vector of float) -0:? 'v2' (smooth out highp 2-component vector of float) -0:? 'bad' (in 10-element array of highp 4-component vector of float) -0:? 'badorder' (in highp 4-component vector of float) -0:? 'badorder2' (invariant smooth out highp 4-component vector of float) -0:? 'badorder4' (centroid in highp 4-component vector of float) -0:? 'badorder3' (flat out highp 4-component vector of float) -0:? 'rep' (smooth flat out highp 4-component vector of float) -0:? 'rep2' (centroid smooth sample out highp 4-component vector of float) -0:? 'rep3' (in highp 4-component vector of float) -0:? 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 'badsize' (global implicitly-sized array of highp float) -0:? 'badsize2' (global implicitly-sized array of highp float) -0:? 'ubInst' (layout(column_major shared ) uniform implicitly-sized array of block{layout(column_major shared ) uniform implicitly-sized array of highp int a}) -0:? 'okayA' (global 2-element array of highp float) -0:? 'newV' (invariant smooth out highp 3-component vector of float) -0:? 'invIn' (invariant in highp 4-component vector of float) -0:? 's2' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f}) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23}) -0:? 's2D' (uniform lowp sampler2D) -0:? 's3D' (uniform lowp sampler3D) -0:? 's2DS' (uniform lowp sampler2DShadow) -0:? 's2DAS' (uniform lowp sampler2DArrayShadow) -0:? 'c2D' (in highp 2-component vector of float) -0:? 'ssss' (smooth out structure{global highp float f}) -0:? 'Binst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp int a}) -0:? 'Bfoo' (global highp int) -0:? 'B430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform highp int a}) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'm43' ( uniform highp 4X3 matrix of float) +0:? 'm33' ( uniform highp 3X3 matrix of float) +0:? 'm44' ( uniform highp 4X4 matrix of float) +0:? 'v3' ( in highp 3-component vector of float) +0:? 'v2' ( smooth out highp 2-component vector of float) +0:? 'bad' ( in 10-element array of highp 4-component vector of float) +0:? 'badorder' ( in highp 4-component vector of float) +0:? 'badorder2' ( invariant smooth out highp 4-component vector of float) +0:? 'badorder4' ( centroid in highp 4-component vector of float) +0:? 'badorder3' ( flat out highp 4-component vector of float) +0:? 'rep' ( smooth flat out highp 4-component vector of float) +0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float) +0:? 'rep3' ( in highp 4-component vector of float) +0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 'badsize' ( global implicitly-sized array of highp float) +0:? 'badsize2' ( global implicitly-sized array of highp float) +0:? 'ubInst' (layout( column_major shared) uniform implicitly-sized array of block{layout( column_major shared) uniform implicitly-sized array of highp int a}) +0:? 'okayA' ( global 2-element array of highp float) +0:? 'newV' ( invariant smooth out highp 3-component vector of float) +0:? 'invIn' ( invariant in highp 4-component vector of float) +0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f}) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23}) +0:? 's2D' ( uniform lowp sampler2D) +0:? 's3D' ( uniform lowp sampler3D) +0:? 's2DS' ( uniform lowp sampler2DShadow) +0:? 's2DAS' ( uniform lowp sampler2DArrayShadow) +0:? 'c2D' ( in highp 2-component vector of float) +0:? 'ssss' ( smooth out structure{ global highp float f}) +0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a}) +0:? 'Bfoo' ( global highp int) +0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -332,155 +332,155 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence 0:29 Sequence -0:29 move second child to first child (temp highp int) -0:29 'id' (temp highp int) -0:29 add (temp highp int) -0:29 'gl_VertexID' (gl_VertexId highp int VertexId) -0:29 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:29 move second child to first child ( temp highp int) +0:29 'id' ( temp highp int) +0:29 add ( temp highp int) +0:29 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'c0' (temp highp int) +0:31 move second child to first child ( temp highp int) +0:31 'c0' ( temp highp int) 0:31 Constant: 0:31 64 (const int) 0:32 Sequence -0:32 move second child to first child (temp highp int) -0:32 'c1' (temp highp int) +0:32 move second child to first child ( temp highp int) +0:32 'c1' ( temp highp int) 0:32 Constant: 0:32 128 (const int) 0:33 Sequence -0:33 move second child to first child (temp highp int) -0:33 'c2' (temp highp int) +0:33 move second child to first child ( temp highp int) +0:33 'c2' ( temp highp int) 0:33 Constant: 0:33 16 (const int) 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'c3' (temp highp int) +0:34 move second child to first child ( temp highp int) +0:34 'c3' ( temp highp int) 0:34 Constant: 0:34 15 (const int) 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'c4' (temp highp int) +0:35 move second child to first child ( temp highp int) +0:35 'c4' ( temp highp int) 0:35 Constant: 0:35 32 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp int) -0:36 'c5' (temp highp int) +0:36 move second child to first child ( temp highp int) +0:36 'c5' ( temp highp int) 0:36 Constant: 0:36 80 (const int) 0:37 Sequence -0:37 move second child to first child (temp highp int) -0:37 'c6' (temp highp int) +0:37 move second child to first child ( temp highp int) +0:37 'c6' ( temp highp int) 0:37 Constant: 0:37 32 (const int) 0:38 Sequence -0:38 move second child to first child (temp highp int) -0:38 'c7' (temp highp int) +0:38 move second child to first child ( temp highp int) +0:38 'c7' ( temp highp int) 0:38 Constant: 0:38 16 (const int) 0:39 Sequence -0:39 move second child to first child (temp highp int) -0:39 'c8' (temp highp int) +0:39 move second child to first child ( temp highp int) +0:39 'c8' ( temp highp int) 0:39 Constant: 0:39 32 (const int) 0:40 Sequence -0:40 move second child to first child (temp highp int) -0:40 'c9' (temp highp int) +0:40 move second child to first child ( temp highp int) +0:40 'c9' ( temp highp int) 0:40 Constant: 0:40 -8 (const int) 0:41 Sequence -0:41 move second child to first child (temp highp int) -0:41 'c10' (temp highp int) +0:41 move second child to first child ( temp highp int) +0:41 'c10' ( temp highp int) 0:41 Constant: 0:41 7 (const int) 0:43 Sequence -0:43 move second child to first child (temp highp 3X4 matrix of float) -0:43 'tm' (temp highp 3X4 matrix of float) -0:43 transpose (global highp 3X4 matrix of float) -0:43 'm43' (uniform highp 4X3 matrix of float) +0:43 move second child to first child ( temp highp 3X4 matrix of float) +0:43 'tm' ( temp highp 3X4 matrix of float) +0:43 transpose ( global highp 3X4 matrix of float) +0:43 'm43' ( uniform highp 4X3 matrix of float) 0:44 Sequence -0:44 move second child to first child (temp highp float) -0:44 'dm' (temp highp float) -0:44 determinant (global highp float) -0:44 'm44' (uniform highp 4X4 matrix of float) +0:44 move second child to first child ( temp highp float) +0:44 'dm' ( temp highp float) +0:44 determinant ( global highp float) +0:44 'm44' ( uniform highp 4X4 matrix of float) 0:45 Sequence -0:45 move second child to first child (temp highp 3X3 matrix of float) -0:45 'im' (temp highp 3X3 matrix of float) -0:45 inverse (global highp 3X3 matrix of float) -0:45 'm33' (uniform highp 3X3 matrix of float) +0:45 move second child to first child ( temp highp 3X3 matrix of float) +0:45 'im' ( temp highp 3X3 matrix of float) +0:45 inverse ( global highp 3X3 matrix of float) +0:45 'm33' ( uniform highp 3X3 matrix of float) 0:47 Sequence -0:47 move second child to first child (temp highp 3X2 matrix of float) -0:47 'op' (temp highp 3X2 matrix of float) -0:47 outer product (global highp 3X2 matrix of float) -0:47 'v2' (smooth out highp 2-component vector of float) -0:47 'v3' (in highp 3-component vector of float) -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:49 direct index (temp highp 4-component vector of float) -0:49 'm44' (uniform highp 4X4 matrix of float) +0:47 move second child to first child ( temp highp 3X2 matrix of float) +0:47 'op' ( temp highp 3X2 matrix of float) +0:47 outer product ( global highp 3X2 matrix of float) +0:47 'v2' ( smooth out highp 2-component vector of float) +0:47 'v3' ( in highp 3-component vector of float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:49 direct index ( temp highp 4-component vector of float) +0:49 'm44' ( uniform highp 4X4 matrix of float) 0:49 Constant: 0:49 2 (const int) -0:50 move second child to first child (temp highp float) -0:50 'gl_PointSize' (gl_PointSize highp float PointSize) -0:50 direct index (temp highp float) -0:50 'v2' (smooth out highp 2-component vector of float) +0:50 move second child to first child ( temp highp float) +0:50 'gl_PointSize' ( gl_PointSize highp float PointSize) +0:50 direct index ( temp highp float) +0:50 'v2' ( smooth out highp 2-component vector of float) 0:50 Constant: 0:50 1 (const int) -0:52 move second child to first child (temp highp 3-component vector of float) -0:52 c: direct index for structure (global highp 3-component vector of float) -0:52 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) +0:52 move second child to first child ( temp highp 3-component vector of float) +0:52 c: direct index for structure ( global highp 3-component vector of float) +0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:52 Constant: 0:52 0 (const int) -0:52 'v3' (in highp 3-component vector of float) -0:53 move second child to first child (temp highp float) -0:53 f: direct index for structure (global highp float) -0:53 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) +0:52 'v3' ( in highp 3-component vector of float) +0:53 move second child to first child ( temp highp float) +0:53 f: direct index for structure ( global highp float) +0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:53 Constant: 0:53 1 (const int) -0:53 'dm' (temp highp float) +0:53 'dm' ( temp highp float) 0:68 Sequence -0:68 move second child to first child (temp 2-element array of highp float) -0:68 'okayA' (global 2-element array of highp float) +0:68 move second child to first child ( temp 2-element array of highp float) +0:68 'okayA' ( global 2-element array of highp float) 0:68 Constant: 0:68 3.000000 0:68 4.000000 0:? Linker Objects -0:? 'm43' (uniform highp 4X3 matrix of float) -0:? 'm33' (uniform highp 3X3 matrix of float) -0:? 'm44' (uniform highp 4X4 matrix of float) -0:? 'v3' (in highp 3-component vector of float) -0:? 'v2' (smooth out highp 2-component vector of float) -0:? 'bad' (in 10-element array of highp 4-component vector of float) -0:? 'badorder' (in highp 4-component vector of float) -0:? 'badorder2' (invariant smooth out highp 4-component vector of float) -0:? 'badorder4' (centroid in highp 4-component vector of float) -0:? 'badorder3' (flat out highp 4-component vector of float) -0:? 'rep' (smooth flat out highp 4-component vector of float) -0:? 'rep2' (centroid smooth sample out highp 4-component vector of float) -0:? 'rep3' (in highp 4-component vector of float) -0:? 's' (smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 'badsize' (global 1-element array of highp float) -0:? 'badsize2' (global 1-element array of highp float) -0:? 'ubInst' (layout(column_major shared ) uniform 1-element array of block{layout(column_major shared ) uniform 1-element array of highp int a}) -0:? 'okayA' (global 2-element array of highp float) -0:? 'newV' (invariant smooth out highp 3-component vector of float) -0:? 'invIn' (invariant in highp 4-component vector of float) -0:? 's2' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f}) -0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f}) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23}) -0:? 's2D' (uniform lowp sampler2D) -0:? 's3D' (uniform lowp sampler3D) -0:? 's2DS' (uniform lowp sampler2DShadow) -0:? 's2DAS' (uniform lowp sampler2DArrayShadow) -0:? 'c2D' (in highp 2-component vector of float) -0:? 'ssss' (smooth out structure{global highp float f}) -0:? 'Binst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp int a}) -0:? 'Bfoo' (global highp int) -0:? 'B430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform highp int a}) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'm43' ( uniform highp 4X3 matrix of float) +0:? 'm33' ( uniform highp 3X3 matrix of float) +0:? 'm44' ( uniform highp 4X4 matrix of float) +0:? 'v3' ( in highp 3-component vector of float) +0:? 'v2' ( smooth out highp 2-component vector of float) +0:? 'bad' ( in 10-element array of highp 4-component vector of float) +0:? 'badorder' ( in highp 4-component vector of float) +0:? 'badorder2' ( invariant smooth out highp 4-component vector of float) +0:? 'badorder4' ( centroid in highp 4-component vector of float) +0:? 'badorder3' ( flat out highp 4-component vector of float) +0:? 'rep' ( smooth flat out highp 4-component vector of float) +0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float) +0:? 'rep3' ( in highp 4-component vector of float) +0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 'badsize' ( global 1-element array of highp float) +0:? 'badsize2' ( global 1-element array of highp float) +0:? 'ubInst' (layout( column_major shared) uniform 1-element array of block{layout( column_major shared) uniform 1-element array of highp int a}) +0:? 'okayA' ( global 2-element array of highp float) +0:? 'newV' ( invariant smooth out highp 3-component vector of float) +0:? 'invIn' ( invariant in highp 4-component vector of float) +0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) +0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f}) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23}) +0:? 's2D' ( uniform lowp sampler2D) +0:? 's3D' ( uniform lowp sampler3D) +0:? 's2DS' ( uniform lowp sampler2DShadow) +0:? 's2DAS' ( uniform lowp sampler2DArrayShadow) +0:? 'c2D' ( in highp 2-component vector of float) +0:? 'ssss' ( smooth out structure{ global highp float f}) +0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a}) +0:? 'Bfoo' ( global highp int) +0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/300BuiltIns.frag.out b/Test/baseResults/300BuiltIns.frag.out index a3bab690..84d4d086 100644 --- a/Test/baseResults/300BuiltIns.frag.out +++ b/Test/baseResults/300BuiltIns.frag.out @@ -8,206 +8,206 @@ ERROR: 4 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:26 Function Definition: main( (global void) +0:26 Function Definition: main( ( global void) 0:26 Function Parameters: 0:29 Sequence 0:29 Sequence -0:29 move second child to first child (temp mediump 3-component vector of float) -0:29 'v' (temp mediump 3-component vector of float) -0:29 mix (global mediump 3-component vector of float) -0:29 'x' (global mediump 3-component vector of float) -0:29 'y' (global mediump 3-component vector of float) -0:29 'bv' (global 3-component vector of bool) +0:29 move second child to first child ( temp mediump 3-component vector of float) +0:29 'v' ( temp mediump 3-component vector of float) +0:29 mix ( global mediump 3-component vector of float) +0:29 'x' ( global mediump 3-component vector of float) +0:29 'y' ( global mediump 3-component vector of float) +0:29 'bv' ( global 3-component vector of bool) 0:30 Sequence -0:30 move second child to first child (temp mediump 4-component vector of int) -0:30 'iv10' (temp mediump 4-component vector of int) -0:30 Absolute value (global mediump 4-component vector of int) -0:30 'iv4a' (global mediump 4-component vector of int) +0:30 move second child to first child ( temp mediump 4-component vector of int) +0:30 'iv10' ( temp mediump 4-component vector of int) +0:30 Absolute value ( global mediump 4-component vector of int) +0:30 'iv4a' ( global mediump 4-component vector of int) 0:31 Sequence -0:31 move second child to first child (temp mediump 4-component vector of int) -0:31 'iv11' (temp mediump 4-component vector of int) -0:31 Sign (global mediump 4-component vector of int) -0:31 'iv4a' (global mediump 4-component vector of int) +0:31 move second child to first child ( temp mediump 4-component vector of int) +0:31 'iv11' ( temp mediump 4-component vector of int) +0:31 Sign ( global mediump 4-component vector of int) +0:31 'iv4a' ( global mediump 4-component vector of int) 0:32 Sequence -0:32 move second child to first child (temp mediump 4-component vector of int) -0:32 'iv12' (temp mediump 4-component vector of int) -0:32 min (global mediump 4-component vector of int) -0:32 'iv4a' (global mediump 4-component vector of int) -0:32 'iv4b' (global mediump 4-component vector of int) +0:32 move second child to first child ( temp mediump 4-component vector of int) +0:32 'iv12' ( temp mediump 4-component vector of int) +0:32 min ( global mediump 4-component vector of int) +0:32 'iv4a' ( global mediump 4-component vector of int) +0:32 'iv4b' ( global mediump 4-component vector of int) 0:33 Sequence -0:33 move second child to first child (temp mediump 4-component vector of int) -0:33 'iv13' (temp mediump 4-component vector of int) -0:33 min (global mediump 4-component vector of int) -0:33 'iv4a' (global mediump 4-component vector of int) -0:33 'imin' (global mediump int) +0:33 move second child to first child ( temp mediump 4-component vector of int) +0:33 'iv13' ( temp mediump 4-component vector of int) +0:33 min ( global mediump 4-component vector of int) +0:33 'iv4a' ( global mediump 4-component vector of int) +0:33 'imin' ( global mediump int) 0:34 Sequence -0:34 move second child to first child (temp mediump 2-component vector of uint) -0:34 'u' (temp mediump 2-component vector of uint) -0:34 min (global mediump 2-component vector of uint) -0:34 'uv2x' (global mediump 2-component vector of uint) -0:34 'uv2y' (global mediump 2-component vector of uint) +0:34 move second child to first child ( temp mediump 2-component vector of uint) +0:34 'u' ( temp mediump 2-component vector of uint) +0:34 min ( global mediump 2-component vector of uint) +0:34 'uv2x' ( global mediump 2-component vector of uint) +0:34 'uv2y' ( global mediump 2-component vector of uint) 0:35 Sequence -0:35 move second child to first child (temp mediump 4-component vector of uint) -0:35 'uv' (temp mediump 4-component vector of uint) -0:35 min (global mediump 4-component vector of uint) -0:35 'uv4y' (global mediump 4-component vector of uint) -0:35 'uy' (global mediump uint) +0:35 move second child to first child ( temp mediump 4-component vector of uint) +0:35 'uv' ( temp mediump 4-component vector of uint) +0:35 min ( global mediump 4-component vector of uint) +0:35 'uv4y' ( global mediump 4-component vector of uint) +0:35 'uy' ( global mediump uint) 0:36 Sequence -0:36 move second child to first child (temp mediump 3-component vector of int) -0:36 'iv14' (temp mediump 3-component vector of int) -0:36 max (global mediump 3-component vector of int) -0:36 'iv3a' (global mediump 3-component vector of int) -0:36 'iv3b' (global mediump 3-component vector of int) +0:36 move second child to first child ( temp mediump 3-component vector of int) +0:36 'iv14' ( temp mediump 3-component vector of int) +0:36 max ( global mediump 3-component vector of int) +0:36 'iv3a' ( global mediump 3-component vector of int) +0:36 'iv3b' ( global mediump 3-component vector of int) 0:37 Sequence -0:37 move second child to first child (temp mediump 4-component vector of int) -0:37 'iv15' (temp mediump 4-component vector of int) -0:37 max (global mediump 4-component vector of int) -0:37 'iv4a' (global mediump 4-component vector of int) -0:37 'imax' (global mediump int) +0:37 move second child to first child ( temp mediump 4-component vector of int) +0:37 'iv15' ( temp mediump 4-component vector of int) +0:37 max ( global mediump 4-component vector of int) +0:37 'iv4a' ( global mediump 4-component vector of int) +0:37 'imax' ( global mediump int) 0:38 Sequence -0:38 move second child to first child (temp mediump 2-component vector of uint) -0:38 'u10' (temp mediump 2-component vector of uint) -0:38 max (global mediump 2-component vector of uint) -0:38 'uv2x' (global mediump 2-component vector of uint) -0:38 'uv2y' (global mediump 2-component vector of uint) +0:38 move second child to first child ( temp mediump 2-component vector of uint) +0:38 'u10' ( temp mediump 2-component vector of uint) +0:38 max ( global mediump 2-component vector of uint) +0:38 'uv2x' ( global mediump 2-component vector of uint) +0:38 'uv2y' ( global mediump 2-component vector of uint) 0:39 Sequence -0:39 move second child to first child (temp mediump 2-component vector of uint) -0:39 'u11' (temp mediump 2-component vector of uint) -0:39 max (global mediump 2-component vector of uint) -0:39 'uv2x' (global mediump 2-component vector of uint) -0:39 'uy' (global mediump uint) +0:39 move second child to first child ( temp mediump 2-component vector of uint) +0:39 'u11' ( temp mediump 2-component vector of uint) +0:39 max ( global mediump 2-component vector of uint) +0:39 'uv2x' ( global mediump 2-component vector of uint) +0:39 'uy' ( global mediump uint) 0:40 Sequence -0:40 move second child to first child (temp mediump 4-component vector of int) -0:40 'iv16' (temp mediump 4-component vector of int) -0:40 clamp (global mediump 4-component vector of int) -0:40 'iv4a' (global mediump 4-component vector of int) -0:40 'iv4a' (global mediump 4-component vector of int) -0:40 'iv4b' (global mediump 4-component vector of int) +0:40 move second child to first child ( temp mediump 4-component vector of int) +0:40 'iv16' ( temp mediump 4-component vector of int) +0:40 clamp ( global mediump 4-component vector of int) +0:40 'iv4a' ( global mediump 4-component vector of int) +0:40 'iv4a' ( global mediump 4-component vector of int) +0:40 'iv4b' ( global mediump 4-component vector of int) 0:41 Sequence -0:41 move second child to first child (temp mediump 4-component vector of int) -0:41 'iv17' (temp mediump 4-component vector of int) -0:41 clamp (global mediump 4-component vector of int) -0:41 'iv4a' (global mediump 4-component vector of int) -0:41 'imin' (global mediump int) -0:41 'imax' (global mediump int) +0:41 move second child to first child ( temp mediump 4-component vector of int) +0:41 'iv17' ( temp mediump 4-component vector of int) +0:41 clamp ( global mediump 4-component vector of int) +0:41 'iv4a' ( global mediump 4-component vector of int) +0:41 'imin' ( global mediump int) +0:41 'imax' ( global mediump int) 0:42 Sequence -0:42 move second child to first child (temp mediump 2-component vector of uint) -0:42 'u12' (temp mediump 2-component vector of uint) -0:42 clamp (global mediump 2-component vector of uint) -0:42 'uv2x' (global mediump 2-component vector of uint) -0:42 'uv2y' (global mediump 2-component vector of uint) -0:42 'uv2c' (global mediump 2-component vector of uint) +0:42 move second child to first child ( temp mediump 2-component vector of uint) +0:42 'u12' ( temp mediump 2-component vector of uint) +0:42 clamp ( global mediump 2-component vector of uint) +0:42 'uv2x' ( global mediump 2-component vector of uint) +0:42 'uv2y' ( global mediump 2-component vector of uint) +0:42 'uv2c' ( global mediump 2-component vector of uint) 0:43 Sequence -0:43 move second child to first child (temp mediump 4-component vector of uint) -0:43 'uv10' (temp mediump 4-component vector of uint) -0:43 clamp (global mediump 4-component vector of uint) -0:43 'uv4y' (global mediump 4-component vector of uint) -0:43 'umin' (global mediump uint) -0:43 'umax' (global mediump uint) +0:43 move second child to first child ( temp mediump 4-component vector of uint) +0:43 'uv10' ( temp mediump 4-component vector of uint) +0:43 clamp ( global mediump 4-component vector of uint) +0:43 'uv4y' ( global mediump 4-component vector of uint) +0:43 'umin' ( global mediump uint) +0:43 'umax' ( global mediump uint) 0:47 Sequence -0:47 move second child to first child (temp mediump 3-component vector of float) -0:47 'v11' (temp mediump 3-component vector of float) -0:47 modf (global mediump 3-component vector of float) -0:47 'x' (global mediump 3-component vector of float) -0:47 'modfOut' (temp mediump 3-component vector of float) +0:47 move second child to first child ( temp mediump 3-component vector of float) +0:47 'v11' ( temp mediump 3-component vector of float) +0:47 modf ( global mediump 3-component vector of float) +0:47 'x' ( global mediump 3-component vector of float) +0:47 'modfOut' ( temp mediump 3-component vector of float) 0:49 Sequence -0:49 move second child to first child (temp mediump float) -0:49 't' (temp mediump float) -0:49 trunc (global mediump float) -0:49 'f' (global mediump float) +0:49 move second child to first child ( temp mediump float) +0:49 't' ( temp mediump float) +0:49 trunc ( global mediump float) +0:49 'f' ( global mediump float) 0:50 Sequence -0:50 move second child to first child (temp mediump 2-component vector of float) -0:50 'v12' (temp mediump 2-component vector of float) -0:50 round (global mediump 2-component vector of float) -0:50 'v2a' (global mediump 2-component vector of float) +0:50 move second child to first child ( temp mediump 2-component vector of float) +0:50 'v12' ( temp mediump 2-component vector of float) +0:50 round ( global mediump 2-component vector of float) +0:50 'v2a' ( global mediump 2-component vector of float) 0:51 Sequence -0:51 move second child to first child (temp mediump 2-component vector of float) -0:51 'v13' (temp mediump 2-component vector of float) -0:51 roundEven (global mediump 2-component vector of float) -0:51 'v2a' (global mediump 2-component vector of float) +0:51 move second child to first child ( temp mediump 2-component vector of float) +0:51 'v13' ( temp mediump 2-component vector of float) +0:51 roundEven ( global mediump 2-component vector of float) +0:51 'v2a' ( global mediump 2-component vector of float) 0:52 Sequence -0:52 move second child to first child (temp 2-component vector of bool) -0:52 'b10' (temp 2-component vector of bool) -0:52 isnan (global 2-component vector of bool, operation at mediump) -0:52 'v2a' (global mediump 2-component vector of float) +0:52 move second child to first child ( temp 2-component vector of bool) +0:52 'b10' ( temp 2-component vector of bool) +0:52 isnan ( global 2-component vector of bool, operation at mediump) +0:52 'v2a' ( global mediump 2-component vector of float) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of bool) -0:53 'b11' (temp 4-component vector of bool) -0:53 isinf (global 4-component vector of bool, operation at mediump) -0:53 'v4' (global mediump 4-component vector of float) +0:53 move second child to first child ( temp 4-component vector of bool) +0:53 'b11' ( temp 4-component vector of bool) +0:53 isinf ( global 4-component vector of bool, operation at mediump) +0:53 'v4' ( global mediump 4-component vector of float) 0:56 Sequence -0:56 move second child to first child (temp highp int) -0:56 'i' (temp mediump int) -0:56 floatBitsToInt (global highp int) -0:56 'f' (global mediump float) +0:56 move second child to first child ( temp highp int) +0:56 'i' ( temp mediump int) +0:56 floatBitsToInt ( global highp int) +0:56 'f' ( global mediump float) 0:57 Sequence -0:57 move second child to first child (temp highp 4-component vector of uint) -0:57 'uv11' (temp mediump 4-component vector of uint) -0:57 floatBitsToUint (global highp 4-component vector of uint) -0:57 'v4' (global mediump 4-component vector of float) +0:57 move second child to first child ( temp highp 4-component vector of uint) +0:57 'uv11' ( temp mediump 4-component vector of uint) +0:57 floatBitsToUint ( global highp 4-component vector of uint) +0:57 'v4' ( global mediump 4-component vector of float) 0:58 Sequence -0:58 move second child to first child (temp highp 4-component vector of float) -0:58 'v14' (temp mediump 4-component vector of float) -0:58 intBitsToFloat (global highp 4-component vector of float) -0:58 'iv4a' (global mediump 4-component vector of int) +0:58 move second child to first child ( temp highp 4-component vector of float) +0:58 'v14' ( temp mediump 4-component vector of float) +0:58 intBitsToFloat ( global highp 4-component vector of float) +0:58 'iv4a' ( global mediump 4-component vector of int) 0:59 Sequence -0:59 move second child to first child (temp highp 2-component vector of float) -0:59 'v15' (temp mediump 2-component vector of float) -0:59 uintBitsToFloat (global highp 2-component vector of float) -0:59 'uv2c' (global mediump 2-component vector of uint) +0:59 move second child to first child ( temp highp 2-component vector of float) +0:59 'v15' ( temp mediump 2-component vector of float) +0:59 uintBitsToFloat ( global highp 2-component vector of float) +0:59 'uv2c' ( global mediump 2-component vector of uint) 0:62 Sequence -0:62 move second child to first child (temp highp uint) -0:62 'u19' (temp mediump uint) -0:62 packSnorm2x16 (global highp uint, operation at mediump) -0:62 'v2a' (global mediump 2-component vector of float) +0:62 move second child to first child ( temp highp uint) +0:62 'u19' ( temp mediump uint) +0:62 packSnorm2x16 ( global highp uint, operation at mediump) +0:62 'v2a' ( global mediump 2-component vector of float) 0:63 Sequence -0:63 move second child to first child (temp highp 2-component vector of float) -0:63 'v20' (temp mediump 2-component vector of float) -0:63 unpackSnorm2x16 (global highp 2-component vector of float) -0:63 'uy' (global mediump uint) +0:63 move second child to first child ( temp highp 2-component vector of float) +0:63 'v20' ( temp mediump 2-component vector of float) +0:63 unpackSnorm2x16 ( global highp 2-component vector of float) +0:63 'uy' ( global mediump uint) 0:64 Sequence -0:64 move second child to first child (temp highp uint) -0:64 'u15' (temp mediump uint) -0:64 packUnorm2x16 (global highp uint, operation at mediump) -0:64 'v2a' (global mediump 2-component vector of float) +0:64 move second child to first child ( temp highp uint) +0:64 'u15' ( temp mediump uint) +0:64 packUnorm2x16 ( global highp uint, operation at mediump) +0:64 'v2a' ( global mediump 2-component vector of float) 0:65 Sequence -0:65 move second child to first child (temp highp 2-component vector of float) -0:65 'v16' (temp mediump 2-component vector of float) -0:65 unpackUnorm2x16 (global highp 2-component vector of float) -0:65 'uy' (global mediump uint) +0:65 move second child to first child ( temp highp 2-component vector of float) +0:65 'v16' ( temp mediump 2-component vector of float) +0:65 unpackUnorm2x16 ( global highp 2-component vector of float) +0:65 'uy' ( global mediump uint) 0:66 Sequence -0:66 move second child to first child (temp highp uint) -0:66 'u17' (temp mediump uint) -0:66 packHalf2x16 (global highp uint, operation at mediump) -0:66 'v2b' (global mediump 2-component vector of float) +0:66 move second child to first child ( temp highp uint) +0:66 'u17' ( temp mediump uint) +0:66 packHalf2x16 ( global highp uint, operation at mediump) +0:66 'v2b' ( global mediump 2-component vector of float) 0:67 Sequence -0:67 move second child to first child (temp mediump 2-component vector of float) -0:67 'v18' (temp mediump 2-component vector of float) -0:67 unpackHalf2x16 (global mediump 2-component vector of float, operation at highp) -0:67 'uy' (global mediump uint) +0:67 move second child to first child ( temp mediump 2-component vector of float) +0:67 'v18' ( temp mediump 2-component vector of float) +0:67 unpackHalf2x16 ( global mediump 2-component vector of float, operation at highp) +0:67 'uy' ( global mediump uint) 0:70 Constant: 0:70 0.000000 0:? Linker Objects -0:? 'imax' (global mediump int) -0:? 'imin' (global mediump int) -0:? 'umax' (global mediump uint) -0:? 'umin' (global mediump uint) -0:? 'x' (global mediump 3-component vector of float) -0:? 'y' (global mediump 3-component vector of float) -0:? 'bv' (global 3-component vector of bool) -0:? 'uy' (global mediump uint) -0:? 'uv2c' (global mediump 2-component vector of uint) -0:? 'uv2y' (global mediump 2-component vector of uint) -0:? 'uv2x' (global mediump 2-component vector of uint) -0:? 'uv4y' (global mediump 4-component vector of uint) -0:? 'iv3a' (global mediump 3-component vector of int) -0:? 'iv3b' (global mediump 3-component vector of int) -0:? 'iv4a' (global mediump 4-component vector of int) -0:? 'iv4b' (global mediump 4-component vector of int) -0:? 'f' (global mediump float) -0:? 'v2a' (global mediump 2-component vector of float) -0:? 'v2b' (global mediump 2-component vector of float) -0:? 'v4' (global mediump 4-component vector of float) +0:? 'imax' ( global mediump int) +0:? 'imin' ( global mediump int) +0:? 'umax' ( global mediump uint) +0:? 'umin' ( global mediump uint) +0:? 'x' ( global mediump 3-component vector of float) +0:? 'y' ( global mediump 3-component vector of float) +0:? 'bv' ( global 3-component vector of bool) +0:? 'uy' ( global mediump uint) +0:? 'uv2c' ( global mediump 2-component vector of uint) +0:? 'uv2y' ( global mediump 2-component vector of uint) +0:? 'uv2x' ( global mediump 2-component vector of uint) +0:? 'uv4y' ( global mediump 4-component vector of uint) +0:? 'iv3a' ( global mediump 3-component vector of int) +0:? 'iv3b' ( global mediump 3-component vector of int) +0:? 'iv4a' ( global mediump 4-component vector of int) +0:? 'iv4b' ( global mediump 4-component vector of int) +0:? 'f' ( global mediump float) +0:? 'v2a' ( global mediump 2-component vector of float) +0:? 'v2b' ( global mediump 2-component vector of float) +0:? 'v4' ( global mediump 4-component vector of float) Linked fragment stage: @@ -215,204 +215,204 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:26 Function Definition: main( (global void) +0:26 Function Definition: main( ( global void) 0:26 Function Parameters: 0:29 Sequence 0:29 Sequence -0:29 move second child to first child (temp mediump 3-component vector of float) -0:29 'v' (temp mediump 3-component vector of float) -0:29 mix (global mediump 3-component vector of float) -0:29 'x' (global mediump 3-component vector of float) -0:29 'y' (global mediump 3-component vector of float) -0:29 'bv' (global 3-component vector of bool) +0:29 move second child to first child ( temp mediump 3-component vector of float) +0:29 'v' ( temp mediump 3-component vector of float) +0:29 mix ( global mediump 3-component vector of float) +0:29 'x' ( global mediump 3-component vector of float) +0:29 'y' ( global mediump 3-component vector of float) +0:29 'bv' ( global 3-component vector of bool) 0:30 Sequence -0:30 move second child to first child (temp mediump 4-component vector of int) -0:30 'iv10' (temp mediump 4-component vector of int) -0:30 Absolute value (global mediump 4-component vector of int) -0:30 'iv4a' (global mediump 4-component vector of int) +0:30 move second child to first child ( temp mediump 4-component vector of int) +0:30 'iv10' ( temp mediump 4-component vector of int) +0:30 Absolute value ( global mediump 4-component vector of int) +0:30 'iv4a' ( global mediump 4-component vector of int) 0:31 Sequence -0:31 move second child to first child (temp mediump 4-component vector of int) -0:31 'iv11' (temp mediump 4-component vector of int) -0:31 Sign (global mediump 4-component vector of int) -0:31 'iv4a' (global mediump 4-component vector of int) +0:31 move second child to first child ( temp mediump 4-component vector of int) +0:31 'iv11' ( temp mediump 4-component vector of int) +0:31 Sign ( global mediump 4-component vector of int) +0:31 'iv4a' ( global mediump 4-component vector of int) 0:32 Sequence -0:32 move second child to first child (temp mediump 4-component vector of int) -0:32 'iv12' (temp mediump 4-component vector of int) -0:32 min (global mediump 4-component vector of int) -0:32 'iv4a' (global mediump 4-component vector of int) -0:32 'iv4b' (global mediump 4-component vector of int) +0:32 move second child to first child ( temp mediump 4-component vector of int) +0:32 'iv12' ( temp mediump 4-component vector of int) +0:32 min ( global mediump 4-component vector of int) +0:32 'iv4a' ( global mediump 4-component vector of int) +0:32 'iv4b' ( global mediump 4-component vector of int) 0:33 Sequence -0:33 move second child to first child (temp mediump 4-component vector of int) -0:33 'iv13' (temp mediump 4-component vector of int) -0:33 min (global mediump 4-component vector of int) -0:33 'iv4a' (global mediump 4-component vector of int) -0:33 'imin' (global mediump int) +0:33 move second child to first child ( temp mediump 4-component vector of int) +0:33 'iv13' ( temp mediump 4-component vector of int) +0:33 min ( global mediump 4-component vector of int) +0:33 'iv4a' ( global mediump 4-component vector of int) +0:33 'imin' ( global mediump int) 0:34 Sequence -0:34 move second child to first child (temp mediump 2-component vector of uint) -0:34 'u' (temp mediump 2-component vector of uint) -0:34 min (global mediump 2-component vector of uint) -0:34 'uv2x' (global mediump 2-component vector of uint) -0:34 'uv2y' (global mediump 2-component vector of uint) +0:34 move second child to first child ( temp mediump 2-component vector of uint) +0:34 'u' ( temp mediump 2-component vector of uint) +0:34 min ( global mediump 2-component vector of uint) +0:34 'uv2x' ( global mediump 2-component vector of uint) +0:34 'uv2y' ( global mediump 2-component vector of uint) 0:35 Sequence -0:35 move second child to first child (temp mediump 4-component vector of uint) -0:35 'uv' (temp mediump 4-component vector of uint) -0:35 min (global mediump 4-component vector of uint) -0:35 'uv4y' (global mediump 4-component vector of uint) -0:35 'uy' (global mediump uint) +0:35 move second child to first child ( temp mediump 4-component vector of uint) +0:35 'uv' ( temp mediump 4-component vector of uint) +0:35 min ( global mediump 4-component vector of uint) +0:35 'uv4y' ( global mediump 4-component vector of uint) +0:35 'uy' ( global mediump uint) 0:36 Sequence -0:36 move second child to first child (temp mediump 3-component vector of int) -0:36 'iv14' (temp mediump 3-component vector of int) -0:36 max (global mediump 3-component vector of int) -0:36 'iv3a' (global mediump 3-component vector of int) -0:36 'iv3b' (global mediump 3-component vector of int) +0:36 move second child to first child ( temp mediump 3-component vector of int) +0:36 'iv14' ( temp mediump 3-component vector of int) +0:36 max ( global mediump 3-component vector of int) +0:36 'iv3a' ( global mediump 3-component vector of int) +0:36 'iv3b' ( global mediump 3-component vector of int) 0:37 Sequence -0:37 move second child to first child (temp mediump 4-component vector of int) -0:37 'iv15' (temp mediump 4-component vector of int) -0:37 max (global mediump 4-component vector of int) -0:37 'iv4a' (global mediump 4-component vector of int) -0:37 'imax' (global mediump int) +0:37 move second child to first child ( temp mediump 4-component vector of int) +0:37 'iv15' ( temp mediump 4-component vector of int) +0:37 max ( global mediump 4-component vector of int) +0:37 'iv4a' ( global mediump 4-component vector of int) +0:37 'imax' ( global mediump int) 0:38 Sequence -0:38 move second child to first child (temp mediump 2-component vector of uint) -0:38 'u10' (temp mediump 2-component vector of uint) -0:38 max (global mediump 2-component vector of uint) -0:38 'uv2x' (global mediump 2-component vector of uint) -0:38 'uv2y' (global mediump 2-component vector of uint) +0:38 move second child to first child ( temp mediump 2-component vector of uint) +0:38 'u10' ( temp mediump 2-component vector of uint) +0:38 max ( global mediump 2-component vector of uint) +0:38 'uv2x' ( global mediump 2-component vector of uint) +0:38 'uv2y' ( global mediump 2-component vector of uint) 0:39 Sequence -0:39 move second child to first child (temp mediump 2-component vector of uint) -0:39 'u11' (temp mediump 2-component vector of uint) -0:39 max (global mediump 2-component vector of uint) -0:39 'uv2x' (global mediump 2-component vector of uint) -0:39 'uy' (global mediump uint) +0:39 move second child to first child ( temp mediump 2-component vector of uint) +0:39 'u11' ( temp mediump 2-component vector of uint) +0:39 max ( global mediump 2-component vector of uint) +0:39 'uv2x' ( global mediump 2-component vector of uint) +0:39 'uy' ( global mediump uint) 0:40 Sequence -0:40 move second child to first child (temp mediump 4-component vector of int) -0:40 'iv16' (temp mediump 4-component vector of int) -0:40 clamp (global mediump 4-component vector of int) -0:40 'iv4a' (global mediump 4-component vector of int) -0:40 'iv4a' (global mediump 4-component vector of int) -0:40 'iv4b' (global mediump 4-component vector of int) +0:40 move second child to first child ( temp mediump 4-component vector of int) +0:40 'iv16' ( temp mediump 4-component vector of int) +0:40 clamp ( global mediump 4-component vector of int) +0:40 'iv4a' ( global mediump 4-component vector of int) +0:40 'iv4a' ( global mediump 4-component vector of int) +0:40 'iv4b' ( global mediump 4-component vector of int) 0:41 Sequence -0:41 move second child to first child (temp mediump 4-component vector of int) -0:41 'iv17' (temp mediump 4-component vector of int) -0:41 clamp (global mediump 4-component vector of int) -0:41 'iv4a' (global mediump 4-component vector of int) -0:41 'imin' (global mediump int) -0:41 'imax' (global mediump int) +0:41 move second child to first child ( temp mediump 4-component vector of int) +0:41 'iv17' ( temp mediump 4-component vector of int) +0:41 clamp ( global mediump 4-component vector of int) +0:41 'iv4a' ( global mediump 4-component vector of int) +0:41 'imin' ( global mediump int) +0:41 'imax' ( global mediump int) 0:42 Sequence -0:42 move second child to first child (temp mediump 2-component vector of uint) -0:42 'u12' (temp mediump 2-component vector of uint) -0:42 clamp (global mediump 2-component vector of uint) -0:42 'uv2x' (global mediump 2-component vector of uint) -0:42 'uv2y' (global mediump 2-component vector of uint) -0:42 'uv2c' (global mediump 2-component vector of uint) +0:42 move second child to first child ( temp mediump 2-component vector of uint) +0:42 'u12' ( temp mediump 2-component vector of uint) +0:42 clamp ( global mediump 2-component vector of uint) +0:42 'uv2x' ( global mediump 2-component vector of uint) +0:42 'uv2y' ( global mediump 2-component vector of uint) +0:42 'uv2c' ( global mediump 2-component vector of uint) 0:43 Sequence -0:43 move second child to first child (temp mediump 4-component vector of uint) -0:43 'uv10' (temp mediump 4-component vector of uint) -0:43 clamp (global mediump 4-component vector of uint) -0:43 'uv4y' (global mediump 4-component vector of uint) -0:43 'umin' (global mediump uint) -0:43 'umax' (global mediump uint) +0:43 move second child to first child ( temp mediump 4-component vector of uint) +0:43 'uv10' ( temp mediump 4-component vector of uint) +0:43 clamp ( global mediump 4-component vector of uint) +0:43 'uv4y' ( global mediump 4-component vector of uint) +0:43 'umin' ( global mediump uint) +0:43 'umax' ( global mediump uint) 0:47 Sequence -0:47 move second child to first child (temp mediump 3-component vector of float) -0:47 'v11' (temp mediump 3-component vector of float) -0:47 modf (global mediump 3-component vector of float) -0:47 'x' (global mediump 3-component vector of float) -0:47 'modfOut' (temp mediump 3-component vector of float) +0:47 move second child to first child ( temp mediump 3-component vector of float) +0:47 'v11' ( temp mediump 3-component vector of float) +0:47 modf ( global mediump 3-component vector of float) +0:47 'x' ( global mediump 3-component vector of float) +0:47 'modfOut' ( temp mediump 3-component vector of float) 0:49 Sequence -0:49 move second child to first child (temp mediump float) -0:49 't' (temp mediump float) -0:49 trunc (global mediump float) -0:49 'f' (global mediump float) +0:49 move second child to first child ( temp mediump float) +0:49 't' ( temp mediump float) +0:49 trunc ( global mediump float) +0:49 'f' ( global mediump float) 0:50 Sequence -0:50 move second child to first child (temp mediump 2-component vector of float) -0:50 'v12' (temp mediump 2-component vector of float) -0:50 round (global mediump 2-component vector of float) -0:50 'v2a' (global mediump 2-component vector of float) +0:50 move second child to first child ( temp mediump 2-component vector of float) +0:50 'v12' ( temp mediump 2-component vector of float) +0:50 round ( global mediump 2-component vector of float) +0:50 'v2a' ( global mediump 2-component vector of float) 0:51 Sequence -0:51 move second child to first child (temp mediump 2-component vector of float) -0:51 'v13' (temp mediump 2-component vector of float) -0:51 roundEven (global mediump 2-component vector of float) -0:51 'v2a' (global mediump 2-component vector of float) +0:51 move second child to first child ( temp mediump 2-component vector of float) +0:51 'v13' ( temp mediump 2-component vector of float) +0:51 roundEven ( global mediump 2-component vector of float) +0:51 'v2a' ( global mediump 2-component vector of float) 0:52 Sequence -0:52 move second child to first child (temp 2-component vector of bool) -0:52 'b10' (temp 2-component vector of bool) -0:52 isnan (global 2-component vector of bool, operation at mediump) -0:52 'v2a' (global mediump 2-component vector of float) +0:52 move second child to first child ( temp 2-component vector of bool) +0:52 'b10' ( temp 2-component vector of bool) +0:52 isnan ( global 2-component vector of bool, operation at mediump) +0:52 'v2a' ( global mediump 2-component vector of float) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of bool) -0:53 'b11' (temp 4-component vector of bool) -0:53 isinf (global 4-component vector of bool, operation at mediump) -0:53 'v4' (global mediump 4-component vector of float) +0:53 move second child to first child ( temp 4-component vector of bool) +0:53 'b11' ( temp 4-component vector of bool) +0:53 isinf ( global 4-component vector of bool, operation at mediump) +0:53 'v4' ( global mediump 4-component vector of float) 0:56 Sequence -0:56 move second child to first child (temp highp int) -0:56 'i' (temp mediump int) -0:56 floatBitsToInt (global highp int) -0:56 'f' (global mediump float) +0:56 move second child to first child ( temp highp int) +0:56 'i' ( temp mediump int) +0:56 floatBitsToInt ( global highp int) +0:56 'f' ( global mediump float) 0:57 Sequence -0:57 move second child to first child (temp highp 4-component vector of uint) -0:57 'uv11' (temp mediump 4-component vector of uint) -0:57 floatBitsToUint (global highp 4-component vector of uint) -0:57 'v4' (global mediump 4-component vector of float) +0:57 move second child to first child ( temp highp 4-component vector of uint) +0:57 'uv11' ( temp mediump 4-component vector of uint) +0:57 floatBitsToUint ( global highp 4-component vector of uint) +0:57 'v4' ( global mediump 4-component vector of float) 0:58 Sequence -0:58 move second child to first child (temp highp 4-component vector of float) -0:58 'v14' (temp mediump 4-component vector of float) -0:58 intBitsToFloat (global highp 4-component vector of float) -0:58 'iv4a' (global mediump 4-component vector of int) +0:58 move second child to first child ( temp highp 4-component vector of float) +0:58 'v14' ( temp mediump 4-component vector of float) +0:58 intBitsToFloat ( global highp 4-component vector of float) +0:58 'iv4a' ( global mediump 4-component vector of int) 0:59 Sequence -0:59 move second child to first child (temp highp 2-component vector of float) -0:59 'v15' (temp mediump 2-component vector of float) -0:59 uintBitsToFloat (global highp 2-component vector of float) -0:59 'uv2c' (global mediump 2-component vector of uint) +0:59 move second child to first child ( temp highp 2-component vector of float) +0:59 'v15' ( temp mediump 2-component vector of float) +0:59 uintBitsToFloat ( global highp 2-component vector of float) +0:59 'uv2c' ( global mediump 2-component vector of uint) 0:62 Sequence -0:62 move second child to first child (temp highp uint) -0:62 'u19' (temp mediump uint) -0:62 packSnorm2x16 (global highp uint, operation at mediump) -0:62 'v2a' (global mediump 2-component vector of float) +0:62 move second child to first child ( temp highp uint) +0:62 'u19' ( temp mediump uint) +0:62 packSnorm2x16 ( global highp uint, operation at mediump) +0:62 'v2a' ( global mediump 2-component vector of float) 0:63 Sequence -0:63 move second child to first child (temp highp 2-component vector of float) -0:63 'v20' (temp mediump 2-component vector of float) -0:63 unpackSnorm2x16 (global highp 2-component vector of float) -0:63 'uy' (global mediump uint) +0:63 move second child to first child ( temp highp 2-component vector of float) +0:63 'v20' ( temp mediump 2-component vector of float) +0:63 unpackSnorm2x16 ( global highp 2-component vector of float) +0:63 'uy' ( global mediump uint) 0:64 Sequence -0:64 move second child to first child (temp highp uint) -0:64 'u15' (temp mediump uint) -0:64 packUnorm2x16 (global highp uint, operation at mediump) -0:64 'v2a' (global mediump 2-component vector of float) +0:64 move second child to first child ( temp highp uint) +0:64 'u15' ( temp mediump uint) +0:64 packUnorm2x16 ( global highp uint, operation at mediump) +0:64 'v2a' ( global mediump 2-component vector of float) 0:65 Sequence -0:65 move second child to first child (temp highp 2-component vector of float) -0:65 'v16' (temp mediump 2-component vector of float) -0:65 unpackUnorm2x16 (global highp 2-component vector of float) -0:65 'uy' (global mediump uint) +0:65 move second child to first child ( temp highp 2-component vector of float) +0:65 'v16' ( temp mediump 2-component vector of float) +0:65 unpackUnorm2x16 ( global highp 2-component vector of float) +0:65 'uy' ( global mediump uint) 0:66 Sequence -0:66 move second child to first child (temp highp uint) -0:66 'u17' (temp mediump uint) -0:66 packHalf2x16 (global highp uint, operation at mediump) -0:66 'v2b' (global mediump 2-component vector of float) +0:66 move second child to first child ( temp highp uint) +0:66 'u17' ( temp mediump uint) +0:66 packHalf2x16 ( global highp uint, operation at mediump) +0:66 'v2b' ( global mediump 2-component vector of float) 0:67 Sequence -0:67 move second child to first child (temp mediump 2-component vector of float) -0:67 'v18' (temp mediump 2-component vector of float) -0:67 unpackHalf2x16 (global mediump 2-component vector of float, operation at highp) -0:67 'uy' (global mediump uint) +0:67 move second child to first child ( temp mediump 2-component vector of float) +0:67 'v18' ( temp mediump 2-component vector of float) +0:67 unpackHalf2x16 ( global mediump 2-component vector of float, operation at highp) +0:67 'uy' ( global mediump uint) 0:70 Constant: 0:70 0.000000 0:? Linker Objects -0:? 'imax' (global mediump int) -0:? 'imin' (global mediump int) -0:? 'umax' (global mediump uint) -0:? 'umin' (global mediump uint) -0:? 'x' (global mediump 3-component vector of float) -0:? 'y' (global mediump 3-component vector of float) -0:? 'bv' (global 3-component vector of bool) -0:? 'uy' (global mediump uint) -0:? 'uv2c' (global mediump 2-component vector of uint) -0:? 'uv2y' (global mediump 2-component vector of uint) -0:? 'uv2x' (global mediump 2-component vector of uint) -0:? 'uv4y' (global mediump 4-component vector of uint) -0:? 'iv3a' (global mediump 3-component vector of int) -0:? 'iv3b' (global mediump 3-component vector of int) -0:? 'iv4a' (global mediump 4-component vector of int) -0:? 'iv4b' (global mediump 4-component vector of int) -0:? 'f' (global mediump float) -0:? 'v2a' (global mediump 2-component vector of float) -0:? 'v2b' (global mediump 2-component vector of float) -0:? 'v4' (global mediump 4-component vector of float) +0:? 'imax' ( global mediump int) +0:? 'imin' ( global mediump int) +0:? 'umax' ( global mediump uint) +0:? 'umin' ( global mediump uint) +0:? 'x' ( global mediump 3-component vector of float) +0:? 'y' ( global mediump 3-component vector of float) +0:? 'bv' ( global 3-component vector of bool) +0:? 'uy' ( global mediump uint) +0:? 'uv2c' ( global mediump 2-component vector of uint) +0:? 'uv2y' ( global mediump 2-component vector of uint) +0:? 'uv2x' ( global mediump 2-component vector of uint) +0:? 'uv4y' ( global mediump 4-component vector of uint) +0:? 'iv3a' ( global mediump 3-component vector of int) +0:? 'iv3b' ( global mediump 3-component vector of int) +0:? 'iv4a' ( global mediump 4-component vector of int) +0:? 'iv4b' ( global mediump 4-component vector of int) +0:? 'f' ( global mediump float) +0:? 'v2a' ( global mediump 2-component vector of float) +0:? 'v2b' ( global mediump 2-component vector of float) +0:? 'v4' ( global mediump 4-component vector of float) diff --git a/Test/baseResults/300block.frag.out b/Test/baseResults/300block.frag.out index 224bd111..6f7de91b 100644 --- a/Test/baseResults/300block.frag.out +++ b/Test/baseResults/300block.frag.out @@ -10,78 +10,78 @@ ERROR: 0:47: 'constructor' : not enough data provided for construction ERROR: 0:51: 'unreferenced' : cannot be used (maybe an instance name is needed) ERROR: 0:51: 'unreferenced' : undeclared identifier ERROR: 0:52: '++' : l-value required "s" (can't modify a uniform) -ERROR: 0:52: '++' : wrong operand type no operation '++' exists that takes an operand of type uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} (or there is no acceptable conversion) -ERROR: 0:53: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}' and a right operand of type 'const int' (or there is no acceptable conversion) +ERROR: 0:52: '++' : wrong operand type no operation '++' exists that takes an operand of type uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} (or there is no acceptable conversion) +ERROR: 0:53: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}' and a right operand of type ' const int' (or there is no acceptable conversion) ERROR: 0:55: 'barBlockArray' : cannot be used (maybe an instance name is needed) ERROR: 0:55: 'barBlockArray' : undeclared identifier -ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type 'temp float' (or there is no acceptable conversion) +ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' const int' and a right operand of type ' temp float' (or there is no acceptable conversion) ERROR: 0:58: 'fooBlock' : redefinition ERROR: 17 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 texture (global lowp 4-component vector of int) -0:44 sampler: direct index for structure (global lowp isampler3D) -0:44 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) +0:44 texture ( global lowp 4-component vector of int) +0:44 sampler: direct index for structure ( global lowp isampler3D) +0:44 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) 0:44 Constant: 0:44 2 (const int) -0:44 Construct vec3 (temp lowp 3-component vector of float) -0:44 Convert int to float (temp lowp float) -0:44 ni: direct index for structure (layout(column_major shared ) uniform mediump int) -0:44 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) +0:44 Construct vec3 ( temp lowp 3-component vector of float) +0:44 Convert int to float ( temp lowp float) +0:44 ni: direct index for structure (layout( column_major shared) uniform mediump int) +0:44 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) 0:44 Constant: 0:44 1 (const int) -0:44 Convert uint to float (temp lowp float) -0:44 direct index (temp mediump uint) -0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint) -0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs}) +0:44 Convert uint to float ( temp lowp float) +0:44 direct index ( temp mediump uint) +0:44 bv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint) +0:44 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs}) 0:44 Constant: 0:44 0 (const uint) 0:44 Constant: 0:44 1 (const int) -0:44 Convert uint to float (temp lowp float) -0:44 direct index (temp mediump uint) -0:44 nbv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint) -0:44 direct index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:44 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) +0:44 Convert uint to float ( temp lowp float) +0:44 direct index ( temp mediump uint) +0:44 nbv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint) +0:44 direct index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:44 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: 0:44 2 (const int) -0:45 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:45 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:45 direct index (temp mediump uint) -0:45 v: direct index for structure (global mediump 4-component vector of uint) -0:45 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) +0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:45 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:45 direct index ( temp mediump uint) +0:45 v: direct index for structure ( global mediump 4-component vector of uint) +0:45 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 0 (const int) -0:46 'fooBlock' (temp float) +0:46 'fooBlock' ( temp float) 0:47 Constant: 0:47 0.000000 -0:50 Construct mat4 (temp 4X4 matrix of float) -0:50 'barBlock' (temp mediump float) -0:51 Construct mat4 (temp 4X4 matrix of float) -0:51 'unreferenced' (temp float) -0:52 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) -0:53 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:54 Pre-Increment (temp mediump float) -0:54 'barBlock' (temp mediump float) +0:50 Construct mat4 ( temp 4X4 matrix of float) +0:50 'barBlock' ( temp mediump float) +0:51 Construct mat4 ( temp 4X4 matrix of float) +0:51 'unreferenced' ( temp float) +0:52 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) +0:53 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:54 Pre-Increment ( temp mediump float) +0:54 'barBlock' ( temp mediump float) 0:55 Constant: 0:55 2 (const int) 0:? Linker Objects -0:? 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs}) -0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u}) +0:? 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs}) +0:? 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:? 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f, layout( column_major shared) uniform mediump uint u}) Linked fragment stage: @@ -89,65 +89,65 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 texture (global lowp 4-component vector of int) -0:44 sampler: direct index for structure (global lowp isampler3D) -0:44 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) +0:44 texture ( global lowp 4-component vector of int) +0:44 sampler: direct index for structure ( global lowp isampler3D) +0:44 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) 0:44 Constant: 0:44 2 (const int) -0:44 Construct vec3 (temp lowp 3-component vector of float) -0:44 Convert int to float (temp lowp float) -0:44 ni: direct index for structure (layout(column_major shared ) uniform mediump int) -0:44 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) +0:44 Construct vec3 ( temp lowp 3-component vector of float) +0:44 Convert int to float ( temp lowp float) +0:44 ni: direct index for structure (layout( column_major shared) uniform mediump int) +0:44 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) 0:44 Constant: 0:44 1 (const int) -0:44 Convert uint to float (temp lowp float) -0:44 direct index (temp mediump uint) -0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint) -0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs}) +0:44 Convert uint to float ( temp lowp float) +0:44 direct index ( temp mediump uint) +0:44 bv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint) +0:44 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs}) 0:44 Constant: 0:44 0 (const uint) 0:44 Constant: 0:44 1 (const int) -0:44 Convert uint to float (temp lowp float) -0:44 direct index (temp mediump uint) -0:44 nbv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint) -0:44 direct index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:44 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) +0:44 Convert uint to float ( temp lowp float) +0:44 direct index ( temp mediump uint) +0:44 nbv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint) +0:44 direct index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:44 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: 0:44 2 (const int) -0:45 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:45 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:45 direct index (temp mediump uint) -0:45 v: direct index for structure (global mediump 4-component vector of uint) -0:45 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) +0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:45 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:45 direct index ( temp mediump uint) +0:45 v: direct index for structure ( global mediump 4-component vector of uint) +0:45 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 0 (const int) -0:46 'fooBlock' (temp float) +0:46 'fooBlock' ( temp float) 0:47 Constant: 0:47 0.000000 -0:50 Construct mat4 (temp 4X4 matrix of float) -0:50 'barBlock' (temp mediump float) -0:51 Construct mat4 (temp 4X4 matrix of float) -0:51 'unreferenced' (temp float) -0:52 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) -0:53 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:54 Pre-Increment (temp mediump float) -0:54 'barBlock' (temp mediump float) +0:50 Construct mat4 ( temp 4X4 matrix of float) +0:50 'barBlock' ( temp mediump float) +0:51 Construct mat4 ( temp 4X4 matrix of float) +0:51 'unreferenced' ( temp float) +0:52 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) +0:53 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:54 Pre-Increment ( temp mediump float) +0:54 'barBlock' ( temp mediump float) 0:55 Constant: 0:55 2 (const int) 0:? Linker Objects -0:? 's' (uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t}) -0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{global mediump int a} t, layout(column_major shared ) uniform structure{global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{global mediump int a} t} fbs}) -0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni}) -0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u}) +0:? 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t}) +0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs}) +0:? 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:? 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}) +0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f, layout( column_major shared) uniform mediump uint u}) diff --git a/Test/baseResults/300layout.frag.out b/Test/baseResults/300layout.frag.out index 62a0b367..3266d9b7 100644 --- a/Test/baseResults/300layout.frag.out +++ b/Test/baseResults/300layout.frag.out @@ -11,30 +11,30 @@ ERROR: 7 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence -0:12 move second child to first child (temp mediump 4-component vector of float) -0:12 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:12 'color' (layout(location=2 ) smooth in mediump 4-component vector of float) -0:13 move second child to first child (temp mediump 4-component vector of float) -0:13 'p' (layout(location=3 ) out mediump 4-component vector of float) -0:13 'pos' (smooth in mediump 4-component vector of float) -0:14 move second child to first child (temp mediump 4-component vector of float) -0:14 direct index (layout(location=4 ) temp mediump 4-component vector of float) -0:14 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float) +0:12 move second child to first child ( temp mediump 4-component vector of float) +0:12 'c' (layout( location=1) out mediump 4-component vector of float) +0:12 'color' (layout( location=2) smooth in mediump 4-component vector of float) +0:13 move second child to first child ( temp mediump 4-component vector of float) +0:13 'p' (layout( location=3) out mediump 4-component vector of float) +0:13 'pos' ( smooth in mediump 4-component vector of float) +0:14 move second child to first child ( temp mediump 4-component vector of float) +0:14 direct index (layout( location=4) temp mediump 4-component vector of float) +0:14 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float) 0:14 Constant: 0:14 1 (const int) -0:14 'pos' (smooth in mediump 4-component vector of float) +0:14 'pos' ( smooth in mediump 4-component vector of float) 0:? Linker Objects -0:? 'pos' (smooth in mediump 4-component vector of float) -0:? 'color' (layout(location=2 ) smooth in mediump 4-component vector of float) -0:? 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:? 'p' (layout(location=3 ) out mediump 4-component vector of float) -0:? 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float) -0:? 'ca' (layout(location=40 ) out 4-element array of mediump float) -0:? 'cb' (layout(location=41 ) out 2-element array of mediump float) -0:? 'cc' (layout(location=39 ) out 6-element array of mediump float) +0:? 'pos' ( smooth in mediump 4-component vector of float) +0:? 'color' (layout( location=2) smooth in mediump 4-component vector of float) +0:? 'c' (layout( location=1) out mediump 4-component vector of float) +0:? 'p' (layout( location=3) out mediump 4-component vector of float) +0:? 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float) +0:? 'ca' (layout( location=40) out 4-element array of mediump float) +0:? 'cb' (layout( location=41) out 2-element array of mediump float) +0:? 'cc' (layout( location=39) out 6-element array of mediump float) Linked fragment stage: @@ -42,28 +42,28 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence -0:12 move second child to first child (temp mediump 4-component vector of float) -0:12 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:12 'color' (layout(location=2 ) smooth in mediump 4-component vector of float) -0:13 move second child to first child (temp mediump 4-component vector of float) -0:13 'p' (layout(location=3 ) out mediump 4-component vector of float) -0:13 'pos' (smooth in mediump 4-component vector of float) -0:14 move second child to first child (temp mediump 4-component vector of float) -0:14 direct index (layout(location=4 ) temp mediump 4-component vector of float) -0:14 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float) +0:12 move second child to first child ( temp mediump 4-component vector of float) +0:12 'c' (layout( location=1) out mediump 4-component vector of float) +0:12 'color' (layout( location=2) smooth in mediump 4-component vector of float) +0:13 move second child to first child ( temp mediump 4-component vector of float) +0:13 'p' (layout( location=3) out mediump 4-component vector of float) +0:13 'pos' ( smooth in mediump 4-component vector of float) +0:14 move second child to first child ( temp mediump 4-component vector of float) +0:14 direct index (layout( location=4) temp mediump 4-component vector of float) +0:14 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float) 0:14 Constant: 0:14 1 (const int) -0:14 'pos' (smooth in mediump 4-component vector of float) +0:14 'pos' ( smooth in mediump 4-component vector of float) 0:? Linker Objects -0:? 'pos' (smooth in mediump 4-component vector of float) -0:? 'color' (layout(location=2 ) smooth in mediump 4-component vector of float) -0:? 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:? 'p' (layout(location=3 ) out mediump 4-component vector of float) -0:? 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float) -0:? 'ca' (layout(location=40 ) out 4-element array of mediump float) -0:? 'cb' (layout(location=41 ) out 2-element array of mediump float) -0:? 'cc' (layout(location=39 ) out 6-element array of mediump float) +0:? 'pos' ( smooth in mediump 4-component vector of float) +0:? 'color' (layout( location=2) smooth in mediump 4-component vector of float) +0:? 'c' (layout( location=1) out mediump 4-component vector of float) +0:? 'p' (layout( location=3) out mediump 4-component vector of float) +0:? 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float) +0:? 'ca' (layout( location=40) out 4-element array of mediump float) +0:? 'cb' (layout( location=41) out 2-element array of mediump float) +0:? 'cc' (layout( location=39) out 6-element array of mediump float) diff --git a/Test/baseResults/300layout.vert.out b/Test/baseResults/300layout.vert.out index f69a989b..e245cbcf 100644 --- a/Test/baseResults/300layout.vert.out +++ b/Test/baseResults/300layout.vert.out @@ -23,63 +23,63 @@ ERROR: 19 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:44 Function Definition: main( (global void) +0:44 Function Definition: main( ( global void) 0:44 Function Parameters: 0:46 Sequence -0:46 move second child to first child (temp highp 4-component vector of float) -0:46 'pos' (smooth out highp 4-component vector of float) -0:46 vector-times-matrix (temp highp 4-component vector of float) -0:46 'p' (layout(location=3 ) in highp 4-component vector of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 M1: direct index for structure (layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float) -0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:46 move second child to first child ( temp highp 4-component vector of float) +0:46 'pos' ( smooth out highp 4-component vector of float) +0:46 vector-times-matrix ( temp highp 4-component vector of float) +0:46 'p' (layout( location=3) in highp 4-component vector of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float) +0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:46 Constant: 0:46 0 (const int) -0:46 M2: direct index for structure (layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float) -0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float) +0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:46 Constant: 0:46 1 (const int) -0:46 M4: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b}) +0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b}) 0:46 Constant: 0:46 1 (const uint) -0:46 M3: direct index for structure (layout(column_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b}) +0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b}) 0:46 Constant: 0:46 0 (const uint) -0:46 t2m: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m}) +0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m}) 0:46 Constant: 0:46 1 (const uint) -0:47 move second child to first child (temp highp 3-component vector of float) -0:47 'color' (smooth out highp 3-component vector of float) -0:47 vector-times-matrix (temp highp 3-component vector of float) -0:47 'c' (layout(location=7 ) in highp 3-component vector of float) -0:47 N1: direct index for structure (layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float) -0:47 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:47 move second child to first child ( temp highp 3-component vector of float) +0:47 'color' ( smooth out highp 3-component vector of float) +0:47 vector-times-matrix ( temp highp 3-component vector of float) +0:47 'c' (layout( location=7) in highp 3-component vector of float) +0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float) +0:47 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:47 Constant: 0:47 2 (const int) 0:? Linker Objects -0:? 'c' (layout(location=7 ) in highp 3-component vector of float) -0:? 'p' (layout(location=3 ) in highp 4-component vector of float) -0:? 'q' (layout(location=9 ) in 4-element array of highp 4-component vector of float) -0:? 'r' (layout(location=10 ) in 4-element array of structure{global highp 4-component vector of float v}) -0:? 'pos' (smooth out highp 4-component vector of float) -0:? 'color' (smooth out highp 3-component vector of float) -0:? 'badm4' (layout(column_major shared ) uniform highp 4X4 matrix of float) -0:? 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) -0:? 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m}) -0:? 'anon@2' (out block{out highp float f}) -0:? 'badoutA' (layout(location=10 ) smooth out highp 4-component vector of float) -0:? 'compute_only' (shared highp 4-component vector of float) -0:? 'aoeuntaoeu' (layout(packed ) uniform highp float) -0:? 'cd' (layout(location=40 ) in highp float) -0:? 'ce' (layout(location=37 ) in highp 4X3 matrix of float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'c' (layout( location=7) in highp 3-component vector of float) +0:? 'p' (layout( location=3) in highp 4-component vector of float) +0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float) +0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v}) +0:? 'pos' ( smooth out highp 4-component vector of float) +0:? 'color' ( smooth out highp 3-component vector of float) +0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float) +0:? 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) +0:? 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m}) +0:? 'anon@2' ( out block{ out highp float f}) +0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float) +0:? 'compute_only' ( shared highp 4-component vector of float) +0:? 'aoeuntaoeu' (layout( packed) uniform highp float) +0:? 'cd' (layout( location=40) in highp float) +0:? 'ce' (layout( location=37) in highp 4X3 matrix of float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -87,61 +87,61 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! -0:44 Function Definition: main( (global void) +0:44 Function Definition: main( ( global void) 0:44 Function Parameters: 0:46 Sequence -0:46 move second child to first child (temp highp 4-component vector of float) -0:46 'pos' (smooth out highp 4-component vector of float) -0:46 vector-times-matrix (temp highp 4-component vector of float) -0:46 'p' (layout(location=3 ) in highp 4-component vector of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 add (temp highp 4X4 matrix of float) -0:46 M1: direct index for structure (layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float) -0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:46 move second child to first child ( temp highp 4-component vector of float) +0:46 'pos' ( smooth out highp 4-component vector of float) +0:46 vector-times-matrix ( temp highp 4-component vector of float) +0:46 'p' (layout( location=3) in highp 4-component vector of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 add ( temp highp 4X4 matrix of float) +0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float) +0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:46 Constant: 0:46 0 (const int) -0:46 M2: direct index for structure (layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float) -0:46 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float) +0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:46 Constant: 0:46 1 (const int) -0:46 M4: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b}) +0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b}) 0:46 Constant: 0:46 1 (const uint) -0:46 M3: direct index for structure (layout(column_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp 4X4 matrix of float M3, layout(row_major shared ) uniform highp 4X4 matrix of float M4, layout(column_major shared ) uniform highp 3X3 matrix of float N2, layout(column_major shared ) uniform highp int b}) +0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b}) 0:46 Constant: 0:46 0 (const uint) -0:46 t2m: direct index for structure (layout(row_major shared ) uniform highp 4X4 matrix of float) -0:46 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m}) +0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float) +0:46 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m}) 0:46 Constant: 0:46 1 (const uint) -0:47 move second child to first child (temp highp 3-component vector of float) -0:47 'color' (smooth out highp 3-component vector of float) -0:47 vector-times-matrix (temp highp 3-component vector of float) -0:47 'c' (layout(location=7 ) in highp 3-component vector of float) -0:47 N1: direct index for structure (layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float) -0:47 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) +0:47 move second child to first child ( temp highp 3-component vector of float) +0:47 'color' ( smooth out highp 3-component vector of float) +0:47 vector-times-matrix ( temp highp 3-component vector of float) +0:47 'c' (layout( location=7) in highp 3-component vector of float) +0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float) +0:47 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) 0:47 Constant: 0:47 2 (const int) 0:? Linker Objects -0:? 'c' (layout(location=7 ) in highp 3-component vector of float) -0:? 'p' (layout(location=3 ) in highp 4-component vector of float) -0:? 'q' (layout(location=9 ) in 4-element array of highp 4-component vector of float) -0:? 'r' (layout(location=10 ) in 4-element array of structure{global highp 4-component vector of float v}) -0:? 'pos' (smooth out highp 4-component vector of float) -0:? 'color' (smooth out highp 3-component vector of float) -0:? 'badm4' (layout(column_major shared ) uniform highp 4X4 matrix of float) -0:? 'tblock' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform highp 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform highp 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform highp 3X3 matrix of float N1, layout(row_major std140 offset=176 ) centroid uniform highp float badf, layout(row_major std140 offset=180 ) uniform highp float badg, layout(row_major std140 offset=184 ) uniform highp float bad1, layout(row_major shared offset=188 ) uniform highp float bad2, layout(row_major packed offset=192 ) uniform highp float bad3}) -0:? 'anon@0' (layout(row_major shared ) uniform block{layout(row_major shared ) uniform bool b, layout(row_major shared ) uniform highp 4X4 matrix of float t2m}) -0:? 'anon@2' (out block{out highp float f}) -0:? 'badoutA' (layout(location=10 ) smooth out highp 4-component vector of float) -0:? 'compute_only' (shared highp 4-component vector of float) -0:? 'aoeuntaoeu' (layout(packed ) uniform highp float) -0:? 'cd' (layout(location=40 ) in highp float) -0:? 'ce' (layout(location=37 ) in highp 4X3 matrix of float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'c' (layout( location=7) in highp 3-component vector of float) +0:? 'p' (layout( location=3) in highp 4-component vector of float) +0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float) +0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v}) +0:? 'pos' ( smooth out highp 4-component vector of float) +0:? 'color' ( smooth out highp 3-component vector of float) +0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float) +0:? 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3}) +0:? 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m}) +0:? 'anon@2' ( out block{ out highp float f}) +0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float) +0:? 'compute_only' ( shared highp 4-component vector of float) +0:? 'aoeuntaoeu' (layout( packed) uniform highp float) +0:? 'cd' (layout( location=40) in highp float) +0:? 'ce' (layout( location=37) in highp 4X3 matrix of float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/300link.frag.out b/Test/baseResults/300link.frag.out index 0713d3df..dc54e765 100644 --- a/Test/baseResults/300link.frag.out +++ b/Test/baseResults/300link.frag.out @@ -1,11 +1,11 @@ 300link.frag Shader version: 300 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects -0:? 'color1' (out highp 4-component vector of float) -0:? 'color2' (out highp 4-component vector of float) +0:? 'color1' ( out highp 4-component vector of float) +0:? 'color2' ( out highp 4-component vector of float) Linked fragment stage: @@ -14,9 +14,9 @@ ERROR: Linking fragment stage: when more than one fragment shader output, all mu Shader version: 300 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects -0:? 'color1' (out highp 4-component vector of float) -0:? 'color2' (out highp 4-component vector of float) +0:? 'color1' ( out highp 4-component vector of float) +0:? 'color2' ( out highp 4-component vector of float) diff --git a/Test/baseResults/300link2.frag.out b/Test/baseResults/300link2.frag.out index aaf71dc4..6bbb287e 100644 --- a/Test/baseResults/300link2.frag.out +++ b/Test/baseResults/300link2.frag.out @@ -1,13 +1,13 @@ 300link2.frag Shader version: 300 0:? Sequence -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:? Linker Objects -0:? 'pos' (smooth in mediump 4-component vector of float) -0:? 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:? 'p' (layout(location=5 ) out mediump 4-component vector of float) -0:? 'q' (layout(location=9 ) out 2-element array of mediump 4-component vector of float) +0:? 'pos' ( smooth in mediump 4-component vector of float) +0:? 'c' (layout( location=1) out mediump 4-component vector of float) +0:? 'p' (layout( location=5) out mediump 4-component vector of float) +0:? 'q' (layout( location=9) out 2-element array of mediump 4-component vector of float) Linked fragment stage: @@ -15,11 +15,11 @@ Linked fragment stage: Shader version: 300 0:? Sequence -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:? Linker Objects -0:? 'pos' (smooth in mediump 4-component vector of float) -0:? 'c' (layout(location=1 ) out mediump 4-component vector of float) -0:? 'p' (layout(location=5 ) out mediump 4-component vector of float) -0:? 'q' (layout(location=9 ) out 2-element array of mediump 4-component vector of float) +0:? 'pos' ( smooth in mediump 4-component vector of float) +0:? 'c' (layout( location=1) out mediump 4-component vector of float) +0:? 'p' (layout( location=5) out mediump 4-component vector of float) +0:? 'q' (layout( location=9) out 2-element array of mediump 4-component vector of float) diff --git a/Test/baseResults/300link3.frag.out b/Test/baseResults/300link3.frag.out index 32246951..e6114c5f 100644 --- a/Test/baseResults/300link3.frag.out +++ b/Test/baseResults/300link3.frag.out @@ -1,10 +1,10 @@ 300link3.frag Shader version: 300 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects -0:? 'color1' (out highp 4-component vector of float) +0:? 'color1' ( out highp 4-component vector of float) Linked fragment stage: @@ -12,8 +12,8 @@ Linked fragment stage: Shader version: 300 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects -0:? 'color1' (out highp 4-component vector of float) +0:? 'color1' ( out highp 4-component vector of float) diff --git a/Test/baseResults/300operations.frag.out b/Test/baseResults/300operations.frag.out index ff7663e9..27772cb2 100644 --- a/Test/baseResults/300operations.frag.out +++ b/Test/baseResults/300operations.frag.out @@ -1,86 +1,86 @@ 300operations.frag ERROR: 0:11: 'float' : type requires declaration of default precision qualifier -ERROR: 0:30: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}' and a right operand of type 'layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}' (or there is no acceptable conversion) -ERROR: 0:31: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'global structure{global mediump int i}' and a right operand of type 'global structure{global mediump int i}' (or there is no acceptable conversion) -ERROR: 0:32: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:33: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:34: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump int' (or there is no acceptable conversion) -ERROR: 0:35: 'assign' : cannot convert from 'temp mediump 4-component vector of int' to 'temp mediump 3-component vector of int' -ERROR: 0:36: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'temp mediump 4-component vector of int' and a right operand of type 'temp mediump 4-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:37: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of float' (or there is no acceptable conversion) -ERROR: 0:38: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:39: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'global 5-element array of mediump float' (or there is no acceptable conversion) -ERROR: 0:40: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp bool' (or there is no acceptable conversion) -ERROR: 0:42: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:43: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:44: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion) +ERROR: 0:30: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}' and a right operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}' (or there is no acceptable conversion) +ERROR: 0:31: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' global structure{ global mediump int i}' and a right operand of type ' global structure{ global mediump int i}' (or there is no acceptable conversion) +ERROR: 0:32: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:33: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:34: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump int' (or there is no acceptable conversion) +ERROR: 0:35: 'assign' : cannot convert from ' temp mediump 4-component vector of int' to ' temp mediump 3-component vector of int' +ERROR: 0:36: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type ' temp mediump 4-component vector of int' and a right operand of type ' temp mediump 4-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:37: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion) +ERROR: 0:38: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:39: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' global 5-element array of mediump float' (or there is no acceptable conversion) +ERROR: 0:40: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion) +ERROR: 0:42: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:43: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:44: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion) ERROR: 0:45: '++' : l-value required "instanceName" (can't modify a uniform) -ERROR: 0:45: '++' : wrong operand type no operation '++' exists that takes an operand of type layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f} (or there is no acceptable conversion) -ERROR: 0:46: '++' : wrong operand type no operation '++' exists that takes an operand of type global structure{global mediump int i} (or there is no acceptable conversion) -ERROR: 0:47: '--' : wrong operand type no operation '--' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) -ERROR: 0:48: '++' : wrong operand type no operation '++' exists that takes an operand of type temp 3-component vector of bool (or there is no acceptable conversion) -ERROR: 0:50: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:51: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion) -ERROR: 0:52: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 4X4 matrix of float' (or there is no acceptable conversion) -ERROR: 0:53: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion) -ERROR: 0:54: '<=' : wrong operand types: no operation '<=' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'global 5-element array of mediump float' (or there is no acceptable conversion) -ERROR: 0:55: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp bool' (or there is no acceptable conversion) -ERROR: 0:57: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'temp bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion) -ERROR: 0:58: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp 3-component vector of bool' (or there is no acceptable conversion) -ERROR: 0:59: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type 'temp 3-component vector of bool' and a right operand of type 'temp bool' (or there is no acceptable conversion) -ERROR: 0:60: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump int' (or there is no acceptable conversion) -ERROR: 0:61: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion) -ERROR: 0:62: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion) -ERROR: 0:64: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump uint (or there is no acceptable conversion) -ERROR: 0:65: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump int (or there is no acceptable conversion) -ERROR: 0:66: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 2X2 matrix of float (or there is no acceptable conversion) -ERROR: 0:67: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion) -ERROR: 0:68: '!' : wrong operand type no operation '!' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) -ERROR: 0:70: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump float (or there is no acceptable conversion) -ERROR: 0:71: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 4X4 matrix of float (or there is no acceptable conversion) -ERROR: 0:72: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion) -ERROR: 0:73: '~' : wrong operand type no operation '~' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) -ERROR: 0:74: '~' : wrong operand type no operation '~' exists that takes an operand of type layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f} (or there is no acceptable conversion) -ERROR: 0:76: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of int' (or there is no acceptable conversion) -ERROR: 0:77: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:78: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:79: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump float' and a right operand of type 'temp mediump int' (or there is no acceptable conversion) -ERROR: 0:80: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump 4X4 matrix of float' and a right operand of type 'temp mediump int' (or there is no acceptable conversion) -ERROR: 0:81: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'global 5-element array of mediump float' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion) -ERROR: 0:82: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type 'temp mediump 3-component vector of int' and a right operand of type 'temp mediump 4-component vector of int' (or there is no acceptable conversion) -ERROR: 0:84: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump uint' (or there is no acceptable conversion) -ERROR: 0:85: 'assign' : cannot convert from 'temp mediump 3-component vector of uint' to 'temp mediump uint' -ERROR: 0:86: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'temp mediump int' and a right operand of type 'temp mediump 3-component vector of uint' (or there is no acceptable conversion) -ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'temp mediump uint' and a right operand of type 'temp mediump float' (or there is no acceptable conversion) -ERROR: 0:88: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'temp mediump 2X2 matrix of float' and a right operand of type 'temp mediump 2X2 matrix of float' (or there is no acceptable conversion) -ERROR: 0:89: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type 'global structure{global mediump int i}' and a right operand of type 'global structure{global mediump int i}' (or there is no acceptable conversion) +ERROR: 0:45: '++' : wrong operand type no operation '++' exists that takes an operand of type layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f} (or there is no acceptable conversion) +ERROR: 0:46: '++' : wrong operand type no operation '++' exists that takes an operand of type global structure{ global mediump int i} (or there is no acceptable conversion) +ERROR: 0:47: '--' : wrong operand type no operation '--' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) +ERROR: 0:48: '++' : wrong operand type no operation '++' exists that takes an operand of type temp 3-component vector of bool (or there is no acceptable conversion) +ERROR: 0:50: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:51: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion) +ERROR: 0:52: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 4X4 matrix of float' (or there is no acceptable conversion) +ERROR: 0:53: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion) +ERROR: 0:54: '<=' : wrong operand types: no operation '<=' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' global 5-element array of mediump float' (or there is no acceptable conversion) +ERROR: 0:55: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion) +ERROR: 0:57: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion) +ERROR: 0:58: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion) +ERROR: 0:59: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp bool' (or there is no acceptable conversion) +ERROR: 0:60: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump int' (or there is no acceptable conversion) +ERROR: 0:61: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion) +ERROR: 0:62: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion) +ERROR: 0:64: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump uint (or there is no acceptable conversion) +ERROR: 0:65: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump int (or there is no acceptable conversion) +ERROR: 0:66: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 2X2 matrix of float (or there is no acceptable conversion) +ERROR: 0:67: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion) +ERROR: 0:68: '!' : wrong operand type no operation '!' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) +ERROR: 0:70: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump float (or there is no acceptable conversion) +ERROR: 0:71: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 4X4 matrix of float (or there is no acceptable conversion) +ERROR: 0:72: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion) +ERROR: 0:73: '~' : wrong operand type no operation '~' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion) +ERROR: 0:74: '~' : wrong operand type no operation '~' exists that takes an operand of type layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f} (or there is no acceptable conversion) +ERROR: 0:76: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of int' (or there is no acceptable conversion) +ERROR: 0:77: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:78: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:79: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump int' (or there is no acceptable conversion) +ERROR: 0:80: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump 4X4 matrix of float' and a right operand of type ' temp mediump int' (or there is no acceptable conversion) +ERROR: 0:81: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion) +ERROR: 0:82: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 4-component vector of int' (or there is no acceptable conversion) +ERROR: 0:84: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion) +ERROR: 0:85: 'assign' : cannot convert from ' temp mediump 3-component vector of uint' to ' temp mediump uint' +ERROR: 0:86: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion) +ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump float' (or there is no acceptable conversion) +ERROR: 0:88: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion) +ERROR: 0:89: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type ' global structure{ global mediump int i}' and a right operand of type ' global structure{ global mediump int i}' (or there is no acceptable conversion) ERROR: 0:90: 'assign' : l-value required ERROR: 56 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:? Sequence -0:30 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:31 's' (global structure{global mediump int i}) -0:32 'i' (temp mediump int) -0:33 'u' (temp mediump uint) -0:34 'u' (temp mediump uint) -0:35 'iv3' (temp mediump 3-component vector of int) -0:36 'iv4' (temp mediump 4-component vector of int) -0:37 'i' (temp mediump int) -0:38 'iv3' (temp mediump 3-component vector of int) -0:39 'a' (global 5-element array of mediump float) -0:40 'b' (temp bool) -0:42 'f' (temp mediump float) -0:43 'i' (temp mediump int) -0:44 'f' (temp mediump float) -0:45 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:46 's' (global structure{global mediump int i}) -0:47 'a' (global 5-element array of mediump float) -0:48 'b3' (temp 3-component vector of bool) +0:30 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:31 's' ( global structure{ global mediump int i}) +0:32 'i' ( temp mediump int) +0:33 'u' ( temp mediump uint) +0:34 'u' ( temp mediump uint) +0:35 'iv3' ( temp mediump 3-component vector of int) +0:36 'iv4' ( temp mediump 4-component vector of int) +0:37 'i' ( temp mediump int) +0:38 'iv3' ( temp mediump 3-component vector of int) +0:39 'a' ( global 5-element array of mediump float) +0:40 'b' ( temp bool) +0:42 'f' ( temp mediump float) +0:43 'i' ( temp mediump int) +0:44 'f' ( temp mediump float) +0:45 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:46 's' ( global structure{ global mediump int i}) +0:47 'a' ( global 5-element array of mediump float) +0:48 'b3' ( temp 3-component vector of bool) 0:50 Constant: 0:50 false (const bool) 0:51 Constant: @@ -105,136 +105,136 @@ ERROR: node is still EOpNull! 0:61 false (const bool) 0:62 Constant: 0:62 false (const bool) -0:64 'u' (temp mediump uint) -0:65 'i' (temp mediump int) -0:66 'm2' (temp mediump 2X2 matrix of float) -0:67 'v3' (temp mediump 3-component vector of float) -0:68 'a' (global 5-element array of mediump float) -0:70 'f' (temp mediump float) -0:71 'm4' (temp mediump 4X4 matrix of float) -0:72 'v3' (temp mediump 3-component vector of float) -0:73 'a' (global 5-element array of mediump float) -0:74 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:76 'i' (temp mediump int) -0:77 'u' (temp mediump uint) -0:78 'i' (temp mediump int) -0:79 'f' (temp mediump float) -0:80 'm4' (temp mediump 4X4 matrix of float) -0:81 'a' (global 5-element array of mediump float) -0:82 'iv3' (temp mediump 3-component vector of int) -0:84 'i' (temp mediump int) -0:85 'u' (temp mediump uint) -0:86 'i' (temp mediump int) -0:87 'u' (temp mediump uint) -0:88 'm2' (temp mediump 2X2 matrix of float) -0:89 's' (global structure{global mediump int i}) -0:90 move second child to first child (temp mediump float) -0:90 move second child to first child (temp mediump float) -0:90 'f' (temp mediump float) -0:90 'f' (temp mediump float) -0:90 'f' (temp mediump float) -0:93 vector-scale (temp mediump 4-component vector of float) -0:93 'f' (temp mediump float) -0:93 'v4' (temp mediump 4-component vector of float) -0:94 add (temp mediump uint) -0:94 'u' (temp mediump uint) -0:94 'u' (temp mediump uint) -0:95 divide (temp mediump 4-component vector of uint) -0:95 'uv4' (temp mediump 4-component vector of uint) -0:95 'u' (temp mediump uint) -0:96 subtract second child into first child (temp mediump 3-component vector of int) -0:96 'iv3' (temp mediump 3-component vector of int) -0:96 'iv3' (temp mediump 3-component vector of int) -0:98 mod second child into first child (temp mediump int) -0:98 'i' (temp mediump int) +0:64 'u' ( temp mediump uint) +0:65 'i' ( temp mediump int) +0:66 'm2' ( temp mediump 2X2 matrix of float) +0:67 'v3' ( temp mediump 3-component vector of float) +0:68 'a' ( global 5-element array of mediump float) +0:70 'f' ( temp mediump float) +0:71 'm4' ( temp mediump 4X4 matrix of float) +0:72 'v3' ( temp mediump 3-component vector of float) +0:73 'a' ( global 5-element array of mediump float) +0:74 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:76 'i' ( temp mediump int) +0:77 'u' ( temp mediump uint) +0:78 'i' ( temp mediump int) +0:79 'f' ( temp mediump float) +0:80 'm4' ( temp mediump 4X4 matrix of float) +0:81 'a' ( global 5-element array of mediump float) +0:82 'iv3' ( temp mediump 3-component vector of int) +0:84 'i' ( temp mediump int) +0:85 'u' ( temp mediump uint) +0:86 'i' ( temp mediump int) +0:87 'u' ( temp mediump uint) +0:88 'm2' ( temp mediump 2X2 matrix of float) +0:89 's' ( global structure{ global mediump int i}) +0:90 move second child to first child ( temp mediump float) +0:90 move second child to first child ( temp mediump float) +0:90 'f' ( temp mediump float) +0:90 'f' ( temp mediump float) +0:90 'f' ( temp mediump float) +0:93 vector-scale ( temp mediump 4-component vector of float) +0:93 'f' ( temp mediump float) +0:93 'v4' ( temp mediump 4-component vector of float) +0:94 add ( temp mediump uint) +0:94 'u' ( temp mediump uint) +0:94 'u' ( temp mediump uint) +0:95 divide ( temp mediump 4-component vector of uint) +0:95 'uv4' ( temp mediump 4-component vector of uint) +0:95 'u' ( temp mediump uint) +0:96 subtract second child into first child ( temp mediump 3-component vector of int) +0:96 'iv3' ( temp mediump 3-component vector of int) +0:96 'iv3' ( temp mediump 3-component vector of int) +0:98 mod second child into first child ( temp mediump int) +0:98 'i' ( temp mediump int) 0:98 Constant: 0:98 3 (const int) -0:99 mod (temp mediump 3-component vector of uint) -0:99 'uv3' (temp mediump 3-component vector of uint) +0:99 mod ( temp mediump 3-component vector of uint) +0:99 'uv3' ( temp mediump 3-component vector of uint) 0:99 Constant: 0:99 4 (const uint) -0:100 Pre-Decrement (temp mediump 2X2 matrix of float) -0:100 'm2' (temp mediump 2X2 matrix of float) -0:101 Post-Increment (temp mediump 4-component vector of int) -0:101 'iv4' (temp mediump 4-component vector of int) -0:103 Compare Not Equal (temp bool) -0:103 'm4' (temp mediump 4X4 matrix of float) -0:103 'm4' (temp mediump 4X4 matrix of float) -0:104 Compare Equal (temp bool) -0:104 'm2' (temp mediump 2X2 matrix of float) -0:104 'm2' (temp mediump 2X2 matrix of float) -0:105 Compare Less Than or Equal (temp bool) -0:105 'i' (temp mediump int) -0:105 'i' (temp mediump int) -0:106 Compare Equal (temp bool) -0:106 'a' (global 5-element array of mediump float) -0:106 'a' (global 5-element array of mediump float) -0:107 Compare Not Equal (temp bool) -0:107 's' (global structure{global mediump int i}) -0:107 's' (global structure{global mediump int i}) -0:109 logical-and (temp bool) -0:109 'b' (temp bool) -0:109 'b' (temp bool) -0:110 logical-or (temp bool) -0:110 'b' (temp bool) -0:110 'b' (temp bool) -0:111 logical-xor (temp bool) -0:111 'b' (temp bool) -0:111 'b' (temp bool) -0:113 Comma (temp mediump 3-component vector of uint) -0:113 Negate conditional (temp bool) -0:113 'b' (temp bool) -0:113 'uv3' (temp mediump 3-component vector of uint) -0:115 Bitwise not (temp mediump int) -0:115 'i' (temp mediump int) -0:116 Bitwise not (temp mediump uint) -0:116 'u' (temp mediump uint) -0:117 Bitwise not (temp mediump 3-component vector of uint) -0:117 'uv3' (temp mediump 3-component vector of uint) -0:118 Bitwise not (temp mediump 3-component vector of int) -0:118 'iv3' (temp mediump 3-component vector of int) -0:120 left shift second child into first child (temp mediump 3-component vector of uint) -0:120 'uv3' (temp mediump 3-component vector of uint) -0:120 'i' (temp mediump int) -0:121 right-shift (temp mediump int) -0:121 'i' (temp mediump int) -0:121 'i' (temp mediump int) -0:122 left-shift (temp mediump uint) -0:122 'u' (temp mediump uint) -0:122 'u' (temp mediump uint) -0:123 right-shift (temp mediump 3-component vector of int) -0:123 'iv3' (temp mediump 3-component vector of int) -0:123 'iv3' (temp mediump 3-component vector of int) -0:125 bitwise and (temp mediump int) -0:125 'i' (temp mediump int) -0:125 'i' (temp mediump int) -0:126 inclusive-or (temp mediump uint) -0:126 'u' (temp mediump uint) -0:126 'u' (temp mediump uint) -0:127 exclusive-or (temp mediump 3-component vector of int) -0:127 'iv3' (temp mediump 3-component vector of int) -0:127 'iv3' (temp mediump 3-component vector of int) -0:128 bitwise and (temp mediump 3-component vector of uint) -0:128 'u' (temp mediump uint) -0:128 'uv3' (temp mediump 3-component vector of uint) -0:129 inclusive-or (temp mediump 3-component vector of uint) -0:129 'uv3' (temp mediump 3-component vector of uint) -0:129 'u' (temp mediump uint) -0:130 and second child into first child (temp mediump 3-component vector of uint) -0:130 'uv3' (temp mediump 3-component vector of uint) -0:130 'u' (temp mediump uint) -0:132 direct index (temp mediump int) -0:132 'arr' (temp 2-element array of mediump int) +0:100 Pre-Decrement ( temp mediump 2X2 matrix of float) +0:100 'm2' ( temp mediump 2X2 matrix of float) +0:101 Post-Increment ( temp mediump 4-component vector of int) +0:101 'iv4' ( temp mediump 4-component vector of int) +0:103 Compare Not Equal ( temp bool) +0:103 'm4' ( temp mediump 4X4 matrix of float) +0:103 'm4' ( temp mediump 4X4 matrix of float) +0:104 Compare Equal ( temp bool) +0:104 'm2' ( temp mediump 2X2 matrix of float) +0:104 'm2' ( temp mediump 2X2 matrix of float) +0:105 Compare Less Than or Equal ( temp bool) +0:105 'i' ( temp mediump int) +0:105 'i' ( temp mediump int) +0:106 Compare Equal ( temp bool) +0:106 'a' ( global 5-element array of mediump float) +0:106 'a' ( global 5-element array of mediump float) +0:107 Compare Not Equal ( temp bool) +0:107 's' ( global structure{ global mediump int i}) +0:107 's' ( global structure{ global mediump int i}) +0:109 logical-and ( temp bool) +0:109 'b' ( temp bool) +0:109 'b' ( temp bool) +0:110 logical-or ( temp bool) +0:110 'b' ( temp bool) +0:110 'b' ( temp bool) +0:111 logical-xor ( temp bool) +0:111 'b' ( temp bool) +0:111 'b' ( temp bool) +0:113 Comma ( temp mediump 3-component vector of uint) +0:113 Negate conditional ( temp bool) +0:113 'b' ( temp bool) +0:113 'uv3' ( temp mediump 3-component vector of uint) +0:115 Bitwise not ( temp mediump int) +0:115 'i' ( temp mediump int) +0:116 Bitwise not ( temp mediump uint) +0:116 'u' ( temp mediump uint) +0:117 Bitwise not ( temp mediump 3-component vector of uint) +0:117 'uv3' ( temp mediump 3-component vector of uint) +0:118 Bitwise not ( temp mediump 3-component vector of int) +0:118 'iv3' ( temp mediump 3-component vector of int) +0:120 left shift second child into first child ( temp mediump 3-component vector of uint) +0:120 'uv3' ( temp mediump 3-component vector of uint) +0:120 'i' ( temp mediump int) +0:121 right-shift ( temp mediump int) +0:121 'i' ( temp mediump int) +0:121 'i' ( temp mediump int) +0:122 left-shift ( temp mediump uint) +0:122 'u' ( temp mediump uint) +0:122 'u' ( temp mediump uint) +0:123 right-shift ( temp mediump 3-component vector of int) +0:123 'iv3' ( temp mediump 3-component vector of int) +0:123 'iv3' ( temp mediump 3-component vector of int) +0:125 bitwise and ( temp mediump int) +0:125 'i' ( temp mediump int) +0:125 'i' ( temp mediump int) +0:126 inclusive-or ( temp mediump uint) +0:126 'u' ( temp mediump uint) +0:126 'u' ( temp mediump uint) +0:127 exclusive-or ( temp mediump 3-component vector of int) +0:127 'iv3' ( temp mediump 3-component vector of int) +0:127 'iv3' ( temp mediump 3-component vector of int) +0:128 bitwise and ( temp mediump 3-component vector of uint) +0:128 'u' ( temp mediump uint) +0:128 'uv3' ( temp mediump 3-component vector of uint) +0:129 inclusive-or ( temp mediump 3-component vector of uint) +0:129 'uv3' ( temp mediump 3-component vector of uint) +0:129 'u' ( temp mediump uint) +0:130 and second child into first child ( temp mediump 3-component vector of uint) +0:130 'uv3' ( temp mediump 3-component vector of uint) +0:130 'u' ( temp mediump uint) +0:132 direct index ( temp mediump int) +0:132 'arr' ( temp 2-element array of mediump int) 0:132 Constant: 0:132 1 (const int) -0:134 direct index (temp mediump int) -0:134 'arr2' (temp 3-element array of mediump int) +0:134 direct index ( temp mediump int) +0:134 'arr2' ( temp 3-element array of mediump int) 0:134 Constant: 0:134 2 (const int) 0:? Linker Objects -0:? 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:? 's' (global structure{global mediump int i}) -0:? 'a' (global 5-element array of mediump float) +0:? 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:? 's' ( global structure{ global mediump int i}) +0:? 'a' ( global 5-element array of mediump float) Linked fragment stage: @@ -242,27 +242,27 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:? Sequence -0:30 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:31 's' (global structure{global mediump int i}) -0:32 'i' (temp mediump int) -0:33 'u' (temp mediump uint) -0:34 'u' (temp mediump uint) -0:35 'iv3' (temp mediump 3-component vector of int) -0:36 'iv4' (temp mediump 4-component vector of int) -0:37 'i' (temp mediump int) -0:38 'iv3' (temp mediump 3-component vector of int) -0:39 'a' (global 5-element array of mediump float) -0:40 'b' (temp bool) -0:42 'f' (temp mediump float) -0:43 'i' (temp mediump int) -0:44 'f' (temp mediump float) -0:45 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:46 's' (global structure{global mediump int i}) -0:47 'a' (global 5-element array of mediump float) -0:48 'b3' (temp 3-component vector of bool) +0:30 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:31 's' ( global structure{ global mediump int i}) +0:32 'i' ( temp mediump int) +0:33 'u' ( temp mediump uint) +0:34 'u' ( temp mediump uint) +0:35 'iv3' ( temp mediump 3-component vector of int) +0:36 'iv4' ( temp mediump 4-component vector of int) +0:37 'i' ( temp mediump int) +0:38 'iv3' ( temp mediump 3-component vector of int) +0:39 'a' ( global 5-element array of mediump float) +0:40 'b' ( temp bool) +0:42 'f' ( temp mediump float) +0:43 'i' ( temp mediump int) +0:44 'f' ( temp mediump float) +0:45 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:46 's' ( global structure{ global mediump int i}) +0:47 'a' ( global 5-element array of mediump float) +0:48 'b3' ( temp 3-component vector of bool) 0:50 Constant: 0:50 false (const bool) 0:51 Constant: @@ -287,134 +287,134 @@ ERROR: node is still EOpNull! 0:61 false (const bool) 0:62 Constant: 0:62 false (const bool) -0:64 'u' (temp mediump uint) -0:65 'i' (temp mediump int) -0:66 'm2' (temp mediump 2X2 matrix of float) -0:67 'v3' (temp mediump 3-component vector of float) -0:68 'a' (global 5-element array of mediump float) -0:70 'f' (temp mediump float) -0:71 'm4' (temp mediump 4X4 matrix of float) -0:72 'v3' (temp mediump 3-component vector of float) -0:73 'a' (global 5-element array of mediump float) -0:74 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:76 'i' (temp mediump int) -0:77 'u' (temp mediump uint) -0:78 'i' (temp mediump int) -0:79 'f' (temp mediump float) -0:80 'm4' (temp mediump 4X4 matrix of float) -0:81 'a' (global 5-element array of mediump float) -0:82 'iv3' (temp mediump 3-component vector of int) -0:84 'i' (temp mediump int) -0:85 'u' (temp mediump uint) -0:86 'i' (temp mediump int) -0:87 'u' (temp mediump uint) -0:88 'm2' (temp mediump 2X2 matrix of float) -0:89 's' (global structure{global mediump int i}) -0:90 move second child to first child (temp mediump float) -0:90 move second child to first child (temp mediump float) -0:90 'f' (temp mediump float) -0:90 'f' (temp mediump float) -0:90 'f' (temp mediump float) -0:93 vector-scale (temp mediump 4-component vector of float) -0:93 'f' (temp mediump float) -0:93 'v4' (temp mediump 4-component vector of float) -0:94 add (temp mediump uint) -0:94 'u' (temp mediump uint) -0:94 'u' (temp mediump uint) -0:95 divide (temp mediump 4-component vector of uint) -0:95 'uv4' (temp mediump 4-component vector of uint) -0:95 'u' (temp mediump uint) -0:96 subtract second child into first child (temp mediump 3-component vector of int) -0:96 'iv3' (temp mediump 3-component vector of int) -0:96 'iv3' (temp mediump 3-component vector of int) -0:98 mod second child into first child (temp mediump int) -0:98 'i' (temp mediump int) +0:64 'u' ( temp mediump uint) +0:65 'i' ( temp mediump int) +0:66 'm2' ( temp mediump 2X2 matrix of float) +0:67 'v3' ( temp mediump 3-component vector of float) +0:68 'a' ( global 5-element array of mediump float) +0:70 'f' ( temp mediump float) +0:71 'm4' ( temp mediump 4X4 matrix of float) +0:72 'v3' ( temp mediump 3-component vector of float) +0:73 'a' ( global 5-element array of mediump float) +0:74 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:76 'i' ( temp mediump int) +0:77 'u' ( temp mediump uint) +0:78 'i' ( temp mediump int) +0:79 'f' ( temp mediump float) +0:80 'm4' ( temp mediump 4X4 matrix of float) +0:81 'a' ( global 5-element array of mediump float) +0:82 'iv3' ( temp mediump 3-component vector of int) +0:84 'i' ( temp mediump int) +0:85 'u' ( temp mediump uint) +0:86 'i' ( temp mediump int) +0:87 'u' ( temp mediump uint) +0:88 'm2' ( temp mediump 2X2 matrix of float) +0:89 's' ( global structure{ global mediump int i}) +0:90 move second child to first child ( temp mediump float) +0:90 move second child to first child ( temp mediump float) +0:90 'f' ( temp mediump float) +0:90 'f' ( temp mediump float) +0:90 'f' ( temp mediump float) +0:93 vector-scale ( temp mediump 4-component vector of float) +0:93 'f' ( temp mediump float) +0:93 'v4' ( temp mediump 4-component vector of float) +0:94 add ( temp mediump uint) +0:94 'u' ( temp mediump uint) +0:94 'u' ( temp mediump uint) +0:95 divide ( temp mediump 4-component vector of uint) +0:95 'uv4' ( temp mediump 4-component vector of uint) +0:95 'u' ( temp mediump uint) +0:96 subtract second child into first child ( temp mediump 3-component vector of int) +0:96 'iv3' ( temp mediump 3-component vector of int) +0:96 'iv3' ( temp mediump 3-component vector of int) +0:98 mod second child into first child ( temp mediump int) +0:98 'i' ( temp mediump int) 0:98 Constant: 0:98 3 (const int) -0:99 mod (temp mediump 3-component vector of uint) -0:99 'uv3' (temp mediump 3-component vector of uint) +0:99 mod ( temp mediump 3-component vector of uint) +0:99 'uv3' ( temp mediump 3-component vector of uint) 0:99 Constant: 0:99 4 (const uint) -0:100 Pre-Decrement (temp mediump 2X2 matrix of float) -0:100 'm2' (temp mediump 2X2 matrix of float) -0:101 Post-Increment (temp mediump 4-component vector of int) -0:101 'iv4' (temp mediump 4-component vector of int) -0:103 Compare Not Equal (temp bool) -0:103 'm4' (temp mediump 4X4 matrix of float) -0:103 'm4' (temp mediump 4X4 matrix of float) -0:104 Compare Equal (temp bool) -0:104 'm2' (temp mediump 2X2 matrix of float) -0:104 'm2' (temp mediump 2X2 matrix of float) -0:105 Compare Less Than or Equal (temp bool) -0:105 'i' (temp mediump int) -0:105 'i' (temp mediump int) -0:106 Compare Equal (temp bool) -0:106 'a' (global 5-element array of mediump float) -0:106 'a' (global 5-element array of mediump float) -0:107 Compare Not Equal (temp bool) -0:107 's' (global structure{global mediump int i}) -0:107 's' (global structure{global mediump int i}) -0:109 logical-and (temp bool) -0:109 'b' (temp bool) -0:109 'b' (temp bool) -0:110 logical-or (temp bool) -0:110 'b' (temp bool) -0:110 'b' (temp bool) -0:111 logical-xor (temp bool) -0:111 'b' (temp bool) -0:111 'b' (temp bool) -0:113 Comma (temp mediump 3-component vector of uint) -0:113 Negate conditional (temp bool) -0:113 'b' (temp bool) -0:113 'uv3' (temp mediump 3-component vector of uint) -0:115 Bitwise not (temp mediump int) -0:115 'i' (temp mediump int) -0:116 Bitwise not (temp mediump uint) -0:116 'u' (temp mediump uint) -0:117 Bitwise not (temp mediump 3-component vector of uint) -0:117 'uv3' (temp mediump 3-component vector of uint) -0:118 Bitwise not (temp mediump 3-component vector of int) -0:118 'iv3' (temp mediump 3-component vector of int) -0:120 left shift second child into first child (temp mediump 3-component vector of uint) -0:120 'uv3' (temp mediump 3-component vector of uint) -0:120 'i' (temp mediump int) -0:121 right-shift (temp mediump int) -0:121 'i' (temp mediump int) -0:121 'i' (temp mediump int) -0:122 left-shift (temp mediump uint) -0:122 'u' (temp mediump uint) -0:122 'u' (temp mediump uint) -0:123 right-shift (temp mediump 3-component vector of int) -0:123 'iv3' (temp mediump 3-component vector of int) -0:123 'iv3' (temp mediump 3-component vector of int) -0:125 bitwise and (temp mediump int) -0:125 'i' (temp mediump int) -0:125 'i' (temp mediump int) -0:126 inclusive-or (temp mediump uint) -0:126 'u' (temp mediump uint) -0:126 'u' (temp mediump uint) -0:127 exclusive-or (temp mediump 3-component vector of int) -0:127 'iv3' (temp mediump 3-component vector of int) -0:127 'iv3' (temp mediump 3-component vector of int) -0:128 bitwise and (temp mediump 3-component vector of uint) -0:128 'u' (temp mediump uint) -0:128 'uv3' (temp mediump 3-component vector of uint) -0:129 inclusive-or (temp mediump 3-component vector of uint) -0:129 'uv3' (temp mediump 3-component vector of uint) -0:129 'u' (temp mediump uint) -0:130 and second child into first child (temp mediump 3-component vector of uint) -0:130 'uv3' (temp mediump 3-component vector of uint) -0:130 'u' (temp mediump uint) -0:132 direct index (temp mediump int) -0:132 'arr' (temp 2-element array of mediump int) +0:100 Pre-Decrement ( temp mediump 2X2 matrix of float) +0:100 'm2' ( temp mediump 2X2 matrix of float) +0:101 Post-Increment ( temp mediump 4-component vector of int) +0:101 'iv4' ( temp mediump 4-component vector of int) +0:103 Compare Not Equal ( temp bool) +0:103 'm4' ( temp mediump 4X4 matrix of float) +0:103 'm4' ( temp mediump 4X4 matrix of float) +0:104 Compare Equal ( temp bool) +0:104 'm2' ( temp mediump 2X2 matrix of float) +0:104 'm2' ( temp mediump 2X2 matrix of float) +0:105 Compare Less Than or Equal ( temp bool) +0:105 'i' ( temp mediump int) +0:105 'i' ( temp mediump int) +0:106 Compare Equal ( temp bool) +0:106 'a' ( global 5-element array of mediump float) +0:106 'a' ( global 5-element array of mediump float) +0:107 Compare Not Equal ( temp bool) +0:107 's' ( global structure{ global mediump int i}) +0:107 's' ( global structure{ global mediump int i}) +0:109 logical-and ( temp bool) +0:109 'b' ( temp bool) +0:109 'b' ( temp bool) +0:110 logical-or ( temp bool) +0:110 'b' ( temp bool) +0:110 'b' ( temp bool) +0:111 logical-xor ( temp bool) +0:111 'b' ( temp bool) +0:111 'b' ( temp bool) +0:113 Comma ( temp mediump 3-component vector of uint) +0:113 Negate conditional ( temp bool) +0:113 'b' ( temp bool) +0:113 'uv3' ( temp mediump 3-component vector of uint) +0:115 Bitwise not ( temp mediump int) +0:115 'i' ( temp mediump int) +0:116 Bitwise not ( temp mediump uint) +0:116 'u' ( temp mediump uint) +0:117 Bitwise not ( temp mediump 3-component vector of uint) +0:117 'uv3' ( temp mediump 3-component vector of uint) +0:118 Bitwise not ( temp mediump 3-component vector of int) +0:118 'iv3' ( temp mediump 3-component vector of int) +0:120 left shift second child into first child ( temp mediump 3-component vector of uint) +0:120 'uv3' ( temp mediump 3-component vector of uint) +0:120 'i' ( temp mediump int) +0:121 right-shift ( temp mediump int) +0:121 'i' ( temp mediump int) +0:121 'i' ( temp mediump int) +0:122 left-shift ( temp mediump uint) +0:122 'u' ( temp mediump uint) +0:122 'u' ( temp mediump uint) +0:123 right-shift ( temp mediump 3-component vector of int) +0:123 'iv3' ( temp mediump 3-component vector of int) +0:123 'iv3' ( temp mediump 3-component vector of int) +0:125 bitwise and ( temp mediump int) +0:125 'i' ( temp mediump int) +0:125 'i' ( temp mediump int) +0:126 inclusive-or ( temp mediump uint) +0:126 'u' ( temp mediump uint) +0:126 'u' ( temp mediump uint) +0:127 exclusive-or ( temp mediump 3-component vector of int) +0:127 'iv3' ( temp mediump 3-component vector of int) +0:127 'iv3' ( temp mediump 3-component vector of int) +0:128 bitwise and ( temp mediump 3-component vector of uint) +0:128 'u' ( temp mediump uint) +0:128 'uv3' ( temp mediump 3-component vector of uint) +0:129 inclusive-or ( temp mediump 3-component vector of uint) +0:129 'uv3' ( temp mediump 3-component vector of uint) +0:129 'u' ( temp mediump uint) +0:130 and second child into first child ( temp mediump 3-component vector of uint) +0:130 'uv3' ( temp mediump 3-component vector of uint) +0:130 'u' ( temp mediump uint) +0:132 direct index ( temp mediump int) +0:132 'arr' ( temp 2-element array of mediump int) 0:132 Constant: 0:132 1 (const int) -0:134 direct index (temp mediump int) -0:134 'arr2' (temp 3-element array of mediump int) +0:134 direct index ( temp mediump int) +0:134 'arr2' ( temp 3-element array of mediump int) 0:134 Constant: 0:134 2 (const int) 0:? Linker Objects -0:? 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f}) -0:? 's' (global structure{global mediump int i}) -0:? 'a' (global 5-element array of mediump float) +0:? 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}) +0:? 's' ( global structure{ global mediump int i}) +0:? 'a' ( global 5-element array of mediump float) diff --git a/Test/baseResults/300scope.vert.out b/Test/baseResults/300scope.vert.out index e340cf6a..5a12020e 100644 --- a/Test/baseResults/300scope.vert.out +++ b/Test/baseResults/300scope.vert.out @@ -25,108 +25,108 @@ ERROR: 21 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global highp int) +0:3 Function Definition: f(i1;i1;i1; ( global highp int) 0:3 Function Parameters: -0:3 'a' (in highp int) -0:3 'b' (in highp int) -0:3 'c' (in highp int) +0:3 'a' ( in highp int) +0:3 'b' ( in highp int) +0:3 'c' ( in highp int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp highp float) -0:8 'a' (temp highp float) -0:8 add (temp highp float) -0:8 Convert int to float (temp highp float) -0:8 'a' (in highp int) +0:8 move second child to first child ( temp highp float) +0:8 'a' ( temp highp float) +0:8 add ( temp highp float) +0:8 Convert int to float ( temp highp float) +0:8 'a' ( in highp int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in highp int) -0:25 Function Definition: cos(f1; (global highp float) +0:11 'a' ( in highp int) +0:25 Function Definition: cos(f1; ( global highp float) 0:25 Function Parameters: -0:25 'x' (in highp float) +0:25 'x' ( in highp float) 0:27 Sequence 0:27 Branch: Return -0:29 Function Definition: radians(b1; (global bool) +0:29 Function Definition: radians(b1; ( global bool) 0:29 Function Parameters: -0:29 'x' (in bool) +0:29 'x' ( in bool) 0:31 Sequence 0:31 Branch: Return -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp highp int) -0:42 'sin' (temp highp float) +0:39 Function Call: g( ( temp highp int) +0:42 'sin' ( temp highp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global highp int) +0:44 Function Call: f(i1;i1;i1; ( global highp int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp highp float) -0:47 'f' (temp highp float) +0:47 move second child to first child ( temp highp float) +0:47 'f' ( temp highp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float Position) -0:49 Construct vec4 (temp highp 4-component vector of float) -0:49 'f' (temp highp float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position) +0:49 Construct vec4 ( temp highp 4-component vector of float) +0:49 'f' ( temp highp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp highp int) -0:51 'f' (temp highp int) +0:51 move second child to first child ( temp highp int) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp highp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp highp int) -0:52 'f' (temp highp int) +0:52 Pre-Increment ( temp highp int) +0:52 'f' ( temp highp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp highp int) -0:51 'f' (temp highp int) +0:51 Pre-Increment ( temp highp int) +0:51 'f' ( temp highp int) 0:54 Sequence -0:54 move second child to first child (temp highp int) -0:54 'x' (temp highp int) +0:54 move second child to first child ( temp highp int) +0:54 'x' ( temp highp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'x' ( temp highp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp highp float) -0:56 'y' (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'y' ( temp highp float) +0:56 'x' ( temp highp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp highp int) -0:60 'x' (temp highp int) -0:60 'x' (temp highp int) +0:60 move second child to first child ( temp highp int) +0:60 'x' ( temp highp int) +0:60 'x' ( temp highp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp highp int x}) -0:68 'S' (temp structure{temp highp int x}) +0:68 move second child to first child ( temp structure{ temp highp int x}) +0:68 'S' ( temp structure{ temp highp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp highp int) -0:69 'S' (temp structure{temp highp int x}) +0:69 x: direct index for structure ( temp highp int) +0:69 'S' ( temp structure{ temp highp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'b' ( global bool) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -136,96 +136,96 @@ ERROR: Linking vertex stage: No function definition (body) found: Shader version: 300 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global highp int) +0:3 Function Definition: f(i1;i1;i1; ( global highp int) 0:3 Function Parameters: -0:3 'a' (in highp int) -0:3 'b' (in highp int) -0:3 'c' (in highp int) +0:3 'a' ( in highp int) +0:3 'b' ( in highp int) +0:3 'c' ( in highp int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp highp float) -0:8 'a' (temp highp float) -0:8 add (temp highp float) -0:8 Convert int to float (temp highp float) -0:8 'a' (in highp int) +0:8 move second child to first child ( temp highp float) +0:8 'a' ( temp highp float) +0:8 add ( temp highp float) +0:8 Convert int to float ( temp highp float) +0:8 'a' ( in highp int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in highp int) -0:36 Function Definition: main( (global void) +0:11 'a' ( in highp int) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp highp int) -0:42 'sin' (temp highp float) +0:39 Function Call: g( ( temp highp int) +0:42 'sin' ( temp highp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global highp int) +0:44 Function Call: f(i1;i1;i1; ( global highp int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp highp float) -0:47 'f' (temp highp float) +0:47 move second child to first child ( temp highp float) +0:47 'f' ( temp highp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float Position) -0:49 Construct vec4 (temp highp 4-component vector of float) -0:49 'f' (temp highp float) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position) +0:49 Construct vec4 ( temp highp 4-component vector of float) +0:49 'f' ( temp highp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp highp int) -0:51 'f' (temp highp int) +0:51 move second child to first child ( temp highp int) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp highp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp highp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp highp int) -0:52 'f' (temp highp int) +0:52 Pre-Increment ( temp highp int) +0:52 'f' ( temp highp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp highp int) -0:51 'f' (temp highp int) +0:51 Pre-Increment ( temp highp int) +0:51 'f' ( temp highp int) 0:54 Sequence -0:54 move second child to first child (temp highp int) -0:54 'x' (temp highp int) +0:54 move second child to first child ( temp highp int) +0:54 'x' ( temp highp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'x' ( temp highp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp highp float) -0:56 'y' (temp highp float) -0:56 'x' (temp highp float) +0:56 move second child to first child ( temp highp float) +0:56 'y' ( temp highp float) +0:56 'x' ( temp highp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp highp int) -0:60 'x' (temp highp int) -0:60 'x' (temp highp int) +0:60 move second child to first child ( temp highp int) +0:60 'x' ( temp highp int) +0:60 'x' ( temp highp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp highp int x}) -0:68 'S' (temp structure{temp highp int x}) +0:68 move second child to first child ( temp structure{ temp highp int x}) +0:68 'S' ( temp structure{ temp highp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp highp int) -0:69 'S' (temp structure{temp highp int x}) +0:69 x: direct index for structure ( temp highp int) +0:69 'S' ( temp structure{ temp highp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'b' ( global bool) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/310.comp.out b/Test/baseResults/310.comp.out index 2ff29f17..3246622d 100644 --- a/Test/baseResults/310.comp.out +++ b/Test/baseResults/310.comp.out @@ -91,435 +91,435 @@ Shader version: 310 Requested GL_EXT_device_group local_size = (2, 1, 4096) ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence -0:29 Barrier (global void) -0:30 MemoryBarrier (global void) -0:31 MemoryBarrierAtomicCounter (global void) -0:32 MemoryBarrierBuffer (global void) -0:33 MemoryBarrierShared (global void) -0:34 MemoryBarrierImage (global void) -0:35 GroupMemoryBarrier (global void) -0:36 move second child to first child (temp highp int) -0:36 value: direct index for structure (layout(column_major shared ) buffer highp int) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:29 Barrier ( global void) +0:30 MemoryBarrier ( global void) +0:31 MemoryBarrierAtomicCounter ( global void) +0:32 MemoryBarrierBuffer ( global void) +0:33 MemoryBarrierShared ( global void) +0:34 MemoryBarrierImage ( global void) +0:35 GroupMemoryBarrier ( global void) +0:36 move second child to first child ( temp highp int) +0:36 value: direct index for structure (layout( column_major shared) buffer highp int) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:36 Constant: 0:36 0 (const uint) -0:36 Convert float to int (temp highp int) -0:36 indirect index (layout(column_major shared ) temp highp float) -0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:36 Convert float to int ( temp highp int) +0:36 indirect index (layout( column_major shared) temp highp float) +0:36 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:36 Constant: 0:36 1 (const uint) -0:36 'gl_LocalInvocationIndex' (in highp uint LocalInvocationIndex) -0:59 Function Definition: foo( (global void) +0:36 'gl_LocalInvocationIndex' ( in highp uint LocalInvocationIndex) +0:59 Function Definition: foo( ( global void) 0:59 Function Parameters: 0:61 Sequence -0:61 move second child to first child (temp highp float) -0:61 direct index (layout(column_major shared ) temp highp float) -0:61 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:61 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:61 move second child to first child ( temp highp float) +0:61 direct index (layout( column_major shared) temp highp float) +0:61 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:61 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:61 Constant: 0:61 1 (const int) 0:61 Constant: 0:61 2 (const int) 0:61 Constant: 0:61 4.700000 -0:62 array length (temp int) -0:62 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:62 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:62 array length ( temp int) +0:62 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:62 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:62 Constant: 0:62 1 (const int) -0:63 Pre-Increment (temp highp 4-component vector of float) -0:63 's' (shared highp 4-component vector of float) -0:84 Function Definition: qux( (global void) +0:63 Pre-Increment ( temp highp 4-component vector of float) +0:63 's' ( shared highp 4-component vector of float) +0:84 Function Definition: qux( ( global void) 0:84 Function Parameters: 0:86 Sequence 0:86 Sequence -0:86 move second child to first child (temp highp int) -0:86 'i' (temp highp int) +0:86 move second child to first child ( temp highp int) +0:86 'i' ( temp highp int) 0:86 Constant: 0:86 4 (const int) -0:87 imageAtomicCompSwap (global highp int) -0:87 'iimg2D' (layout(r32i ) uniform highp iimage2D) -0:87 Construct ivec2 (temp highp 2-component vector of int) -0:87 'i' (temp highp int) -0:87 'i' (temp highp int) -0:87 'i' (temp highp int) -0:87 'i' (temp highp int) -0:88 imageAtomicAdd (global highp uint) -0:88 'uimg2D' (layout(r32ui ) uniform mediump uimage2D) -0:88 Construct ivec2 (temp highp 2-component vector of int) -0:88 'i' (temp highp int) -0:88 'i' (temp highp int) -0:88 Convert int to uint (temp highp uint) -0:88 'i' (temp highp int) -0:89 imageAtomicMin (global highp int) -0:89 'iimg2Drgba' (layout(rgba32i ) readonly uniform highp iimage2D) -0:89 Construct ivec2 (temp highp 2-component vector of int) -0:89 'i' (temp highp int) -0:89 'i' (temp highp int) -0:89 'i' (temp highp int) +0:87 imageAtomicCompSwap ( global highp int) +0:87 'iimg2D' (layout( r32i) uniform highp iimage2D) +0:87 Construct ivec2 ( temp highp 2-component vector of int) +0:87 'i' ( temp highp int) +0:87 'i' ( temp highp int) +0:87 'i' ( temp highp int) +0:87 'i' ( temp highp int) +0:88 imageAtomicAdd ( global highp uint) +0:88 'uimg2D' (layout( r32ui) uniform mediump uimage2D) +0:88 Construct ivec2 ( temp highp 2-component vector of int) +0:88 'i' ( temp highp int) +0:88 'i' ( temp highp int) +0:88 Convert int to uint ( temp highp uint) +0:88 'i' ( temp highp int) +0:89 imageAtomicMin ( global highp int) +0:89 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D) +0:89 Construct ivec2 ( temp highp 2-component vector of int) +0:89 'i' ( temp highp int) +0:89 'i' ( temp highp int) +0:89 'i' ( temp highp int) 0:90 Constant: 0:90 0.000000 0:91 Sequence -0:91 move second child to first child (temp highp 4-component vector of int) -0:91 'pos' (temp highp 4-component vector of int) -0:91 imageLoad (global highp 4-component vector of int) -0:91 'iimg2D' (layout(r32i ) uniform highp iimage2D) -0:91 Construct ivec2 (temp highp 2-component vector of int) -0:91 'i' (temp highp int) -0:91 'i' (temp highp int) -0:92 imageStore (global highp void) -0:92 'ii2da' (writeonly uniform highp iimage2DArray) -0:92 Construct ivec3 (temp 3-component vector of int) -0:92 'i' (temp highp int) -0:92 'i' (temp highp int) -0:92 'i' (temp highp int) +0:91 move second child to first child ( temp highp 4-component vector of int) +0:91 'pos' ( temp highp 4-component vector of int) +0:91 imageLoad ( global highp 4-component vector of int) +0:91 'iimg2D' (layout( r32i) uniform highp iimage2D) +0:91 Construct ivec2 ( temp highp 2-component vector of int) +0:91 'i' ( temp highp int) +0:91 'i' ( temp highp int) +0:92 imageStore ( global highp void) +0:92 'ii2da' ( writeonly uniform highp iimage2DArray) +0:92 Construct ivec3 ( temp 3-component vector of int) +0:92 'i' ( temp highp int) +0:92 'i' ( temp highp int) +0:92 'i' ( temp highp int) 0:92 Constant: 0:92 0 (const int) 0:92 0 (const int) 0:92 0 (const int) 0:92 0 (const int) -0:93 imageLoad (global mediump 4-component vector of float) -0:93 'img2Drgba' (layout(rgba32f ) readonly uniform mediump image2D) -0:93 Construct ivec2 (temp mediump 2-component vector of int) -0:93 'i' (temp highp int) -0:93 'i' (temp highp int) -0:94 imageLoad (global highp 4-component vector of int) -0:94 'ii2da' (writeonly uniform highp iimage2DArray) -0:94 Construct ivec3 (temp highp 3-component vector of int) -0:94 'i' (temp highp int) -0:94 'i' (temp highp int) -0:94 'i' (temp highp int) -0:100 Function Definition: passr(iI21; (global void) +0:93 imageLoad ( global mediump 4-component vector of float) +0:93 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D) +0:93 Construct ivec2 ( temp mediump 2-component vector of int) +0:93 'i' ( temp highp int) +0:93 'i' ( temp highp int) +0:94 imageLoad ( global highp 4-component vector of int) +0:94 'ii2da' ( writeonly uniform highp iimage2DArray) +0:94 Construct ivec3 ( temp highp 3-component vector of int) +0:94 'i' ( temp highp int) +0:94 'i' ( temp highp int) +0:94 'i' ( temp highp int) +0:100 Function Definition: passr(iI21; ( global void) 0:100 Function Parameters: -0:100 'image' (coherent readonly in highp iimage2D) -0:107 Function Definition: passrc( (global void) +0:100 'image' ( coherent readonly in highp iimage2D) +0:107 Function Definition: passrc( ( global void) 0:107 Function Parameters: 0:109 Sequence -0:109 Function Call: passr(iI21; (global void) -0:109 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D) -0:110 Function Call: passr(iI21; (global void) -0:110 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D) -0:111 Function Call: passr(iI21; (global void) -0:111 'iimg2D' (layout(r32i ) uniform highp iimage2D) -0:123 Function Definition: func(au1; (global highp uint) +0:109 Function Call: passr(iI21; ( global void) +0:109 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D) +0:110 Function Call: passr(iI21; ( global void) +0:110 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D) +0:111 Function Call: passr(iI21; ( global void) +0:111 'iimg2D' (layout( r32i) uniform highp iimage2D) +0:123 Function Definition: func(au1; ( global highp uint) 0:123 Function Parameters: -0:123 'c' (in highp atomic_uint) +0:123 'c' ( in highp atomic_uint) 0:125 Sequence 0:125 Branch: Return with expression -0:125 AtomicCounterIncrement (global highp uint) -0:125 'c' (in highp atomic_uint) -0:128 Function Definition: func2(au1; (global highp uint) +0:125 AtomicCounterIncrement ( global highp uint) +0:125 'c' ( in highp atomic_uint) +0:128 Function Definition: func2(au1; ( global highp uint) 0:128 Function Parameters: -0:128 'c' (out highp atomic_uint) +0:128 'c' ( out highp atomic_uint) 0:130 Sequence 0:130 Branch: Return with expression -0:130 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) +0:130 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) 0:131 Branch: Return with expression -0:131 AtomicCounter (global highp uint) -0:131 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:134 Function Definition: mainAC( (global void) +0:131 AtomicCounter ( global highp uint) +0:131 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:134 Function Definition: mainAC( ( global void) 0:134 Function Parameters: 0:? Sequence 0:137 Sequence -0:137 move second child to first child (temp highp uint) -0:137 'val' (temp highp uint) -0:137 AtomicCounter (global highp uint) -0:137 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:138 AtomicCounterDecrement (global highp uint) -0:138 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:146 Function Definition: opac( (global void) +0:137 move second child to first child ( temp highp uint) +0:137 'val' ( temp highp uint) +0:137 AtomicCounter ( global highp uint) +0:137 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:138 AtomicCounterDecrement ( global highp uint) +0:138 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:146 Function Definition: opac( ( global void) 0:146 Function Parameters: 0:? Sequence -0:149 indirect index (temp highp int) -0:149 'a' (temp 3-element array of highp int) -0:149 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:150 direct index (layout(binding=2 offset=4 ) temp highp atomic_uint) -0:150 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint) +0:149 indirect index ( temp highp int) +0:149 'a' ( temp 3-element array of highp int) +0:149 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:150 direct index (layout( binding=2 offset=4) temp highp atomic_uint) +0:150 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint) 0:150 Constant: 0:150 2 (const int) -0:151 indirect index (layout(binding=2 offset=4 ) temp highp atomic_uint) -0:151 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint) -0:151 'i' (uniform highp int) -0:157 Function Definition: atoms( (global void) +0:151 indirect index (layout( binding=2 offset=4) temp highp atomic_uint) +0:151 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint) +0:151 'i' ( uniform highp int) +0:157 Function Definition: atoms( ( global void) 0:157 Function Parameters: 0:159 Sequence 0:159 Sequence -0:159 move second child to first child (temp highp int) -0:159 'origi' (temp highp int) -0:159 AtomicAdd (global highp int) -0:159 'atomi' (shared highp int) +0:159 move second child to first child ( temp highp int) +0:159 'origi' ( temp highp int) +0:159 AtomicAdd ( global highp int) +0:159 'atomi' ( shared highp int) 0:159 Constant: 0:159 3 (const int) 0:160 Sequence -0:160 move second child to first child (temp highp uint) -0:160 'origu' (temp highp uint) -0:160 AtomicAnd (global highp uint) -0:160 'atomu' (shared highp uint) +0:160 move second child to first child ( temp highp uint) +0:160 'origu' ( temp highp uint) +0:160 AtomicAnd ( global highp uint) +0:160 'atomu' ( shared highp uint) 0:160 Constant: 0:160 7 (const uint) -0:161 move second child to first child (temp highp int) -0:161 'origi' (temp highp int) -0:161 AtomicExchange (global highp int) -0:161 'atomi' (shared highp int) +0:161 move second child to first child ( temp highp int) +0:161 'origi' ( temp highp int) +0:161 AtomicExchange ( global highp int) +0:161 'atomi' ( shared highp int) 0:161 Constant: 0:161 4 (const int) -0:162 move second child to first child (temp highp uint) -0:162 'origu' (temp highp uint) -0:162 AtomicCompSwap (global highp uint) -0:162 'atomu' (shared highp uint) +0:162 move second child to first child ( temp highp uint) +0:162 'origu' ( temp highp uint) +0:162 AtomicCompSwap ( global highp uint) +0:162 'atomu' ( shared highp uint) 0:162 Constant: 0:162 10 (const uint) 0:162 Constant: 0:162 8 (const uint) -0:191 Function Definition: foowo( (global void) +0:191 Function Definition: foowo( ( global void) 0:191 Function Parameters: 0:? Sequence -0:194 move second child to first child (temp highp float) -0:194 'g' (temp highp float) -0:194 direct index (layout(column_major shared ) temp highp float) -0:194 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:194 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:194 move second child to first child ( temp highp float) +0:194 'g' ( temp highp float) +0:194 direct index (layout( column_major shared) temp highp float) +0:194 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:194 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:194 Constant: 0:194 1 (const int) 0:194 Constant: 0:194 2 (const int) 0:195 Sequence -0:195 move second child to first child (temp highp float) -0:195 'f' (temp highp float) -0:195 direct index (layout(column_major shared ) temp highp float) -0:195 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:195 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:195 move second child to first child ( temp highp float) +0:195 'f' ( temp highp float) +0:195 direct index (layout( column_major shared) temp highp float) +0:195 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:195 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:195 Constant: 0:195 1 (const int) 0:195 Constant: 0:195 2 (const int) -0:196 Pre-Increment (temp highp float) -0:196 direct index (layout(column_major shared ) temp highp float) -0:196 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:196 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:196 Pre-Increment ( temp highp float) +0:196 direct index (layout( column_major shared) temp highp float) +0:196 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:196 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:196 Constant: 0:196 1 (const int) 0:196 Constant: 0:196 2 (const int) -0:197 Post-Decrement (temp highp float) -0:197 direct index (layout(column_major shared ) temp highp float) -0:197 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:197 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:197 Post-Decrement ( temp highp float) +0:197 direct index (layout( column_major shared) temp highp float) +0:197 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:197 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:197 Constant: 0:197 1 (const int) 0:197 Constant: 0:197 2 (const int) -0:198 add (temp highp float) -0:198 'f' (temp highp float) -0:198 direct index (layout(column_major shared ) temp highp float) -0:198 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:198 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:198 add ( temp highp float) +0:198 'f' ( temp highp float) +0:198 direct index (layout( column_major shared) temp highp float) +0:198 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:198 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:198 Constant: 0:198 1 (const int) 0:198 Constant: 0:198 2 (const int) -0:199 subtract (temp highp float) -0:199 direct index (layout(column_major shared ) temp highp float) -0:199 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:199 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:199 subtract ( temp highp float) +0:199 direct index (layout( column_major shared) temp highp float) +0:199 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:199 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:199 Constant: 0:199 1 (const int) 0:199 Constant: 0:199 2 (const int) -0:199 'f' (temp highp float) -0:201 Test condition and select (temp highp float) +0:199 'f' ( temp highp float) +0:201 Test condition and select ( temp highp float) 0:201 Condition -0:201 'b' (temp bool) +0:201 'b' ( temp bool) 0:201 true case -0:201 'f' (temp highp float) +0:201 'f' ( temp highp float) 0:201 false case -0:201 direct index (layout(column_major shared ) temp highp float) -0:201 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:201 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:201 direct index (layout( column_major shared) temp highp float) +0:201 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:201 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:201 Constant: 0:201 1 (const int) 0:201 Constant: 0:201 2 (const int) -0:202 Test condition and select (temp highp float) +0:202 Test condition and select ( temp highp float) 0:202 Condition -0:202 'b' (temp bool) +0:202 'b' ( temp bool) 0:202 true case -0:202 direct index (layout(column_major shared ) temp highp float) -0:202 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:202 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:202 direct index (layout( column_major shared) temp highp float) +0:202 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:202 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:202 Constant: 0:202 1 (const int) 0:202 Constant: 0:202 2 (const int) 0:202 false case -0:202 'f' (temp highp float) -0:203 Test condition and select (temp void) +0:202 'f' ( temp highp float) +0:203 Test condition and select ( temp void) 0:203 Condition -0:203 Compare Equal (temp bool) -0:203 'f' (temp highp float) -0:203 direct index (layout(column_major shared ) temp highp float) -0:203 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:203 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:203 Compare Equal ( temp bool) +0:203 'f' ( temp highp float) +0:203 direct index (layout( column_major shared) temp highp float) +0:203 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:203 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:203 Constant: 0:203 1 (const int) 0:203 Constant: 0:203 2 (const int) 0:203 true case -0:204 Pre-Increment (temp highp float) -0:204 'f' (temp highp float) -0:205 Test condition and select (temp void) +0:204 Pre-Increment ( temp highp float) +0:204 'f' ( temp highp float) +0:205 Test condition and select ( temp void) 0:205 Condition -0:205 Compare Greater Than or Equal (temp bool) -0:205 'f' (temp highp float) -0:205 direct index (layout(column_major shared ) temp highp float) -0:205 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:205 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:205 Compare Greater Than or Equal ( temp bool) +0:205 'f' ( temp highp float) +0:205 direct index (layout( column_major shared) temp highp float) +0:205 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:205 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:205 Constant: 0:205 1 (const int) 0:205 Constant: 0:205 2 (const int) 0:205 true case -0:206 Pre-Increment (temp highp float) -0:206 'f' (temp highp float) -0:207 move second child to first child (temp highp float) -0:207 'f' (temp highp float) -0:207 direct index (temp highp float) -0:207 Construct vec3 (temp highp 3-component vector of float) -0:207 direct index (layout(column_major shared ) temp highp float) -0:207 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:207 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:206 Pre-Increment ( temp highp float) +0:206 'f' ( temp highp float) +0:207 move second child to first child ( temp highp float) +0:207 'f' ( temp highp float) +0:207 direct index ( temp highp float) +0:207 Construct vec3 ( temp highp 3-component vector of float) +0:207 direct index (layout( column_major shared) temp highp float) +0:207 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:207 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:207 Constant: 0:207 1 (const int) 0:207 Constant: 0:207 2 (const int) 0:207 Constant: 0:207 0 (const int) -0:208 Bitwise not (temp highp int) -0:208 value: direct index for structure (layout(column_major shared ) buffer highp int) -0:208 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:208 Bitwise not ( temp highp int) +0:208 value: direct index for structure (layout( column_major shared) buffer highp int) +0:208 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:208 Constant: 0:208 0 (const int) -0:209 move second child to first child (temp highp float) -0:209 direct index (layout(column_major shared ) temp highp float) -0:209 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:209 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:209 move second child to first child ( temp highp float) +0:209 direct index (layout( column_major shared) temp highp float) +0:209 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:209 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:209 Constant: 0:209 1 (const int) 0:209 Constant: 0:209 2 (const int) 0:209 Constant: 0:209 3.400000 -0:218 Function Definition: foomultio( (global void) +0:218 Function Definition: foomultio( ( global void) 0:218 Function Parameters: 0:? Sequence -0:221 move second child to first child (temp highp float) -0:221 'g' (temp highp float) -0:221 direct index (layout(column_major shared ) temp highp float) -0:221 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:221 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:221 move second child to first child ( temp highp float) +0:221 'g' ( temp highp float) +0:221 direct index (layout( column_major shared) temp highp float) +0:221 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:221 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:221 Constant: 0:221 1 (const int) 0:221 Constant: 0:221 2 (const int) -0:222 Bitwise not (temp highp int) -0:222 value: direct index for structure (layout(column_major shared ) buffer highp int) -0:222 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:222 Bitwise not ( temp highp int) +0:222 value: direct index for structure (layout( column_major shared) buffer highp int) +0:222 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:222 Constant: 0:222 0 (const int) -0:223 move second child to first child (temp highp float) -0:223 direct index (layout(column_major shared ) temp highp float) -0:223 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:223 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:223 move second child to first child ( temp highp float) +0:223 direct index (layout( column_major shared) temp highp float) +0:223 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:223 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:223 Constant: 0:223 1 (const int) 0:223 Constant: 0:223 2 (const int) 0:223 Constant: 0:223 3.400000 -0:224 move second child to first child (temp highp int) -0:224 value: direct index for structure (layout(column_major shared ) buffer highp int) -0:224 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:224 move second child to first child ( temp highp int) +0:224 value: direct index for structure (layout( column_major shared) buffer highp int) +0:224 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:224 Constant: 0:224 0 (const int) 0:224 Constant: 0:224 2 (const int) -0:242 Function Definition: devi( (global void) +0:242 Function Definition: devi( ( global void) 0:242 Function Parameters: 0:244 Sequence -0:244 'gl_DeviceIndex' (in highp int DeviceIndex) -0:245 'gl_ViewIndex' (temp float) -0:252 Function Definition: devie( (global void) +0:244 'gl_DeviceIndex' ( in highp int DeviceIndex) +0:245 'gl_ViewIndex' ( temp float) +0:252 Function Definition: devie( ( global void) 0:252 Function Parameters: 0:254 Sequence -0:254 'gl_DeviceIndex' (in highp int DeviceIndex) -0:255 'gl_ViewIndex' (temp float) +0:254 'gl_DeviceIndex' ( in highp int DeviceIndex) +0:255 'gl_ViewIndex' ( temp float) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const highp 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const highp 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 1 (const uint) 0:? 4096 (const uint) -0:? 'total' (const highp int) +0:? 'total' ( const highp int) 0:? 66592 (const int) -0:? 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'invalid' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer implicitly-sized array of highp float values, layout(column_major shared ) buffer highp int value}) -0:? 'v3' (layout(location=2 ) in highp 3-component vector of float) -0:? 'f' (in highp float) -0:? 'fo' (out highp float) -0:? 's' (shared highp 4-component vector of float) -0:? 'sl' (layout(location=2 ) shared highp 4-component vector of float) -0:? 'fs' (shared highp float) -0:? 'arrX' (global 2-element array of highp int) -0:? 'arrY' (global 1-element array of highp int) -0:? 'arrZ' (global 4096-element array of highp int) -0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'v' (buffer highp 4-component vector of float) -0:? 'us2dbad' (uniform mediump usampler2D) -0:? 'us2d' (uniform highp usampler2D) -0:? 'ii2dabad' (uniform highp iimage2DArray) -0:? 'ii2da' (writeonly uniform highp iimage2DArray) -0:? 'iimg2D' (layout(r32i ) uniform highp iimage2D) -0:? 'iimg2Drgba' (layout(rgba32i ) readonly uniform highp iimage2D) -0:? 'img2Drgba' (layout(rgba32f ) readonly uniform mediump image2D) -0:? 'uimg2D' (layout(r32ui ) uniform mediump uimage2D) -0:? 'vol' (volatile temp highp float) -0:? 'vol2' (readonly temp highp int) -0:? 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D) -0:? 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D) -0:? 'i1bad' (layout(rg8i ) readonly uniform highp uimage2D) -0:? 'i2bad' (layout(rgba32i ) readonly uniform highp image2D) -0:? 'i3bad' (layout(rgba32f ) readonly uniform highp uimage2D) -0:? 'i4bad' (layout(r8_snorm ) readonly uniform highp iimage2D) -0:? 'i5bad' (layout(rgba32ui ) readonly uniform highp iimage2D) -0:? 'i6bad' (layout(r8ui ) readonly uniform highp iimage2D) -0:? 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:? 'counterBad' (layout(binding=1 ) uniform mediump atomic_uint) -0:? 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint) -0:? 'i' (uniform highp int) -0:? 'atomi' (shared highp int) -0:? 'atomu' (shared highp uint) -0:? 'pfoo' (noContraction temp highp int) -0:? 'dm' (global 2X4 matrix of double) -0:? 'sca' (uniform mediump samplerCubeArray) -0:? 'i2dr' (uniform mediump iimage2DRect) -0:? 'i2dms' (uniform highp image2DMS) -0:? 'u2dmsa' (uniform mediump uimage2DMSArray) -0:? 'okay1' (layout(r32f ) coherent volatile restrict readonly writeonly uniform highp image2D) -0:? 'okay2' (layout(r32i ) coherent volatile restrict readonly uniform highp iimage2D) -0:? 'okay3' (layout(r32ui ) coherent volatile restrict writeonly uniform highp uimage2D) -0:? 'okay4' (layout(r32f ) coherent volatile restrict uniform highp image2D) -0:? 'badQ1' (layout(rgba32f ) coherent volatile restrict uniform highp image2D) -0:? 'badQ2' (layout(rgba8i ) coherent volatile restrict uniform highp iimage2D) -0:? 'badQ3' (layout(rgba16ui ) coherent volatile restrict uniform highp uimage2D) -0:? 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'multio' (layout(column_major shared ) buffer block{layout(column_major shared ) readonly buffer highp int value, layout(column_major shared ) writeonly buffer implicitly-sized array of highp float values}) -0:? 'inbi' (in block{in highp int a}) -0:? 'outbi' (out block{out highp int a}) -0:? 't__' (global highp float) -0:? 'arr' (shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float) +0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer implicitly-sized array of highp float values, layout( column_major shared) buffer highp int value}) +0:? 'v3' (layout( location=2) in highp 3-component vector of float) +0:? 'f' ( in highp float) +0:? 'fo' ( out highp float) +0:? 's' ( shared highp 4-component vector of float) +0:? 'sl' (layout( location=2) shared highp 4-component vector of float) +0:? 'fs' ( shared highp float) +0:? 'arrX' ( global 2-element array of highp int) +0:? 'arrY' ( global 1-element array of highp int) +0:? 'arrZ' ( global 4096-element array of highp int) +0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'v' ( buffer highp 4-component vector of float) +0:? 'us2dbad' ( uniform mediump usampler2D) +0:? 'us2d' ( uniform highp usampler2D) +0:? 'ii2dabad' ( uniform highp iimage2DArray) +0:? 'ii2da' ( writeonly uniform highp iimage2DArray) +0:? 'iimg2D' (layout( r32i) uniform highp iimage2D) +0:? 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D) +0:? 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D) +0:? 'uimg2D' (layout( r32ui) uniform mediump uimage2D) +0:? 'vol' ( volatile temp highp float) +0:? 'vol2' ( readonly temp highp int) +0:? 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D) +0:? 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D) +0:? 'i1bad' (layout( rg8i) readonly uniform highp uimage2D) +0:? 'i2bad' (layout( rgba32i) readonly uniform highp image2D) +0:? 'i3bad' (layout( rgba32f) readonly uniform highp uimage2D) +0:? 'i4bad' (layout( r8_snorm) readonly uniform highp iimage2D) +0:? 'i5bad' (layout( rgba32ui) readonly uniform highp iimage2D) +0:? 'i6bad' (layout( r8ui) readonly uniform highp iimage2D) +0:? 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:? 'counterBad' (layout( binding=1) uniform mediump atomic_uint) +0:? 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint) +0:? 'i' ( uniform highp int) +0:? 'atomi' ( shared highp int) +0:? 'atomu' ( shared highp uint) +0:? 'pfoo' ( noContraction temp highp int) +0:? 'dm' ( global 2X4 matrix of double) +0:? 'sca' ( uniform mediump samplerCubeArray) +0:? 'i2dr' ( uniform mediump iimage2DRect) +0:? 'i2dms' ( uniform highp image2DMS) +0:? 'u2dmsa' ( uniform mediump uimage2DMSArray) +0:? 'okay1' (layout( r32f) coherent volatile restrict readonly writeonly uniform highp image2D) +0:? 'okay2' (layout( r32i) coherent volatile restrict readonly uniform highp iimage2D) +0:? 'okay3' (layout( r32ui) coherent volatile restrict writeonly uniform highp uimage2D) +0:? 'okay4' (layout( r32f) coherent volatile restrict uniform highp image2D) +0:? 'badQ1' (layout( rgba32f) coherent volatile restrict uniform highp image2D) +0:? 'badQ2' (layout( rgba8i) coherent volatile restrict uniform highp iimage2D) +0:? 'badQ3' (layout( rgba16ui) coherent volatile restrict uniform highp uimage2D) +0:? 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'multio' (layout( column_major shared) buffer block{layout( column_major shared) readonly buffer highp int value, layout( column_major shared) writeonly buffer implicitly-sized array of highp float values}) +0:? 'inbi' ( in block{ in highp int a}) +0:? 'outbi' ( out block{ out highp int a}) +0:? 't__' ( global highp float) +0:? 'arr' ( shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float) Linked compute stage: @@ -529,89 +529,89 @@ Shader version: 310 Requested GL_EXT_device_group local_size = (2, 1, 4096) ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence -0:29 Barrier (global void) -0:30 MemoryBarrier (global void) -0:31 MemoryBarrierAtomicCounter (global void) -0:32 MemoryBarrierBuffer (global void) -0:33 MemoryBarrierShared (global void) -0:34 MemoryBarrierImage (global void) -0:35 GroupMemoryBarrier (global void) -0:36 move second child to first child (temp highp int) -0:36 value: direct index for structure (layout(column_major shared ) buffer highp int) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:29 Barrier ( global void) +0:30 MemoryBarrier ( global void) +0:31 MemoryBarrierAtomicCounter ( global void) +0:32 MemoryBarrierBuffer ( global void) +0:33 MemoryBarrierShared ( global void) +0:34 MemoryBarrierImage ( global void) +0:35 GroupMemoryBarrier ( global void) +0:36 move second child to first child ( temp highp int) +0:36 value: direct index for structure (layout( column_major shared) buffer highp int) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:36 Constant: 0:36 0 (const uint) -0:36 Convert float to int (temp highp int) -0:36 indirect index (layout(column_major shared ) temp highp float) -0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp float) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) +0:36 Convert float to int ( temp highp int) +0:36 indirect index (layout( column_major shared) temp highp float) +0:36 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp float) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) 0:36 Constant: 0:36 1 (const uint) -0:36 'gl_LocalInvocationIndex' (in highp uint LocalInvocationIndex) +0:36 'gl_LocalInvocationIndex' ( in highp uint LocalInvocationIndex) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const highp 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const highp 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 1 (const uint) 0:? 4096 (const uint) -0:? 'total' (const highp int) +0:? 'total' ( const highp int) 0:? 66592 (const int) -0:? 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'invalid' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer implicitly-sized array of highp float values, layout(column_major shared ) buffer highp int value}) -0:? 'v3' (layout(location=2 ) in highp 3-component vector of float) -0:? 'f' (in highp float) -0:? 'fo' (out highp float) -0:? 's' (shared highp 4-component vector of float) -0:? 'sl' (layout(location=2 ) shared highp 4-component vector of float) -0:? 'fs' (shared highp float) -0:? 'arrX' (global 2-element array of highp int) -0:? 'arrY' (global 1-element array of highp int) -0:? 'arrZ' (global 4096-element array of highp int) -0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'v' (buffer highp 4-component vector of float) -0:? 'us2dbad' (uniform mediump usampler2D) -0:? 'us2d' (uniform highp usampler2D) -0:? 'ii2dabad' (uniform highp iimage2DArray) -0:? 'ii2da' (writeonly uniform highp iimage2DArray) -0:? 'iimg2D' (layout(r32i ) uniform highp iimage2D) -0:? 'iimg2Drgba' (layout(rgba32i ) readonly uniform highp iimage2D) -0:? 'img2Drgba' (layout(rgba32f ) readonly uniform mediump image2D) -0:? 'uimg2D' (layout(r32ui ) uniform mediump uimage2D) -0:? 'vol' (volatile temp highp float) -0:? 'vol2' (readonly temp highp int) -0:? 'qualim1' (layout(r32i ) coherent readonly uniform highp iimage2D) -0:? 'qualim2' (layout(r32i ) coherent restrict readonly uniform highp iimage2D) -0:? 'i1bad' (layout(rg8i ) readonly uniform highp uimage2D) -0:? 'i2bad' (layout(rgba32i ) readonly uniform highp image2D) -0:? 'i3bad' (layout(rgba32f ) readonly uniform highp uimage2D) -0:? 'i4bad' (layout(r8_snorm ) readonly uniform highp iimage2D) -0:? 'i5bad' (layout(rgba32ui ) readonly uniform highp iimage2D) -0:? 'i6bad' (layout(r8ui ) readonly uniform highp iimage2D) -0:? 'counter' (layout(binding=0 offset=0 ) uniform highp atomic_uint) -0:? 'counterBad' (layout(binding=1 ) uniform mediump atomic_uint) -0:? 'countArr' (layout(binding=2 offset=4 ) uniform 4-element array of highp atomic_uint) -0:? 'i' (uniform highp int) -0:? 'atomi' (shared highp int) -0:? 'atomu' (shared highp uint) -0:? 'pfoo' (noContraction temp highp int) -0:? 'dm' (global 2X4 matrix of double) -0:? 'sca' (uniform mediump samplerCubeArray) -0:? 'i2dr' (uniform mediump iimage2DRect) -0:? 'i2dms' (uniform highp image2DMS) -0:? 'u2dmsa' (uniform mediump uimage2DMSArray) -0:? 'okay1' (layout(r32f ) coherent volatile restrict readonly writeonly uniform highp image2D) -0:? 'okay2' (layout(r32i ) coherent volatile restrict readonly uniform highp iimage2D) -0:? 'okay3' (layout(r32ui ) coherent volatile restrict writeonly uniform highp uimage2D) -0:? 'okay4' (layout(r32f ) coherent volatile restrict uniform highp image2D) -0:? 'badQ1' (layout(rgba32f ) coherent volatile restrict uniform highp image2D) -0:? 'badQ2' (layout(rgba8i ) coherent volatile restrict uniform highp iimage2D) -0:? 'badQ3' (layout(rgba16ui ) coherent volatile restrict uniform highp uimage2D) -0:? 'wo' (layout(column_major shared ) writeonly buffer block{layout(column_major shared ) buffer highp int value, layout(column_major shared ) buffer implicitly-sized array of highp float values}) -0:? 'multio' (layout(column_major shared ) buffer block{layout(column_major shared ) readonly buffer highp int value, layout(column_major shared ) writeonly buffer implicitly-sized array of highp float values}) -0:? 'inbi' (in block{in highp int a}) -0:? 'outbi' (out block{out highp int a}) -0:? 't__' (global highp float) -0:? 'arr' (shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float) +0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer implicitly-sized array of highp float values, layout( column_major shared) buffer highp int value}) +0:? 'v3' (layout( location=2) in highp 3-component vector of float) +0:? 'f' ( in highp float) +0:? 'fo' ( out highp float) +0:? 's' ( shared highp 4-component vector of float) +0:? 'sl' (layout( location=2) shared highp 4-component vector of float) +0:? 'fs' ( shared highp float) +0:? 'arrX' ( global 2-element array of highp int) +0:? 'arrY' ( global 1-element array of highp int) +0:? 'arrZ' ( global 4096-element array of highp int) +0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'v' ( buffer highp 4-component vector of float) +0:? 'us2dbad' ( uniform mediump usampler2D) +0:? 'us2d' ( uniform highp usampler2D) +0:? 'ii2dabad' ( uniform highp iimage2DArray) +0:? 'ii2da' ( writeonly uniform highp iimage2DArray) +0:? 'iimg2D' (layout( r32i) uniform highp iimage2D) +0:? 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D) +0:? 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D) +0:? 'uimg2D' (layout( r32ui) uniform mediump uimage2D) +0:? 'vol' ( volatile temp highp float) +0:? 'vol2' ( readonly temp highp int) +0:? 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D) +0:? 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D) +0:? 'i1bad' (layout( rg8i) readonly uniform highp uimage2D) +0:? 'i2bad' (layout( rgba32i) readonly uniform highp image2D) +0:? 'i3bad' (layout( rgba32f) readonly uniform highp uimage2D) +0:? 'i4bad' (layout( r8_snorm) readonly uniform highp iimage2D) +0:? 'i5bad' (layout( rgba32ui) readonly uniform highp iimage2D) +0:? 'i6bad' (layout( r8ui) readonly uniform highp iimage2D) +0:? 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint) +0:? 'counterBad' (layout( binding=1) uniform mediump atomic_uint) +0:? 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint) +0:? 'i' ( uniform highp int) +0:? 'atomi' ( shared highp int) +0:? 'atomu' ( shared highp uint) +0:? 'pfoo' ( noContraction temp highp int) +0:? 'dm' ( global 2X4 matrix of double) +0:? 'sca' ( uniform mediump samplerCubeArray) +0:? 'i2dr' ( uniform mediump iimage2DRect) +0:? 'i2dms' ( uniform highp image2DMS) +0:? 'u2dmsa' ( uniform mediump uimage2DMSArray) +0:? 'okay1' (layout( r32f) coherent volatile restrict readonly writeonly uniform highp image2D) +0:? 'okay2' (layout( r32i) coherent volatile restrict readonly uniform highp iimage2D) +0:? 'okay3' (layout( r32ui) coherent volatile restrict writeonly uniform highp uimage2D) +0:? 'okay4' (layout( r32f) coherent volatile restrict uniform highp image2D) +0:? 'badQ1' (layout( rgba32f) coherent volatile restrict uniform highp image2D) +0:? 'badQ2' (layout( rgba8i) coherent volatile restrict uniform highp iimage2D) +0:? 'badQ3' (layout( rgba16ui) coherent volatile restrict uniform highp uimage2D) +0:? 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer implicitly-sized array of highp float values}) +0:? 'multio' (layout( column_major shared) buffer block{layout( column_major shared) readonly buffer highp int value, layout( column_major shared) writeonly buffer implicitly-sized array of highp float values}) +0:? 'inbi' ( in block{ in highp int a}) +0:? 'outbi' ( out block{ out highp int a}) +0:? 't__' ( global highp float) +0:? 'arr' ( shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float) diff --git a/Test/baseResults/310.frag.out b/Test/baseResults/310.frag.out index 25c96156..3b2fdd08 100644 --- a/Test/baseResults/310.frag.out +++ b/Test/baseResults/310.frag.out @@ -9,7 +9,7 @@ ERROR: 0:15: 'usampler2DRect' : Reserved word. ERROR: 0:15: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:23: 'variable indexing sampler array' : not supported for this version or the enabled extensions ERROR: 0:27: 'textureGatherOffsets' : no matching overloaded function found -ERROR: 0:27: '=' : cannot convert from 'const float' to 'temp mediump 4-component vector of uint' +ERROR: 0:27: '=' : cannot convert from ' const float' to ' temp mediump 4-component vector of uint' ERROR: 0:30: 'textureGatherOffset(...)' : must be a compile-time constant: component argument ERROR: 0:31: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument ERROR: 0:34: 'non-constant offset argument' : not supported for this version or the enabled extensions @@ -113,13 +113,13 @@ ERROR: 0:356: 'interpolateAtSample' : required extension not requested: GL_OES_s ERROR: 0:357: 'interpolateAtOffset' : required extension not requested: GL_OES_shader_multisample_interpolation ERROR: 0:365: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output ERROR: 0:380: 'interpolateAtCentroid' : no matching overloaded function found -ERROR: 0:380: 'assign' : cannot convert from 'const float' to 'temp mediump 3-component vector of float' +ERROR: 0:380: 'assign' : cannot convert from ' const float' to ' temp mediump 3-component vector of float' ERROR: 0:382: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element ERROR: 0:384: 'interpolateAtSample' : no matching overloaded function found -ERROR: 0:384: 'assign' : cannot convert from 'const float' to 'temp mediump 3-component vector of float' +ERROR: 0:384: 'assign' : cannot convert from ' const float' to ' temp mediump 3-component vector of float' ERROR: 0:386: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element ERROR: 0:389: 'interpolateAtOffset' : no matching overloaded function found -ERROR: 0:389: 'assign' : cannot convert from 'const float' to 'temp mediump 3-component vector of float' +ERROR: 0:389: 'assign' : cannot convert from ' const float' to ' temp mediump 3-component vector of float' ERROR: 0:391: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element ERROR: 0:392: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element ERROR: 0:396: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element @@ -156,31 +156,31 @@ using early_fragment_tests using depth_any using blend_support_multiply blend_support_screen blend_support_overlay blend_support_darken blend_support_lighten blend_support_colordodge blend_support_colorburn blend_support_hardlight blend_support_softlight blend_support_difference blend_support_exclusion blend_support_hsl_hue blend_support_hsl_saturation blend_support_hsl_color blend_support_hsl_luminosity blend_support_all_equations ERROR: node is still EOpNull! -0:21 Function Definition: main( (global void) +0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp highp 4-component vector of float) -0:23 'v' (temp mediump 4-component vector of float) -0:23 texture (global highp 4-component vector of float) -0:23 indirect index (temp highp sampler2D) -0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D) -0:23 'i' (uniform mediump int) -0:23 'c2D' (smooth in mediump 2-component vector of float) +0:23 move second child to first child ( temp highp 4-component vector of float) +0:23 'v' ( temp mediump 4-component vector of float) +0:23 texture ( global highp 4-component vector of float) +0:23 indirect index ( temp highp sampler2D) +0:23 'arrayedSampler' ( uniform 5-element array of highp sampler2D) +0:23 'i' ( uniform mediump int) +0:23 'c2D' ( smooth in mediump 2-component vector of float) 0:28 Sequence -0:28 move second child to first child (temp highp 4-component vector of float) -0:28 'v4' (temp mediump 4-component vector of float) -0:28 textureGather (global highp 4-component vector of float) -0:28 direct index (temp highp sampler2D) -0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D) +0:28 move second child to first child ( temp highp 4-component vector of float) +0:28 'v4' ( temp mediump 4-component vector of float) +0:28 textureGather ( global highp 4-component vector of float) +0:28 direct index ( temp highp sampler2D) +0:28 'arrayedSampler' ( uniform 5-element array of highp sampler2D) 0:28 Constant: 0:28 0 (const int) -0:28 'c2D' (smooth in mediump 2-component vector of float) +0:28 'c2D' ( smooth in mediump 2-component vector of float) 0:29 Sequence -0:29 move second child to first child (temp highp 4-component vector of int) -0:29 'iv4' (temp mediump 4-component vector of int) -0:29 textureGatherOffset (global highp 4-component vector of int) -0:29 'isamp2DA' (uniform highp isampler2DArray) +0:29 move second child to first child ( temp highp 4-component vector of int) +0:29 'iv4' ( temp mediump 4-component vector of int) +0:29 textureGatherOffset ( global highp 4-component vector of int) +0:29 'isamp2DA' ( uniform highp isampler2DArray) 0:29 Constant: 0:29 0.100000 0:29 0.100000 @@ -190,10 +190,10 @@ ERROR: node is still EOpNull! 0:29 1 (const int) 0:29 Constant: 0:29 3 (const int) -0:30 move second child to first child (temp highp 4-component vector of int) -0:30 'iv4' (temp mediump 4-component vector of int) -0:30 textureGatherOffset (global highp 4-component vector of int) -0:30 'isamp2DA' (uniform highp isampler2DArray) +0:30 move second child to first child ( temp highp 4-component vector of int) +0:30 'iv4' ( temp mediump 4-component vector of int) +0:30 textureGatherOffset ( global highp 4-component vector of int) +0:30 'isamp2DA' ( uniform highp isampler2DArray) 0:30 Constant: 0:30 0.100000 0:30 0.100000 @@ -201,11 +201,11 @@ ERROR: node is still EOpNull! 0:30 Constant: 0:30 1 (const int) 0:30 1 (const int) -0:30 'i' (uniform mediump int) -0:31 move second child to first child (temp highp 4-component vector of int) -0:31 'iv4' (temp mediump 4-component vector of int) -0:31 textureGatherOffset (global highp 4-component vector of int) -0:31 'isamp2DA' (uniform highp isampler2DArray) +0:30 'i' ( uniform mediump int) +0:31 move second child to first child ( temp highp 4-component vector of int) +0:31 'iv4' ( temp mediump 4-component vector of int) +0:31 textureGatherOffset ( global highp 4-component vector of int) +0:31 'isamp2DA' ( uniform highp isampler2DArray) 0:31 Constant: 0:31 0.100000 0:31 0.100000 @@ -215,10 +215,10 @@ ERROR: node is still EOpNull! 0:31 1 (const int) 0:31 Constant: 0:31 4 (const int) -0:32 move second child to first child (temp highp 4-component vector of int) -0:32 'iv4' (temp mediump 4-component vector of int) -0:32 textureGatherOffset (global highp 4-component vector of int) -0:32 'isamp2DA' (uniform highp isampler2DArray) +0:32 move second child to first child ( temp highp 4-component vector of int) +0:32 'iv4' ( temp mediump 4-component vector of int) +0:32 textureGatherOffset ( global highp 4-component vector of int) +0:32 'isamp2DA' ( uniform highp isampler2DArray) 0:32 Constant: 0:32 0.100000 0:32 0.100000 @@ -228,10 +228,10 @@ ERROR: node is still EOpNull! 0:32 1 (const int) 0:32 Constant: 0:32 3 (const int) -0:33 move second child to first child (temp highp 4-component vector of int) -0:33 'iv4' (temp mediump 4-component vector of int) -0:33 textureGatherOffset (global highp 4-component vector of int) -0:33 'isamp2DA' (uniform highp isampler2DArray) +0:33 move second child to first child ( temp highp 4-component vector of int) +0:33 'iv4' ( temp mediump 4-component vector of int) +0:33 textureGatherOffset ( global highp 4-component vector of int) +0:33 'isamp2DA' ( uniform highp isampler2DArray) 0:33 Constant: 0:33 0.100000 0:33 0.100000 @@ -239,33 +239,33 @@ ERROR: node is still EOpNull! 0:33 Constant: 0:33 0 (const int) 0:33 0 (const int) -0:34 move second child to first child (temp highp 4-component vector of int) -0:34 'iv4' (temp mediump 4-component vector of int) -0:34 textureGatherOffset (global highp 4-component vector of int) -0:34 'isamp2DA' (uniform highp isampler2DArray) +0:34 move second child to first child ( temp highp 4-component vector of int) +0:34 'iv4' ( temp mediump 4-component vector of int) +0:34 textureGatherOffset ( global highp 4-component vector of int) +0:34 'isamp2DA' ( uniform highp isampler2DArray) 0:34 Constant: 0:34 0.100000 0:34 0.100000 0:34 0.100000 -0:34 Construct ivec2 (temp highp 2-component vector of int) -0:34 'i' (uniform mediump int) -0:38 Function Definition: foo23( (global void) +0:34 Construct ivec2 ( temp highp 2-component vector of int) +0:34 'i' ( uniform mediump int) +0:38 Function Definition: foo23( ( global void) 0:38 Function Parameters: 0:? Sequence -0:42 textureProjGradOffset (global highp 4-component vector of uint) -0:42 'usamp2d' (uniform highp usampler2D) -0:42 'outp' (out mediump 4-component vector of float) +0:42 textureProjGradOffset ( global highp 4-component vector of uint) +0:42 'usamp2d' ( uniform highp usampler2D) +0:42 'outp' ( out mediump 4-component vector of float) 0:42 Constant: 0:42 0.000000 0:42 0.000000 0:42 Constant: 0:42 0.000000 0:42 0.000000 -0:42 Convert float to int (temp highp 2-component vector of int) -0:42 'c2D' (smooth in mediump 2-component vector of float) -0:43 textureProjGradOffset (global highp 4-component vector of uint) -0:43 'usamp2d' (uniform highp usampler2D) -0:43 'outp' (out mediump 4-component vector of float) +0:42 Convert float to int ( temp highp 2-component vector of int) +0:42 'c2D' ( smooth in mediump 2-component vector of float) +0:43 textureProjGradOffset ( global highp 4-component vector of uint) +0:43 'usamp2d' ( uniform highp usampler2D) +0:43 'outp' ( out mediump 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 @@ -275,9 +275,9 @@ ERROR: node is still EOpNull! 0:43 Constant: 0:43 3 (const int) 0:43 4 (const int) -0:44 textureProjGradOffset (global highp 4-component vector of uint) -0:44 'usamp2d' (uniform highp usampler2D) -0:44 'outp' (out mediump 4-component vector of float) +0:44 textureProjGradOffset ( global highp 4-component vector of uint) +0:44 'usamp2d' ( uniform highp usampler2D) +0:44 'outp' ( out mediump 4-component vector of float) 0:44 Constant: 0:44 0.000000 0:44 0.000000 @@ -287,9 +287,9 @@ ERROR: node is still EOpNull! 0:44 Constant: 0:44 15 (const int) 0:44 16 (const int) -0:45 textureProjGradOffset (global highp 4-component vector of uint) -0:45 'usamp2d' (uniform highp usampler2D) -0:45 'outp' (out mediump 4-component vector of float) +0:45 textureProjGradOffset ( global highp 4-component vector of uint) +0:45 'usamp2d' ( uniform highp usampler2D) +0:45 'outp' ( out mediump 4-component vector of float) 0:45 Constant: 0:45 0.000000 0:45 0.000000 @@ -299,164 +299,164 @@ ERROR: node is still EOpNull! 0:45 Constant: 0:45 -10 (const int) 0:45 20 (const int) -0:47 Test condition and select (temp void) +0:47 Test condition and select ( temp void) 0:47 Condition -0:47 'gl_HelperInvocation' (in bool HelperInvocation) +0:47 'gl_HelperInvocation' ( in bool HelperInvocation) 0:47 true case -0:48 Pre-Increment (temp mediump 4-component vector of float) -0:48 'outp' (out mediump 4-component vector of float) +0:48 Pre-Increment ( temp mediump 4-component vector of float) +0:48 'outp' ( out mediump 4-component vector of float) 0:50 Sequence -0:50 move second child to first child (temp mediump int) -0:50 'sum' (temp mediump int) +0:50 move second child to first child ( temp mediump int) +0:50 'sum' ( temp mediump int) 0:50 Constant: 0:50 32 (const int) -0:58 move second child to first child (temp bool) -0:58 'b1' (temp bool) -0:58 mix (global bool) -0:58 'b2' (temp bool) -0:58 'b3' (temp bool) -0:58 'b' (temp bool) +0:58 move second child to first child ( temp bool) +0:58 'b1' ( temp bool) +0:58 mix ( global bool) +0:58 'b2' ( temp bool) +0:58 'b3' ( temp bool) +0:58 'b' ( temp bool) 0:59 Sequence -0:59 move second child to first child (temp mediump 3-component vector of uint) -0:59 'um3' (temp mediump 3-component vector of uint) -0:59 mix (global mediump 3-component vector of uint) -0:59 Construct uvec3 (temp mediump 3-component vector of uint) -0:59 Convert int to uint (temp mediump uint) -0:59 'i' (uniform mediump int) -0:59 Construct uvec3 (temp mediump 3-component vector of uint) -0:59 Convert int to uint (temp mediump uint) -0:59 'i' (uniform mediump int) -0:59 Construct bvec3 (temp 3-component vector of bool) -0:59 'b' (temp bool) +0:59 move second child to first child ( temp mediump 3-component vector of uint) +0:59 'um3' ( temp mediump 3-component vector of uint) +0:59 mix ( global mediump 3-component vector of uint) +0:59 Construct uvec3 ( temp mediump 3-component vector of uint) +0:59 Convert int to uint ( temp mediump uint) +0:59 'i' ( uniform mediump int) +0:59 Construct uvec3 ( temp mediump 3-component vector of uint) +0:59 Convert int to uint ( temp mediump uint) +0:59 'i' ( uniform mediump int) +0:59 Construct bvec3 ( temp 3-component vector of bool) +0:59 'b' ( temp bool) 0:60 Sequence -0:60 move second child to first child (temp mediump 4-component vector of int) -0:60 'im4' (temp mediump 4-component vector of int) -0:60 mix (global mediump 4-component vector of int) -0:60 Construct ivec4 (temp mediump 4-component vector of int) -0:60 'i' (uniform mediump int) -0:60 Construct ivec4 (temp mediump 4-component vector of int) -0:60 'i' (uniform mediump int) -0:60 Construct bvec4 (temp 4-component vector of bool) -0:60 'b' (temp bool) -0:98 Function Definition: foots( (global void) +0:60 move second child to first child ( temp mediump 4-component vector of int) +0:60 'im4' ( temp mediump 4-component vector of int) +0:60 mix ( global mediump 4-component vector of int) +0:60 Construct ivec4 ( temp mediump 4-component vector of int) +0:60 'i' ( uniform mediump int) +0:60 Construct ivec4 ( temp mediump 4-component vector of int) +0:60 'i' ( uniform mediump int) +0:60 Construct bvec4 ( temp 4-component vector of bool) +0:60 'b' ( temp bool) +0:98 Function Definition: foots( ( global void) 0:98 Function Parameters: 0:100 Sequence 0:100 Sequence -0:100 move second child to first child (temp highp 2-component vector of int) -0:100 'v2' (temp highp 2-component vector of int) -0:100 textureSize (global highp 2-component vector of int) -0:100 's1' (layout(binding=3 ) uniform highp sampler2D) +0:100 move second child to first child ( temp highp 2-component vector of int) +0:100 'v2' ( temp highp 2-component vector of int) +0:100 textureSize ( global highp 2-component vector of int) +0:100 's1' (layout( binding=3) uniform highp sampler2D) 0:100 Constant: 0:100 2 (const int) 0:101 Sequence -0:101 move second child to first child (temp highp 3-component vector of int) -0:101 'v3' (temp highp 3-component vector of int) -0:101 textureSize (global highp 3-component vector of int) -0:101 'isamp2DA' (uniform highp isampler2DArray) +0:101 move second child to first child ( temp highp 3-component vector of int) +0:101 'v3' ( temp highp 3-component vector of int) +0:101 textureSize ( global highp 3-component vector of int) +0:101 'isamp2DA' ( uniform highp isampler2DArray) 0:101 Constant: 0:101 3 (const int) -0:102 move second child to first child (temp highp 2-component vector of int) -0:102 'v2' (temp highp 2-component vector of int) -0:102 textureSize (global highp 2-component vector of int, operation at mediump) -0:102 's2dms' (uniform mediump sampler2DMS) -0:103 move second child to first child (temp highp 2-component vector of int) -0:103 'v2' (temp highp 2-component vector of int) -0:103 imageQuerySize (global highp 2-component vector of int) -0:103 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) -0:104 move second child to first child (temp highp 3-component vector of int) -0:104 'v3' (temp highp 3-component vector of int) -0:104 imageQuerySize (global highp 3-component vector of int, operation at mediump) -0:104 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) -0:105 move second child to first child (temp highp 2-component vector of int) -0:105 'v2' (temp highp 2-component vector of int) -0:105 imageQuerySize (global highp 2-component vector of int, operation at mediump) -0:105 'iCube' (layout(binding=5 ) uniform mediump imageCube) -0:106 move second child to first child (temp highp 3-component vector of int) -0:106 'v3' (temp highp 3-component vector of int) -0:106 imageQuerySize (global highp 3-component vector of int, operation at mediump) -0:106 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) -0:107 move second child to first child (temp highp 2-component vector of int) -0:107 'v2' (temp highp 2-component vector of int) -0:107 imageQuerySize (global highp 2-component vector of int, operation at mediump) -0:107 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform mediump image2D) -0:165 Function Definition: fooIO( (global void) +0:102 move second child to first child ( temp highp 2-component vector of int) +0:102 'v2' ( temp highp 2-component vector of int) +0:102 textureSize ( global highp 2-component vector of int, operation at mediump) +0:102 's2dms' ( uniform mediump sampler2DMS) +0:103 move second child to first child ( temp highp 2-component vector of int) +0:103 'v2' ( temp highp 2-component vector of int) +0:103 imageQuerySize ( global highp 2-component vector of int) +0:103 'i2D' (layout( binding=2) writeonly uniform highp image2D) +0:104 move second child to first child ( temp highp 3-component vector of int) +0:104 'v3' ( temp highp 3-component vector of int) +0:104 imageQuerySize ( global highp 3-component vector of int, operation at mediump) +0:104 'i3D' (layout( binding=4) readonly uniform mediump image3D) +0:105 move second child to first child ( temp highp 2-component vector of int) +0:105 'v2' ( temp highp 2-component vector of int) +0:105 imageQuerySize ( global highp 2-component vector of int, operation at mediump) +0:105 'iCube' (layout( binding=5) uniform mediump imageCube) +0:106 move second child to first child ( temp highp 3-component vector of int) +0:106 'v3' ( temp highp 3-component vector of int) +0:106 imageQuerySize ( global highp 3-component vector of int, operation at mediump) +0:106 'i2DA' (layout( binding=6) uniform mediump image2DArray) +0:107 move second child to first child ( temp highp 2-component vector of int) +0:107 'v2' ( temp highp 2-component vector of int) +0:107 imageQuerySize ( global highp 2-component vector of int, operation at mediump) +0:107 'i2Dqualified' (layout( binding=6) coherent volatile restrict uniform mediump image2D) +0:165 Function Definition: fooIO( ( global void) 0:165 Function Parameters: 0:167 Sequence 0:167 Sequence -0:167 move second child to first child (temp mediump 4-component vector of float) -0:167 'v' (temp mediump 4-component vector of float) -0:167 add (temp mediump 4-component vector of float) -0:167 v: direct index for structure (in mediump 4-component vector of float) -0:167 'inbinst' (in block{in mediump int a, in mediump 4-component vector of float v, in structure{global mediump int b} s}) +0:167 move second child to first child ( temp mediump 4-component vector of float) +0:167 'v' ( temp mediump 4-component vector of float) +0:167 add ( temp mediump 4-component vector of float) +0:167 v: direct index for structure ( in mediump 4-component vector of float) +0:167 'inbinst' ( in block{ in mediump int a, in mediump 4-component vector of float v, in structure{ global mediump int b} s}) 0:167 Constant: 0:167 1 (const int) -0:167 vAnon: direct index for structure (layout(location=13 ) centroid in mediump 4-component vector of float) -0:167 'anon@0' (in block{layout(location=12 ) in mediump int aAnon, layout(location=13 ) centroid in mediump 4-component vector of float vAnon}) +0:167 vAnon: direct index for structure (layout( location=13) centroid in mediump 4-component vector of float) +0:167 'anon@0' ( in block{layout( location=12) in mediump int aAnon, layout( location=13) centroid in mediump 4-component vector of float vAnon}) 0:167 Constant: 0:167 1 (const uint) -0:168 vector scale second child into first child (temp mediump 4-component vector of float) -0:168 'v' (temp mediump 4-component vector of float) -0:168 f: direct index for structure (in mediump float) -0:168 direct index (temp block{in mediump float f}) -0:168 'arrayedInst' (in 4-element array of block{in mediump float f}) +0:168 vector scale second child into first child ( temp mediump 4-component vector of float) +0:168 'v' ( temp mediump 4-component vector of float) +0:168 f: direct index for structure ( in mediump float) +0:168 direct index ( temp block{ in mediump float f}) +0:168 'arrayedInst' ( in 4-element array of block{ in mediump float f}) 0:168 Constant: 0:168 2 (const int) 0:168 Constant: 0:168 0 (const int) -0:169 vector scale second child into first child (temp mediump 4-component vector of float) -0:169 'v' (temp mediump 4-component vector of float) -0:169 f: direct index for structure (in mediump float) -0:169 indirect index (temp block{in mediump float f}) -0:169 'arrayedInst' (in 4-element array of block{in mediump float f}) -0:169 'i' (uniform mediump int) +0:169 vector scale second child into first child ( temp mediump 4-component vector of float) +0:169 'v' ( temp mediump 4-component vector of float) +0:169 f: direct index for structure ( in mediump float) +0:169 indirect index ( temp block{ in mediump float f}) +0:169 'arrayedInst' ( in 4-element array of block{ in mediump float f}) +0:169 'i' ( uniform mediump int) 0:169 Constant: 0:169 0 (const int) -0:179 Function Definition: foo_IO( (global void) +0:179 Function Definition: foo_IO( ( global void) 0:179 Function Parameters: 0:181 Sequence -0:181 move second child to first child (temp highp float) -0:181 'gl_FragDepth' (gl_FragDepth highp float FragDepth) +0:181 move second child to first child ( temp highp float) +0:181 'gl_FragDepth' ( gl_FragDepth highp float FragDepth) 0:181 Constant: 0:181 0.200000 -0:182 'gl_Layer' (flat in highp int Layer) -0:183 'gl_PrimitiveID' (flat in highp int PrimitiveID) +0:182 'gl_Layer' ( flat in highp int Layer) +0:183 'gl_PrimitiveID' ( flat in highp int PrimitiveID) 0:184 Sequence -0:184 move second child to first child (temp bool) -0:184 'f' (temp bool) -0:184 'gl_FrontFacing' (gl_FrontFacing bool Face) -0:191 Function Definition: foo_GS( (global void) +0:184 move second child to first child ( temp bool) +0:184 'f' ( temp bool) +0:184 'gl_FrontFacing' ( gl_FrontFacing bool Face) +0:191 Function Definition: foo_GS( ( global void) 0:191 Function Parameters: 0:193 Sequence 0:193 Sequence -0:193 move second child to first child (temp highp int) -0:193 'l' (temp highp int) -0:193 'gl_Layer' (flat in highp int Layer) +0:193 move second child to first child ( temp highp int) +0:193 'l' ( temp highp int) +0:193 'gl_Layer' ( flat in highp int Layer) 0:194 Sequence -0:194 move second child to first child (temp highp int) -0:194 'p' (temp highp int) -0:194 'gl_PrimitiveID' (flat in highp int PrimitiveID) -0:207 Function Definition: pfooBad( (global void) +0:194 move second child to first child ( temp highp int) +0:194 'p' ( temp highp int) +0:194 'gl_PrimitiveID' ( flat in highp int PrimitiveID) +0:207 Function Definition: pfooBad( ( global void) 0:207 Function Parameters: 0:? Sequence -0:210 move second child to first child (temp mediump 2-component vector of float) -0:210 'h' (noContraction temp mediump 2-component vector of float) -0:210 fma (global mediump 2-component vector of float) -0:210 'inf' (smooth in mediump 2-component vector of float) -0:210 'ing' (smooth in mediump 2-component vector of float) -0:210 'h' (noContraction temp mediump 2-component vector of float) -0:211 textureGatherOffset (global highp 4-component vector of float) -0:211 direct index (temp highp sampler2D) -0:211 'sArray' (uniform 4-element array of highp sampler2D) +0:210 move second child to first child ( temp mediump 2-component vector of float) +0:210 'h' ( noContraction temp mediump 2-component vector of float) +0:210 fma ( global mediump 2-component vector of float) +0:210 'inf' ( smooth in mediump 2-component vector of float) +0:210 'ing' ( smooth in mediump 2-component vector of float) +0:210 'h' ( noContraction temp mediump 2-component vector of float) +0:211 textureGatherOffset ( global highp 4-component vector of float) +0:211 direct index ( temp highp sampler2D) +0:211 'sArray' ( uniform 4-element array of highp sampler2D) 0:211 Constant: 0:211 0 (const int) 0:211 Constant: 0:211 0.100000 0:211 0.100000 -0:211 Convert float to int (temp highp 2-component vector of int) -0:211 'inf' (smooth in mediump 2-component vector of float) -0:212 textureGatherOffsets (global highp 4-component vector of float) -0:212 direct index (temp highp sampler2D) -0:212 'sArray' (uniform 4-element array of highp sampler2D) +0:211 Convert float to int ( temp highp 2-component vector of int) +0:211 'inf' ( smooth in mediump 2-component vector of float) +0:212 textureGatherOffsets ( global highp 4-component vector of float) +0:212 direct index ( temp highp sampler2D) +0:212 'sArray' ( uniform 4-element array of highp sampler2D) 0:212 Constant: 0:212 0 (const int) 0:212 Constant: @@ -471,28 +471,28 @@ ERROR: node is still EOpNull! 0:212 0 (const int) 0:212 0 (const int) 0:212 0 (const int) -0:217 Function Definition: pfoo( (global void) +0:217 Function Definition: pfoo( ( global void) 0:217 Function Parameters: 0:? Sequence -0:220 move second child to first child (temp mediump 2-component vector of float) -0:220 'h' (noContraction temp mediump 2-component vector of float) -0:220 fma (global mediump 2-component vector of float) -0:220 'inf' (smooth in mediump 2-component vector of float) -0:220 'ing' (smooth in mediump 2-component vector of float) -0:220 'h' (noContraction temp mediump 2-component vector of float) -0:221 textureGatherOffset (global highp 4-component vector of float) -0:221 direct index (temp highp sampler2D) -0:221 'sArray' (uniform 4-element array of highp sampler2D) +0:220 move second child to first child ( temp mediump 2-component vector of float) +0:220 'h' ( noContraction temp mediump 2-component vector of float) +0:220 fma ( global mediump 2-component vector of float) +0:220 'inf' ( smooth in mediump 2-component vector of float) +0:220 'ing' ( smooth in mediump 2-component vector of float) +0:220 'h' ( noContraction temp mediump 2-component vector of float) +0:221 textureGatherOffset ( global highp 4-component vector of float) +0:221 direct index ( temp highp sampler2D) +0:221 'sArray' ( uniform 4-element array of highp sampler2D) 0:221 Constant: 0:221 0 (const int) 0:221 Constant: 0:221 0.100000 0:221 0.100000 -0:221 Convert float to int (temp highp 2-component vector of int) -0:221 'inf' (smooth in mediump 2-component vector of float) -0:222 textureGatherOffsets (global highp 4-component vector of float) -0:222 direct index (temp highp sampler2D) -0:222 'sArray' (uniform 4-element array of highp sampler2D) +0:221 Convert float to int ( temp highp 2-component vector of int) +0:221 'inf' ( smooth in mediump 2-component vector of float) +0:222 textureGatherOffsets ( global highp 4-component vector of float) +0:222 direct index ( temp highp sampler2D) +0:222 'sArray' ( uniform 4-element array of highp sampler2D) 0:222 Constant: 0:222 0 (const int) 0:222 Constant: @@ -507,23 +507,23 @@ ERROR: node is still EOpNull! 0:222 0 (const int) 0:222 0 (const int) 0:222 0 (const int) -0:223 textureGatherOffsets (global highp 4-component vector of float) -0:223 direct index (temp highp sampler2D) -0:223 'sArray' (uniform 4-element array of highp sampler2D) +0:223 textureGatherOffsets ( global highp 4-component vector of float) +0:223 direct index ( temp highp sampler2D) +0:223 'sArray' ( uniform 4-element array of highp sampler2D) 0:223 Constant: 0:223 0 (const int) 0:223 Constant: 0:223 0.100000 0:223 0.100000 -0:223 'offsets' (uniform 4-element array of mediump 2-component vector of int) -0:248 Function Definition: CAT( (global void) +0:223 'offsets' ( uniform 4-element array of mediump 2-component vector of int) +0:248 Function Definition: CAT( ( global void) 0:248 Function Parameters: 0:250 Sequence 0:250 Sequence -0:250 move second child to first child (temp highp 4-component vector of float) -0:250 'b4' (temp highp 4-component vector of float) -0:250 texture (global highp 4-component vector of float) -0:250 'CA4' (uniform highp samplerCubeArray) +0:250 move second child to first child ( temp highp 4-component vector of float) +0:250 'b4' ( temp highp 4-component vector of float) +0:250 texture ( global highp 4-component vector of float) +0:250 'CA4' ( uniform highp samplerCubeArray) 0:250 Constant: 0:250 0.500000 0:250 0.500000 @@ -532,10 +532,10 @@ ERROR: node is still EOpNull! 0:250 Constant: 0:250 0.240000 0:251 Sequence -0:251 move second child to first child (temp highp 4-component vector of int) -0:251 'b6' (temp highp 4-component vector of int) -0:251 texture (global highp 4-component vector of int) -0:251 'CA6' (uniform highp isamplerCubeArray) +0:251 move second child to first child ( temp highp 4-component vector of int) +0:251 'b6' ( temp highp 4-component vector of int) +0:251 texture ( global highp 4-component vector of int) +0:251 'CA6' ( uniform highp isamplerCubeArray) 0:251 Constant: 0:251 0.500000 0:251 0.500000 @@ -544,10 +544,10 @@ ERROR: node is still EOpNull! 0:251 Constant: 0:251 0.260000 0:252 Sequence -0:252 move second child to first child (temp highp 4-component vector of uint) -0:252 'b7' (temp highp 4-component vector of uint) -0:252 texture (global highp 4-component vector of uint) -0:252 'CA7' (uniform highp usamplerCubeArray) +0:252 move second child to first child ( temp highp 4-component vector of uint) +0:252 'b7' ( temp highp 4-component vector of uint) +0:252 texture ( global highp 4-component vector of uint) +0:252 'CA7' ( uniform highp usamplerCubeArray) 0:252 Constant: 0:252 0.500000 0:252 0.500000 @@ -555,276 +555,276 @@ ERROR: node is still EOpNull! 0:252 0.500000 0:252 Constant: 0:252 0.270000 -0:255 Function Definition: badSample( (global void) +0:255 Function Definition: badSample( ( global void) 0:255 Function Parameters: 0:257 Sequence 0:257 Sequence -0:257 move second child to first child (temp lowp int) -0:257 'a1' (temp lowp int) -0:257 'gl_SampleID' (flat in lowp int SampleId) +0:257 move second child to first child ( temp lowp int) +0:257 'a1' ( temp lowp int) +0:257 'gl_SampleID' ( flat in lowp int SampleId) 0:258 Sequence -0:258 move second child to first child (temp mediump 2-component vector of float) -0:258 'a2' (temp mediump 2-component vector of float) -0:258 'gl_SamplePosition' (smooth in mediump 2-component vector of float SamplePosition) +0:258 move second child to first child ( temp mediump 2-component vector of float) +0:258 'a2' ( temp mediump 2-component vector of float) +0:258 'gl_SamplePosition' ( smooth in mediump 2-component vector of float SamplePosition) 0:259 Sequence -0:259 move second child to first child (temp highp int) -0:259 'a3' (temp highp int) -0:259 direct index (flat temp highp int SampleMaskIn) -0:259 'gl_SampleMaskIn' (flat in implicitly-sized array of highp int SampleMaskIn) +0:259 move second child to first child ( temp highp int) +0:259 'a3' ( temp highp int) +0:259 direct index ( flat temp highp int SampleMaskIn) +0:259 'gl_SampleMaskIn' ( flat in implicitly-sized array of highp int SampleMaskIn) 0:259 Constant: 0:259 0 (const int) -0:260 move second child to first child (temp highp int) -0:260 direct index (temp highp int SampleMaskIn) -0:260 'gl_SampleMask' (out implicitly-sized array of highp int SampleMaskIn) +0:260 move second child to first child ( temp highp int) +0:260 direct index ( temp highp int SampleMaskIn) +0:260 'gl_SampleMask' ( out implicitly-sized array of highp int SampleMaskIn) 0:260 Constant: 0:260 0 (const int) -0:260 'a3' (temp highp int) +0:260 'a3' ( temp highp int) 0:261 Sequence -0:261 move second child to first child (temp mediump int) -0:261 'n' (temp mediump int) -0:261 'gl_NumSamples' (uniform lowp int) -0:268 Function Definition: goodSample( (global void) +0:261 move second child to first child ( temp mediump int) +0:261 'n' ( temp mediump int) +0:261 'gl_NumSamples' ( uniform lowp int) +0:268 Function Definition: goodSample( ( global void) 0:268 Function Parameters: 0:270 Sequence 0:270 Sequence -0:270 move second child to first child (temp lowp int) -0:270 'a1' (temp lowp int) -0:270 'gl_SampleID' (flat in lowp int SampleId) +0:270 move second child to first child ( temp lowp int) +0:270 'a1' ( temp lowp int) +0:270 'gl_SampleID' ( flat in lowp int SampleId) 0:271 Sequence -0:271 move second child to first child (temp mediump 2-component vector of float) -0:271 'a2' (temp mediump 2-component vector of float) -0:271 'gl_SamplePosition' (smooth in mediump 2-component vector of float SamplePosition) +0:271 move second child to first child ( temp mediump 2-component vector of float) +0:271 'a2' ( temp mediump 2-component vector of float) +0:271 'gl_SamplePosition' ( smooth in mediump 2-component vector of float SamplePosition) 0:272 Sequence -0:272 move second child to first child (temp highp int) -0:272 'a3' (temp highp int) -0:272 direct index (flat temp highp int SampleMaskIn) -0:272 'gl_SampleMaskIn' (flat in implicitly-sized array of highp int SampleMaskIn) +0:272 move second child to first child ( temp highp int) +0:272 'a3' ( temp highp int) +0:272 direct index ( flat temp highp int SampleMaskIn) +0:272 'gl_SampleMaskIn' ( flat in implicitly-sized array of highp int SampleMaskIn) 0:272 Constant: 0:272 0 (const int) -0:273 move second child to first child (temp highp int) -0:273 direct index (temp highp int SampleMaskIn) -0:273 'gl_SampleMask' (out implicitly-sized array of highp int SampleMaskIn) +0:273 move second child to first child ( temp highp int) +0:273 direct index ( temp highp int SampleMaskIn) +0:273 'gl_SampleMask' ( out implicitly-sized array of highp int SampleMaskIn) 0:273 Constant: 0:273 0 (const int) -0:273 'a3' (temp highp int) +0:273 'a3' ( temp highp int) 0:274 Sequence -0:274 move second child to first child (temp mediump int) -0:274 'n1' (temp mediump int) +0:274 move second child to first child ( temp mediump int) +0:274 'n1' ( temp mediump int) 0:274 Constant: 0:274 4 (const int) 0:275 Sequence -0:275 move second child to first child (temp mediump int) -0:275 'n2' (temp mediump int) -0:275 'gl_NumSamples' (uniform lowp int) -0:283 Function Definition: badImageAtom( (global void) +0:275 move second child to first child ( temp mediump int) +0:275 'n2' ( temp mediump int) +0:275 'gl_NumSamples' ( uniform lowp int) +0:283 Function Definition: badImageAtom( ( global void) 0:283 Function Parameters: 0:? Sequence -0:289 imageAtomicAdd (global highp int) -0:289 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:289 'P' (uniform mediump 2-component vector of int) -0:289 'dati' (temp mediump int) -0:290 imageAtomicAdd (global highp uint) -0:290 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:290 'P' (uniform mediump 2-component vector of int) -0:290 'datu' (temp mediump uint) -0:291 imageAtomicMin (global highp int) -0:291 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:291 'P' (uniform mediump 2-component vector of int) -0:291 'dati' (temp mediump int) -0:292 imageAtomicMin (global highp uint) -0:292 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:292 'P' (uniform mediump 2-component vector of int) -0:292 'datu' (temp mediump uint) -0:293 imageAtomicMax (global highp int) -0:293 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:293 'P' (uniform mediump 2-component vector of int) -0:293 'dati' (temp mediump int) -0:294 imageAtomicMax (global highp uint) -0:294 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:294 'P' (uniform mediump 2-component vector of int) -0:294 'datu' (temp mediump uint) -0:295 imageAtomicAnd (global highp int) -0:295 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:295 'P' (uniform mediump 2-component vector of int) -0:295 'dati' (temp mediump int) -0:296 imageAtomicAnd (global highp uint) -0:296 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:296 'P' (uniform mediump 2-component vector of int) -0:296 'datu' (temp mediump uint) -0:297 imageAtomicOr (global highp int) -0:297 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:297 'P' (uniform mediump 2-component vector of int) -0:297 'dati' (temp mediump int) -0:298 imageAtomicOr (global highp uint) -0:298 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:298 'P' (uniform mediump 2-component vector of int) -0:298 'datu' (temp mediump uint) -0:299 imageAtomicXor (global highp int) -0:299 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:299 'P' (uniform mediump 2-component vector of int) -0:299 'dati' (temp mediump int) -0:300 imageAtomicXor (global highp uint) -0:300 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:300 'P' (uniform mediump 2-component vector of int) -0:300 'datu' (temp mediump uint) -0:301 imageAtomicExchange (global highp int) -0:301 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:301 'P' (uniform mediump 2-component vector of int) -0:301 'dati' (temp mediump int) -0:302 imageAtomicExchange (global highp uint) -0:302 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:302 'P' (uniform mediump 2-component vector of int) -0:302 'datu' (temp mediump uint) -0:303 imageAtomicExchange (global highp float) -0:303 'im2Df' (layout(r32f ) uniform highp image2D) -0:303 'P' (uniform mediump 2-component vector of int) -0:303 'datf' (temp mediump float) -0:304 imageAtomicCompSwap (global highp int) -0:304 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:304 'P' (uniform mediump 2-component vector of int) +0:289 imageAtomicAdd ( global highp int) +0:289 'im2Di' (layout( r32i) uniform highp iimage2D) +0:289 'P' ( uniform mediump 2-component vector of int) +0:289 'dati' ( temp mediump int) +0:290 imageAtomicAdd ( global highp uint) +0:290 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:290 'P' ( uniform mediump 2-component vector of int) +0:290 'datu' ( temp mediump uint) +0:291 imageAtomicMin ( global highp int) +0:291 'im2Di' (layout( r32i) uniform highp iimage2D) +0:291 'P' ( uniform mediump 2-component vector of int) +0:291 'dati' ( temp mediump int) +0:292 imageAtomicMin ( global highp uint) +0:292 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:292 'P' ( uniform mediump 2-component vector of int) +0:292 'datu' ( temp mediump uint) +0:293 imageAtomicMax ( global highp int) +0:293 'im2Di' (layout( r32i) uniform highp iimage2D) +0:293 'P' ( uniform mediump 2-component vector of int) +0:293 'dati' ( temp mediump int) +0:294 imageAtomicMax ( global highp uint) +0:294 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:294 'P' ( uniform mediump 2-component vector of int) +0:294 'datu' ( temp mediump uint) +0:295 imageAtomicAnd ( global highp int) +0:295 'im2Di' (layout( r32i) uniform highp iimage2D) +0:295 'P' ( uniform mediump 2-component vector of int) +0:295 'dati' ( temp mediump int) +0:296 imageAtomicAnd ( global highp uint) +0:296 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:296 'P' ( uniform mediump 2-component vector of int) +0:296 'datu' ( temp mediump uint) +0:297 imageAtomicOr ( global highp int) +0:297 'im2Di' (layout( r32i) uniform highp iimage2D) +0:297 'P' ( uniform mediump 2-component vector of int) +0:297 'dati' ( temp mediump int) +0:298 imageAtomicOr ( global highp uint) +0:298 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:298 'P' ( uniform mediump 2-component vector of int) +0:298 'datu' ( temp mediump uint) +0:299 imageAtomicXor ( global highp int) +0:299 'im2Di' (layout( r32i) uniform highp iimage2D) +0:299 'P' ( uniform mediump 2-component vector of int) +0:299 'dati' ( temp mediump int) +0:300 imageAtomicXor ( global highp uint) +0:300 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:300 'P' ( uniform mediump 2-component vector of int) +0:300 'datu' ( temp mediump uint) +0:301 imageAtomicExchange ( global highp int) +0:301 'im2Di' (layout( r32i) uniform highp iimage2D) +0:301 'P' ( uniform mediump 2-component vector of int) +0:301 'dati' ( temp mediump int) +0:302 imageAtomicExchange ( global highp uint) +0:302 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:302 'P' ( uniform mediump 2-component vector of int) +0:302 'datu' ( temp mediump uint) +0:303 imageAtomicExchange ( global highp float) +0:303 'im2Df' (layout( r32f) uniform highp image2D) +0:303 'P' ( uniform mediump 2-component vector of int) +0:303 'datf' ( temp mediump float) +0:304 imageAtomicCompSwap ( global highp int) +0:304 'im2Di' (layout( r32i) uniform highp iimage2D) +0:304 'P' ( uniform mediump 2-component vector of int) 0:304 Constant: 0:304 3 (const int) -0:304 'dati' (temp mediump int) -0:305 imageAtomicCompSwap (global highp uint) -0:305 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:305 'P' (uniform mediump 2-component vector of int) +0:304 'dati' ( temp mediump int) +0:305 imageAtomicCompSwap ( global highp uint) +0:305 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:305 'P' ( uniform mediump 2-component vector of int) 0:305 Constant: 0:305 5 (const uint) -0:305 'datu' (temp mediump uint) -0:316 Function Definition: goodImageAtom( (global void) +0:305 'datu' ( temp mediump uint) +0:316 Function Definition: goodImageAtom( ( global void) 0:316 Function Parameters: 0:? Sequence -0:322 imageAtomicAdd (global highp int) -0:322 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:322 'P' (uniform mediump 2-component vector of int) -0:322 'dati' (temp mediump int) -0:323 imageAtomicAdd (global highp uint) -0:323 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:323 'P' (uniform mediump 2-component vector of int) -0:323 'datu' (temp mediump uint) -0:324 imageAtomicMin (global highp int) -0:324 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:324 'P' (uniform mediump 2-component vector of int) -0:324 'dati' (temp mediump int) -0:325 imageAtomicMin (global highp uint) -0:325 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:325 'P' (uniform mediump 2-component vector of int) -0:325 'datu' (temp mediump uint) -0:326 imageAtomicMax (global highp int) -0:326 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:326 'P' (uniform mediump 2-component vector of int) -0:326 'dati' (temp mediump int) -0:327 imageAtomicMax (global highp uint) -0:327 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:327 'P' (uniform mediump 2-component vector of int) -0:327 'datu' (temp mediump uint) -0:328 imageAtomicAnd (global highp int) -0:328 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:328 'P' (uniform mediump 2-component vector of int) -0:328 'dati' (temp mediump int) -0:329 imageAtomicAnd (global highp uint) -0:329 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:329 'P' (uniform mediump 2-component vector of int) -0:329 'datu' (temp mediump uint) -0:330 imageAtomicOr (global highp int) -0:330 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:330 'P' (uniform mediump 2-component vector of int) -0:330 'dati' (temp mediump int) -0:331 imageAtomicOr (global highp uint) -0:331 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:331 'P' (uniform mediump 2-component vector of int) -0:331 'datu' (temp mediump uint) -0:332 imageAtomicXor (global highp int) -0:332 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:332 'P' (uniform mediump 2-component vector of int) -0:332 'dati' (temp mediump int) -0:333 imageAtomicXor (global highp uint) -0:333 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:333 'P' (uniform mediump 2-component vector of int) -0:333 'datu' (temp mediump uint) -0:334 imageAtomicExchange (global highp int) -0:334 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:334 'P' (uniform mediump 2-component vector of int) -0:334 'dati' (temp mediump int) -0:335 imageAtomicExchange (global highp uint) -0:335 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:335 'P' (uniform mediump 2-component vector of int) -0:335 'datu' (temp mediump uint) -0:336 imageAtomicExchange (global highp float) -0:336 'im2Df' (layout(r32f ) uniform highp image2D) -0:336 'P' (uniform mediump 2-component vector of int) -0:336 'datf' (temp mediump float) -0:337 imageAtomicCompSwap (global highp int) -0:337 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:337 'P' (uniform mediump 2-component vector of int) +0:322 imageAtomicAdd ( global highp int) +0:322 'im2Di' (layout( r32i) uniform highp iimage2D) +0:322 'P' ( uniform mediump 2-component vector of int) +0:322 'dati' ( temp mediump int) +0:323 imageAtomicAdd ( global highp uint) +0:323 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:323 'P' ( uniform mediump 2-component vector of int) +0:323 'datu' ( temp mediump uint) +0:324 imageAtomicMin ( global highp int) +0:324 'im2Di' (layout( r32i) uniform highp iimage2D) +0:324 'P' ( uniform mediump 2-component vector of int) +0:324 'dati' ( temp mediump int) +0:325 imageAtomicMin ( global highp uint) +0:325 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:325 'P' ( uniform mediump 2-component vector of int) +0:325 'datu' ( temp mediump uint) +0:326 imageAtomicMax ( global highp int) +0:326 'im2Di' (layout( r32i) uniform highp iimage2D) +0:326 'P' ( uniform mediump 2-component vector of int) +0:326 'dati' ( temp mediump int) +0:327 imageAtomicMax ( global highp uint) +0:327 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:327 'P' ( uniform mediump 2-component vector of int) +0:327 'datu' ( temp mediump uint) +0:328 imageAtomicAnd ( global highp int) +0:328 'im2Di' (layout( r32i) uniform highp iimage2D) +0:328 'P' ( uniform mediump 2-component vector of int) +0:328 'dati' ( temp mediump int) +0:329 imageAtomicAnd ( global highp uint) +0:329 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:329 'P' ( uniform mediump 2-component vector of int) +0:329 'datu' ( temp mediump uint) +0:330 imageAtomicOr ( global highp int) +0:330 'im2Di' (layout( r32i) uniform highp iimage2D) +0:330 'P' ( uniform mediump 2-component vector of int) +0:330 'dati' ( temp mediump int) +0:331 imageAtomicOr ( global highp uint) +0:331 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:331 'P' ( uniform mediump 2-component vector of int) +0:331 'datu' ( temp mediump uint) +0:332 imageAtomicXor ( global highp int) +0:332 'im2Di' (layout( r32i) uniform highp iimage2D) +0:332 'P' ( uniform mediump 2-component vector of int) +0:332 'dati' ( temp mediump int) +0:333 imageAtomicXor ( global highp uint) +0:333 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:333 'P' ( uniform mediump 2-component vector of int) +0:333 'datu' ( temp mediump uint) +0:334 imageAtomicExchange ( global highp int) +0:334 'im2Di' (layout( r32i) uniform highp iimage2D) +0:334 'P' ( uniform mediump 2-component vector of int) +0:334 'dati' ( temp mediump int) +0:335 imageAtomicExchange ( global highp uint) +0:335 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:335 'P' ( uniform mediump 2-component vector of int) +0:335 'datu' ( temp mediump uint) +0:336 imageAtomicExchange ( global highp float) +0:336 'im2Df' (layout( r32f) uniform highp image2D) +0:336 'P' ( uniform mediump 2-component vector of int) +0:336 'datf' ( temp mediump float) +0:337 imageAtomicCompSwap ( global highp int) +0:337 'im2Di' (layout( r32i) uniform highp iimage2D) +0:337 'P' ( uniform mediump 2-component vector of int) 0:337 Constant: 0:337 3 (const int) -0:337 'dati' (temp mediump int) -0:338 imageAtomicCompSwap (global highp uint) -0:338 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:338 'P' (uniform mediump 2-component vector of int) +0:337 'dati' ( temp mediump int) +0:338 imageAtomicCompSwap ( global highp uint) +0:338 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:338 'P' ( uniform mediump 2-component vector of int) 0:338 Constant: 0:338 5 (const uint) -0:338 'datu' (temp mediump uint) -0:340 imageAtomicMax (global highp int) -0:340 'badIm2Di' (layout(rgba16i ) uniform highp iimage2D) -0:340 'P' (uniform mediump 2-component vector of int) -0:340 'dati' (temp mediump int) -0:341 imageAtomicMax (global highp uint) -0:341 'badIm2Du' (layout(rgba8ui ) uniform highp uimage2D) -0:341 'P' (uniform mediump 2-component vector of int) -0:341 'datu' (temp mediump uint) -0:342 imageAtomicExchange (global highp float) -0:342 'badIm2Df' (layout(rgba32f ) uniform highp image2D) -0:342 'P' (uniform mediump 2-component vector of int) -0:342 'datf' (temp mediump float) -0:353 Function Definition: badInterp( (global void) +0:338 'datu' ( temp mediump uint) +0:340 imageAtomicMax ( global highp int) +0:340 'badIm2Di' (layout( rgba16i) uniform highp iimage2D) +0:340 'P' ( uniform mediump 2-component vector of int) +0:340 'dati' ( temp mediump int) +0:341 imageAtomicMax ( global highp uint) +0:341 'badIm2Du' (layout( rgba8ui) uniform highp uimage2D) +0:341 'P' ( uniform mediump 2-component vector of int) +0:341 'datu' ( temp mediump uint) +0:342 imageAtomicExchange ( global highp float) +0:342 'badIm2Df' (layout( rgba32f) uniform highp image2D) +0:342 'P' ( uniform mediump 2-component vector of int) +0:342 'datf' ( temp mediump float) +0:353 Function Definition: badInterp( ( global void) 0:353 Function Parameters: 0:355 Sequence -0:355 interpolateAtCentroid (global mediump 2-component vector of float) -0:355 'colorfc' (centroid flat in mediump 2-component vector of float) -0:356 interpolateAtSample (global mediump 2-component vector of float) -0:356 'colorfc' (centroid flat in mediump 2-component vector of float) +0:355 interpolateAtCentroid ( global mediump 2-component vector of float) +0:355 'colorfc' ( centroid flat in mediump 2-component vector of float) +0:356 interpolateAtSample ( global mediump 2-component vector of float) +0:356 'colorfc' ( centroid flat in mediump 2-component vector of float) 0:356 Constant: 0:356 1 (const int) -0:357 interpolateAtOffset (global mediump 2-component vector of float) -0:357 'colorfc' (centroid flat in mediump 2-component vector of float) +0:357 interpolateAtOffset ( global mediump 2-component vector of float) +0:357 'colorfc' ( centroid flat in mediump 2-component vector of float) 0:357 Constant: 0:357 0.200000 0:357 0.200000 -0:369 Function Definition: interp( (global void) +0:369 Function Definition: interp( ( global void) 0:369 Function Parameters: 0:? Sequence -0:376 move second child to first child (temp mediump 2-component vector of float) -0:376 'res2' (temp mediump 2-component vector of float) -0:376 interpolateAtCentroid (global mediump 2-component vector of float) -0:376 'colorfc' (centroid flat in mediump 2-component vector of float) -0:377 move second child to first child (temp mediump 4-component vector of float) -0:377 'res4' (temp mediump 4-component vector of float) -0:377 interpolateAtCentroid (global mediump 4-component vector of float) -0:377 'colorSampIn' (smooth sample in mediump 4-component vector of float) -0:378 move second child to first child (temp mediump 4-component vector of float) -0:378 'res4' (temp mediump 4-component vector of float) -0:378 interpolateAtCentroid (global mediump 4-component vector of float) -0:378 'colorfsi' (flat sample in mediump 4-component vector of float) -0:379 move second child to first child (temp mediump float) -0:379 'res' (temp mediump float) -0:379 interpolateAtCentroid (global mediump float) -0:379 'scalarIn' (smooth in mediump float) -0:380 'res3' (temp mediump 3-component vector of float) -0:381 move second child to first child (temp mediump 3-component vector of float) -0:381 'res3' (temp mediump 3-component vector of float) -0:381 interpolateAtCentroid (global mediump 3-component vector of float) -0:381 direct index (smooth sample temp mediump 3-component vector of float) -0:381 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) +0:376 move second child to first child ( temp mediump 2-component vector of float) +0:376 'res2' ( temp mediump 2-component vector of float) +0:376 interpolateAtCentroid ( global mediump 2-component vector of float) +0:376 'colorfc' ( centroid flat in mediump 2-component vector of float) +0:377 move second child to first child ( temp mediump 4-component vector of float) +0:377 'res4' ( temp mediump 4-component vector of float) +0:377 interpolateAtCentroid ( global mediump 4-component vector of float) +0:377 'colorSampIn' ( smooth sample in mediump 4-component vector of float) +0:378 move second child to first child ( temp mediump 4-component vector of float) +0:378 'res4' ( temp mediump 4-component vector of float) +0:378 interpolateAtCentroid ( global mediump 4-component vector of float) +0:378 'colorfsi' ( flat sample in mediump 4-component vector of float) +0:379 move second child to first child ( temp mediump float) +0:379 'res' ( temp mediump float) +0:379 interpolateAtCentroid ( global mediump float) +0:379 'scalarIn' ( smooth in mediump float) +0:380 'res3' ( temp mediump 3-component vector of float) +0:381 move second child to first child ( temp mediump 3-component vector of float) +0:381 'res3' ( temp mediump 3-component vector of float) +0:381 interpolateAtCentroid ( global mediump 3-component vector of float) +0:381 direct index ( smooth sample temp mediump 3-component vector of float) +0:381 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) 0:381 Constant: 0:381 2 (const int) -0:382 move second child to first child (temp mediump 2-component vector of float) -0:382 'res2' (temp mediump 2-component vector of float) -0:382 interpolateAtCentroid (global mediump 2-component vector of float) -0:382 vector swizzle (temp mediump 2-component vector of float) -0:382 direct index (smooth sample temp mediump 3-component vector of float) -0:382 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) +0:382 move second child to first child ( temp mediump 2-component vector of float) +0:382 'res2' ( temp mediump 2-component vector of float) +0:382 interpolateAtCentroid ( global mediump 2-component vector of float) +0:382 vector swizzle ( temp mediump 2-component vector of float) +0:382 direct index ( smooth sample temp mediump 3-component vector of float) +0:382 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) 0:382 Constant: 0:382 2 (const int) 0:382 Sequence @@ -832,21 +832,21 @@ ERROR: node is still EOpNull! 0:382 0 (const int) 0:382 Constant: 0:382 1 (const int) -0:384 'res3' (temp mediump 3-component vector of float) -0:385 move second child to first child (temp mediump 3-component vector of float) -0:385 'res3' (temp mediump 3-component vector of float) -0:385 interpolateAtSample (global mediump 3-component vector of float) -0:385 indirect index (smooth sample temp mediump 3-component vector of float) -0:385 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) -0:385 'i' (uniform mediump int) +0:384 'res3' ( temp mediump 3-component vector of float) +0:385 move second child to first child ( temp mediump 3-component vector of float) +0:385 'res3' ( temp mediump 3-component vector of float) +0:385 interpolateAtSample ( global mediump 3-component vector of float) +0:385 indirect index ( smooth sample temp mediump 3-component vector of float) +0:385 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) +0:385 'i' ( uniform mediump int) 0:385 Constant: 0:385 0 (const int) -0:386 move second child to first child (temp mediump 2-component vector of float) -0:386 'res2' (temp mediump 2-component vector of float) -0:386 interpolateAtSample (global mediump 2-component vector of float) -0:386 vector swizzle (temp mediump 2-component vector of float) -0:386 direct index (smooth sample temp mediump 3-component vector of float) -0:386 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) +0:386 move second child to first child ( temp mediump 2-component vector of float) +0:386 'res2' ( temp mediump 2-component vector of float) +0:386 interpolateAtSample ( global mediump 2-component vector of float) +0:386 vector swizzle ( temp mediump 2-component vector of float) +0:386 direct index ( smooth sample temp mediump 3-component vector of float) +0:386 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) 0:386 Constant: 0:386 2 (const int) 0:386 Sequence @@ -856,29 +856,29 @@ ERROR: node is still EOpNull! 0:386 1 (const int) 0:386 Constant: 0:386 2 (const int) -0:387 move second child to first child (temp mediump float) -0:387 'res' (temp mediump float) -0:387 interpolateAtSample (global mediump float) -0:387 'scalarIn' (smooth in mediump float) +0:387 move second child to first child ( temp mediump float) +0:387 'res' ( temp mediump float) +0:387 interpolateAtSample ( global mediump float) +0:387 'scalarIn' ( smooth in mediump float) 0:387 Constant: 0:387 1 (const int) -0:389 'res3' (temp mediump 3-component vector of float) -0:390 move second child to first child (temp mediump 3-component vector of float) -0:390 'res3' (temp mediump 3-component vector of float) -0:390 interpolateAtOffset (global mediump 3-component vector of float) -0:390 direct index (smooth sample temp mediump 3-component vector of float) -0:390 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) +0:389 'res3' ( temp mediump 3-component vector of float) +0:390 move second child to first child ( temp mediump 3-component vector of float) +0:390 'res3' ( temp mediump 3-component vector of float) +0:390 interpolateAtOffset ( global mediump 3-component vector of float) +0:390 direct index ( smooth sample temp mediump 3-component vector of float) +0:390 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) 0:390 Constant: 0:390 2 (const int) 0:390 Constant: 0:390 0.200000 0:390 0.200000 -0:391 move second child to first child (temp mediump 2-component vector of float) -0:391 'res2' (temp mediump 2-component vector of float) -0:391 interpolateAtOffset (global mediump 2-component vector of float) -0:391 vector swizzle (temp mediump 2-component vector of float) -0:391 direct index (smooth sample temp mediump 3-component vector of float) -0:391 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) +0:391 move second child to first child ( temp mediump 2-component vector of float) +0:391 'res2' ( temp mediump 2-component vector of float) +0:391 interpolateAtOffset ( global mediump 2-component vector of float) +0:391 vector swizzle ( temp mediump 2-component vector of float) +0:391 direct index ( smooth sample temp mediump 3-component vector of float) +0:391 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) 0:391 Constant: 0:391 2 (const int) 0:391 Sequence @@ -889,104 +889,104 @@ ERROR: node is still EOpNull! 0:391 Constant: 0:391 0.200000 0:391 0.200000 -0:392 move second child to first child (temp mediump float) -0:392 'res' (temp mediump float) -0:392 interpolateAtOffset (global mediump float) -0:392 add (temp mediump float) -0:392 'scalarIn' (smooth in mediump float) -0:392 'scalarIn' (smooth in mediump float) +0:392 move second child to first child ( temp mediump float) +0:392 'res' ( temp mediump float) +0:392 interpolateAtOffset ( global mediump float) +0:392 add ( temp mediump float) +0:392 'scalarIn' ( smooth in mediump float) +0:392 'scalarIn' ( smooth in mediump float) 0:392 Constant: 0:392 0.200000 0:392 0.200000 -0:393 move second child to first child (temp mediump float) -0:393 'res' (temp mediump float) -0:393 interpolateAtOffset (global mediump float) -0:393 'scalarIn' (smooth in mediump float) +0:393 move second child to first child ( temp mediump float) +0:393 'res' ( temp mediump float) +0:393 interpolateAtOffset ( global mediump float) +0:393 'scalarIn' ( smooth in mediump float) 0:393 Constant: 0:393 0.200000 0:393 0.200000 -0:396 move second child to first child (temp mediump float) -0:396 'res' (temp mediump float) -0:396 interpolateAtCentroid (global mediump float) -0:396 'f' (temp mediump float) -0:397 move second child to first child (temp mediump 4-component vector of float) -0:397 'res4' (temp mediump 4-component vector of float) -0:397 interpolateAtSample (global mediump 4-component vector of float) -0:397 'outp' (out mediump 4-component vector of float) +0:396 move second child to first child ( temp mediump float) +0:396 'res' ( temp mediump float) +0:396 interpolateAtCentroid ( global mediump float) +0:396 'f' ( temp mediump float) +0:397 move second child to first child ( temp mediump 4-component vector of float) +0:397 'res4' ( temp mediump 4-component vector of float) +0:397 interpolateAtSample ( global mediump 4-component vector of float) +0:397 'outp' ( out mediump 4-component vector of float) 0:397 Constant: 0:397 0 (const int) -0:427 Function Definition: blendFoo( (temp void) +0:427 Function Definition: blendFoo( ( temp void) 0:427 Function Parameters: -0:428 Function Definition: blendFoo(vf3; (global void) +0:428 Function Definition: blendFoo(vf3; ( global void) 0:428 Function Parameters: -0:428 'v' (in mediump 3-component vector of float) -0:433 Function Definition: devi( (global void) +0:428 'v' ( in mediump 3-component vector of float) +0:433 Function Definition: devi( ( global void) 0:433 Function Parameters: 0:435 Sequence -0:435 'gl_DeviceIndex' (flat in highp int DeviceIndex) -0:436 'gl_ViewIndex' (flat in highp int ViewIndex) -0:447 Function Definition: devie( (global void) +0:435 'gl_DeviceIndex' ( flat in highp int DeviceIndex) +0:436 'gl_ViewIndex' ( flat in highp int ViewIndex) +0:447 Function Definition: devie( ( global void) 0:447 Function Parameters: 0:449 Sequence -0:449 'gl_DeviceIndex' (flat in highp int DeviceIndex) -0:450 'gl_ViewIndex' (flat in highp int ViewIndex) +0:449 'gl_DeviceIndex' ( flat in highp int DeviceIndex) +0:450 'gl_ViewIndex' ( flat in highp int ViewIndex) 0:? Linker Objects -0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float) -0:? 'v3' (layout(location=2 ) smooth in mediump 3-component vector of float) -0:? 'yi' (layout(location=2 ) smooth in mediump 4X4 matrix of float) -0:? 'arrayedSampler' (uniform 5-element array of highp sampler2D) -0:? 'usamp2d' (uniform highp usampler2D) -0:? 'samp2dr' (uniform mediump usampler2DRect) -0:? 'isamp2DA' (uniform highp isampler2DArray) -0:? 'c2D' (smooth in mediump 2-component vector of float) -0:? 'i' (uniform mediump int) -0:? 'outp' (out mediump 4-component vector of float) -0:? 's1' (layout(binding=3 ) uniform highp sampler2D) -0:? 's2' (layout(binding=3 ) uniform highp sampler2D) -0:? 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) -0:? 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) -0:? 'iCube' (layout(binding=5 ) uniform mediump imageCube) -0:? 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) -0:? 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform mediump image2D) -0:? 'bbi' (layout(binding=1 column_major shared ) uniform block{layout(column_major shared ) uniform mediump int foo, layout(binding=2 column_major shared ) uniform mediump float f}) -0:? 'centroidIn' (centroid smooth in mediump 4-component vector of float) -0:? 'bigl' (uniform mediump 4-component vector of float) -0:? 'bigout1' (layout(location=40 ) out mediump 4-component vector of float) -0:? 'bigout2' (layout(location=40 ) out mediump 4-component vector of float) -0:? 'neg' (out mediump 4-component vector of float) -0:? 'b430i' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer mediump int i}) -0:? 'bshari' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int i}) -0:? 'smoothIn' (smooth in mediump 4-component vector of float) -0:? 'flatIn' (flat in mediump int) -0:? 's2dms' (uniform mediump sampler2DMS) -0:? 'bout' (out bool) -0:? 'imageOut' (out highp image2D) -0:? 'mout' (out mediump 2X3 matrix of float) -0:? 'inb' (smooth in bool) -0:? 'ino' (smooth in highp sampler2D) -0:? 'ina' (smooth in 4-element array of mediump float) -0:? 'inaa' (smooth in 4-element array of 2-element array of mediump float) -0:? 'ins' (smooth in structure{global mediump float f}) -0:? 'inasa' (smooth in 4-element array of structure{global mediump float f}) -0:? 'insa' (smooth in 4-element array of structure{global mediump float f}) -0:? 'inSA' (smooth in structure{global 4-element array of mediump float f}) -0:? 'inSS' (smooth in structure{global mediump float f, global structure{global mediump float f} s}) -0:? 'outbinst' (out block{out mediump int a}) -0:? 'inbinst' (in block{in mediump int a, in mediump 4-component vector of float v, in structure{global mediump int b} s}) -0:? 'anon@0' (in block{layout(location=12 ) in mediump int aAnon, layout(location=13 ) centroid in mediump 4-component vector of float vAnon}) -0:? 'aliased' (layout(location=13 ) smooth in mediump 4-component vector of float) -0:? 'arrayedInst' (in 4-element array of block{in mediump float f}) -0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth) -0:? 'inf' (smooth in mediump 2-component vector of float) -0:? 'ing' (smooth in mediump 2-component vector of float) -0:? 'offsets' (uniform 4-element array of mediump 2-component vector of int) -0:? 'sArray' (uniform 4-element array of highp sampler2D) -0:? 'sIndex' (uniform mediump int) -0:? 'auArray' (layout(binding=0 offset=0 ) uniform 2-element array of highp atomic_uint) -0:? 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump int i}) -0:? 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer mediump int i}) -0:? 'iArray' (writeonly uniform 5-element array of highp image2D) -0:? 'constOffsets' (const 4-element array of mediump 2-component vector of int) +0:? 'gl_FragCoord' ( smooth in mediump 4-component vector of float) +0:? 'v3' (layout( location=2) smooth in mediump 3-component vector of float) +0:? 'yi' (layout( location=2) smooth in mediump 4X4 matrix of float) +0:? 'arrayedSampler' ( uniform 5-element array of highp sampler2D) +0:? 'usamp2d' ( uniform highp usampler2D) +0:? 'samp2dr' ( uniform mediump usampler2DRect) +0:? 'isamp2DA' ( uniform highp isampler2DArray) +0:? 'c2D' ( smooth in mediump 2-component vector of float) +0:? 'i' ( uniform mediump int) +0:? 'outp' ( out mediump 4-component vector of float) +0:? 's1' (layout( binding=3) uniform highp sampler2D) +0:? 's2' (layout( binding=3) uniform highp sampler2D) +0:? 'i2D' (layout( binding=2) writeonly uniform highp image2D) +0:? 'i3D' (layout( binding=4) readonly uniform mediump image3D) +0:? 'iCube' (layout( binding=5) uniform mediump imageCube) +0:? 'i2DA' (layout( binding=6) uniform mediump image2DArray) +0:? 'i2Dqualified' (layout( binding=6) coherent volatile restrict uniform mediump image2D) +0:? 'bbi' (layout( binding=1 column_major shared) uniform block{layout( column_major shared) uniform mediump int foo, layout( binding=2 column_major shared) uniform mediump float f}) +0:? 'centroidIn' ( centroid smooth in mediump 4-component vector of float) +0:? 'bigl' ( uniform mediump 4-component vector of float) +0:? 'bigout1' (layout( location=40) out mediump 4-component vector of float) +0:? 'bigout2' (layout( location=40) out mediump 4-component vector of float) +0:? 'neg' ( out mediump 4-component vector of float) +0:? 'b430i' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer mediump int i}) +0:? 'bshari' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int i}) +0:? 'smoothIn' ( smooth in mediump 4-component vector of float) +0:? 'flatIn' ( flat in mediump int) +0:? 's2dms' ( uniform mediump sampler2DMS) +0:? 'bout' ( out bool) +0:? 'imageOut' ( out highp image2D) +0:? 'mout' ( out mediump 2X3 matrix of float) +0:? 'inb' ( smooth in bool) +0:? 'ino' ( smooth in highp sampler2D) +0:? 'ina' ( smooth in 4-element array of mediump float) +0:? 'inaa' ( smooth in 4-element array of 2-element array of mediump float) +0:? 'ins' ( smooth in structure{ global mediump float f}) +0:? 'inasa' ( smooth in 4-element array of structure{ global mediump float f}) +0:? 'insa' ( smooth in 4-element array of structure{ global mediump float f}) +0:? 'inSA' ( smooth in structure{ global 4-element array of mediump float f}) +0:? 'inSS' ( smooth in structure{ global mediump float f, global structure{ global mediump float f} s}) +0:? 'outbinst' ( out block{ out mediump int a}) +0:? 'inbinst' ( in block{ in mediump int a, in mediump 4-component vector of float v, in structure{ global mediump int b} s}) +0:? 'anon@0' ( in block{layout( location=12) in mediump int aAnon, layout( location=13) centroid in mediump 4-component vector of float vAnon}) +0:? 'aliased' (layout( location=13) smooth in mediump 4-component vector of float) +0:? 'arrayedInst' ( in 4-element array of block{ in mediump float f}) +0:? 'gl_FragDepth' ( gl_FragDepth highp float FragDepth) +0:? 'inf' ( smooth in mediump 2-component vector of float) +0:? 'ing' ( smooth in mediump 2-component vector of float) +0:? 'offsets' ( uniform 4-element array of mediump 2-component vector of int) +0:? 'sArray' ( uniform 4-element array of highp sampler2D) +0:? 'sIndex' ( uniform mediump int) +0:? 'auArray' (layout( binding=0 offset=0) uniform 2-element array of highp atomic_uint) +0:? 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump int i}) +0:? 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer mediump int i}) +0:? 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:? 'constOffsets' ( const 4-element array of mediump 2-component vector of int) 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) @@ -995,35 +995,35 @@ ERROR: node is still EOpNull! 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) -0:? 'CA1' (writeonly uniform highp imageCubeArray) -0:? 'CA2' (writeonly uniform highp iimageCubeArray) -0:? 'CA3' (writeonly uniform highp uimageCubeArray) -0:? 'CA4' (uniform highp samplerCubeArray) -0:? 'CA5' (uniform highp samplerCubeArrayShadow) -0:? 'CA6' (uniform highp isamplerCubeArray) -0:? 'CA7' (uniform highp usamplerCubeArray) -0:? 'gl_SampleMaskIn' (flat in implicitly-sized array of highp int SampleMaskIn) -0:? 'gl_SampleMask' (out implicitly-sized array of highp int SampleMaskIn) -0:? 'im2Df' (layout(r32f ) uniform highp image2D) -0:? 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:? 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:? 'P' (uniform mediump 2-component vector of int) -0:? 'badIm2Df' (layout(rgba32f ) uniform highp image2D) -0:? 'badIm2Du' (layout(rgba8ui ) uniform highp uimage2D) -0:? 'badIm2Di' (layout(rgba16i ) uniform highp iimage2D) -0:? 'colorSampInBad' (smooth sample in mediump 4-component vector of float) -0:? 'colorCentroidBad' (centroid out mediump 4-component vector of float) -0:? 'colorBadFlat' (flat out mediump 4-component vector of float) -0:? 'colorBadSmooth' (smooth out mediump 4-component vector of float) -0:? 'colorBadNo' (noperspective out mediump 4-component vector of float) -0:? 'colorfc' (centroid flat in mediump 2-component vector of float) -0:? 'scalarIn' (smooth in mediump float) -0:? 'colorSampIn' (smooth sample in mediump 4-component vector of float) -0:? 'colorSampleBad' (sample out mediump 4-component vector of float) -0:? 'colorfsi' (flat sample in mediump 4-component vector of float) -0:? 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) -0:? 'badout' (out mediump 4-component vector of float) -0:? 'outAA' (out 2-element array of 2-element array of mediump 4-component vector of float) +0:? 'CA1' ( writeonly uniform highp imageCubeArray) +0:? 'CA2' ( writeonly uniform highp iimageCubeArray) +0:? 'CA3' ( writeonly uniform highp uimageCubeArray) +0:? 'CA4' ( uniform highp samplerCubeArray) +0:? 'CA5' ( uniform highp samplerCubeArrayShadow) +0:? 'CA6' ( uniform highp isamplerCubeArray) +0:? 'CA7' ( uniform highp usamplerCubeArray) +0:? 'gl_SampleMaskIn' ( flat in implicitly-sized array of highp int SampleMaskIn) +0:? 'gl_SampleMask' ( out implicitly-sized array of highp int SampleMaskIn) +0:? 'im2Df' (layout( r32f) uniform highp image2D) +0:? 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:? 'im2Di' (layout( r32i) uniform highp iimage2D) +0:? 'P' ( uniform mediump 2-component vector of int) +0:? 'badIm2Df' (layout( rgba32f) uniform highp image2D) +0:? 'badIm2Du' (layout( rgba8ui) uniform highp uimage2D) +0:? 'badIm2Di' (layout( rgba16i) uniform highp iimage2D) +0:? 'colorSampInBad' ( smooth sample in mediump 4-component vector of float) +0:? 'colorCentroidBad' ( centroid out mediump 4-component vector of float) +0:? 'colorBadFlat' ( flat out mediump 4-component vector of float) +0:? 'colorBadSmooth' ( smooth out mediump 4-component vector of float) +0:? 'colorBadNo' ( noperspective out mediump 4-component vector of float) +0:? 'colorfc' ( centroid flat in mediump 2-component vector of float) +0:? 'scalarIn' ( smooth in mediump float) +0:? 'colorSampIn' ( smooth sample in mediump 4-component vector of float) +0:? 'colorSampleBad' ( sample out mediump 4-component vector of float) +0:? 'colorfsi' ( flat sample in mediump 4-component vector of float) +0:? 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) +0:? 'badout' ( out mediump 4-component vector of float) +0:? 'outAA' ( out 2-element array of 2-element array of mediump 4-component vector of float) Linked fragment stage: @@ -1048,31 +1048,31 @@ using early_fragment_tests using depth_any using blend_support_multiply blend_support_screen blend_support_overlay blend_support_darken blend_support_lighten blend_support_colordodge blend_support_colorburn blend_support_hardlight blend_support_softlight blend_support_difference blend_support_exclusion blend_support_hsl_hue blend_support_hsl_saturation blend_support_hsl_color blend_support_hsl_luminosity blend_support_all_equations ERROR: node is still EOpNull! -0:21 Function Definition: main( (global void) +0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp highp 4-component vector of float) -0:23 'v' (temp mediump 4-component vector of float) -0:23 texture (global highp 4-component vector of float) -0:23 indirect index (temp highp sampler2D) -0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D) -0:23 'i' (uniform mediump int) -0:23 'c2D' (smooth in mediump 2-component vector of float) +0:23 move second child to first child ( temp highp 4-component vector of float) +0:23 'v' ( temp mediump 4-component vector of float) +0:23 texture ( global highp 4-component vector of float) +0:23 indirect index ( temp highp sampler2D) +0:23 'arrayedSampler' ( uniform 5-element array of highp sampler2D) +0:23 'i' ( uniform mediump int) +0:23 'c2D' ( smooth in mediump 2-component vector of float) 0:28 Sequence -0:28 move second child to first child (temp highp 4-component vector of float) -0:28 'v4' (temp mediump 4-component vector of float) -0:28 textureGather (global highp 4-component vector of float) -0:28 direct index (temp highp sampler2D) -0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D) +0:28 move second child to first child ( temp highp 4-component vector of float) +0:28 'v4' ( temp mediump 4-component vector of float) +0:28 textureGather ( global highp 4-component vector of float) +0:28 direct index ( temp highp sampler2D) +0:28 'arrayedSampler' ( uniform 5-element array of highp sampler2D) 0:28 Constant: 0:28 0 (const int) -0:28 'c2D' (smooth in mediump 2-component vector of float) +0:28 'c2D' ( smooth in mediump 2-component vector of float) 0:29 Sequence -0:29 move second child to first child (temp highp 4-component vector of int) -0:29 'iv4' (temp mediump 4-component vector of int) -0:29 textureGatherOffset (global highp 4-component vector of int) -0:29 'isamp2DA' (uniform highp isampler2DArray) +0:29 move second child to first child ( temp highp 4-component vector of int) +0:29 'iv4' ( temp mediump 4-component vector of int) +0:29 textureGatherOffset ( global highp 4-component vector of int) +0:29 'isamp2DA' ( uniform highp isampler2DArray) 0:29 Constant: 0:29 0.100000 0:29 0.100000 @@ -1082,10 +1082,10 @@ ERROR: node is still EOpNull! 0:29 1 (const int) 0:29 Constant: 0:29 3 (const int) -0:30 move second child to first child (temp highp 4-component vector of int) -0:30 'iv4' (temp mediump 4-component vector of int) -0:30 textureGatherOffset (global highp 4-component vector of int) -0:30 'isamp2DA' (uniform highp isampler2DArray) +0:30 move second child to first child ( temp highp 4-component vector of int) +0:30 'iv4' ( temp mediump 4-component vector of int) +0:30 textureGatherOffset ( global highp 4-component vector of int) +0:30 'isamp2DA' ( uniform highp isampler2DArray) 0:30 Constant: 0:30 0.100000 0:30 0.100000 @@ -1093,11 +1093,11 @@ ERROR: node is still EOpNull! 0:30 Constant: 0:30 1 (const int) 0:30 1 (const int) -0:30 'i' (uniform mediump int) -0:31 move second child to first child (temp highp 4-component vector of int) -0:31 'iv4' (temp mediump 4-component vector of int) -0:31 textureGatherOffset (global highp 4-component vector of int) -0:31 'isamp2DA' (uniform highp isampler2DArray) +0:30 'i' ( uniform mediump int) +0:31 move second child to first child ( temp highp 4-component vector of int) +0:31 'iv4' ( temp mediump 4-component vector of int) +0:31 textureGatherOffset ( global highp 4-component vector of int) +0:31 'isamp2DA' ( uniform highp isampler2DArray) 0:31 Constant: 0:31 0.100000 0:31 0.100000 @@ -1107,10 +1107,10 @@ ERROR: node is still EOpNull! 0:31 1 (const int) 0:31 Constant: 0:31 4 (const int) -0:32 move second child to first child (temp highp 4-component vector of int) -0:32 'iv4' (temp mediump 4-component vector of int) -0:32 textureGatherOffset (global highp 4-component vector of int) -0:32 'isamp2DA' (uniform highp isampler2DArray) +0:32 move second child to first child ( temp highp 4-component vector of int) +0:32 'iv4' ( temp mediump 4-component vector of int) +0:32 textureGatherOffset ( global highp 4-component vector of int) +0:32 'isamp2DA' ( uniform highp isampler2DArray) 0:32 Constant: 0:32 0.100000 0:32 0.100000 @@ -1120,10 +1120,10 @@ ERROR: node is still EOpNull! 0:32 1 (const int) 0:32 Constant: 0:32 3 (const int) -0:33 move second child to first child (temp highp 4-component vector of int) -0:33 'iv4' (temp mediump 4-component vector of int) -0:33 textureGatherOffset (global highp 4-component vector of int) -0:33 'isamp2DA' (uniform highp isampler2DArray) +0:33 move second child to first child ( temp highp 4-component vector of int) +0:33 'iv4' ( temp mediump 4-component vector of int) +0:33 textureGatherOffset ( global highp 4-component vector of int) +0:33 'isamp2DA' ( uniform highp isampler2DArray) 0:33 Constant: 0:33 0.100000 0:33 0.100000 @@ -1131,73 +1131,73 @@ ERROR: node is still EOpNull! 0:33 Constant: 0:33 0 (const int) 0:33 0 (const int) -0:34 move second child to first child (temp highp 4-component vector of int) -0:34 'iv4' (temp mediump 4-component vector of int) -0:34 textureGatherOffset (global highp 4-component vector of int) -0:34 'isamp2DA' (uniform highp isampler2DArray) +0:34 move second child to first child ( temp highp 4-component vector of int) +0:34 'iv4' ( temp mediump 4-component vector of int) +0:34 textureGatherOffset ( global highp 4-component vector of int) +0:34 'isamp2DA' ( uniform highp isampler2DArray) 0:34 Constant: 0:34 0.100000 0:34 0.100000 0:34 0.100000 -0:34 Construct ivec2 (temp highp 2-component vector of int) -0:34 'i' (uniform mediump int) +0:34 Construct ivec2 ( temp highp 2-component vector of int) +0:34 'i' ( uniform mediump int) 0:? Linker Objects -0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float) -0:? 'v3' (layout(location=2 ) smooth in mediump 3-component vector of float) -0:? 'yi' (layout(location=2 ) smooth in mediump 4X4 matrix of float) -0:? 'arrayedSampler' (uniform 5-element array of highp sampler2D) -0:? 'usamp2d' (uniform highp usampler2D) -0:? 'samp2dr' (uniform mediump usampler2DRect) -0:? 'isamp2DA' (uniform highp isampler2DArray) -0:? 'c2D' (smooth in mediump 2-component vector of float) -0:? 'i' (uniform mediump int) -0:? 'outp' (out mediump 4-component vector of float) -0:? 's1' (layout(binding=3 ) uniform highp sampler2D) -0:? 's2' (layout(binding=3 ) uniform highp sampler2D) -0:? 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) -0:? 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) -0:? 'iCube' (layout(binding=5 ) uniform mediump imageCube) -0:? 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) -0:? 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform mediump image2D) -0:? 'bbi' (layout(binding=1 column_major shared ) uniform block{layout(column_major shared ) uniform mediump int foo, layout(binding=2 column_major shared ) uniform mediump float f}) -0:? 'centroidIn' (centroid smooth in mediump 4-component vector of float) -0:? 'bigl' (uniform mediump 4-component vector of float) -0:? 'bigout1' (layout(location=40 ) out mediump 4-component vector of float) -0:? 'bigout2' (layout(location=40 ) out mediump 4-component vector of float) -0:? 'neg' (out mediump 4-component vector of float) -0:? 'b430i' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer mediump int i}) -0:? 'bshari' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int i}) -0:? 'smoothIn' (smooth in mediump 4-component vector of float) -0:? 'flatIn' (flat in mediump int) -0:? 's2dms' (uniform mediump sampler2DMS) -0:? 'bout' (out bool) -0:? 'imageOut' (out highp image2D) -0:? 'mout' (out mediump 2X3 matrix of float) -0:? 'inb' (smooth in bool) -0:? 'ino' (smooth in highp sampler2D) -0:? 'ina' (smooth in 4-element array of mediump float) -0:? 'inaa' (smooth in 4-element array of 2-element array of mediump float) -0:? 'ins' (smooth in structure{global mediump float f}) -0:? 'inasa' (smooth in 4-element array of structure{global mediump float f}) -0:? 'insa' (smooth in 4-element array of structure{global mediump float f}) -0:? 'inSA' (smooth in structure{global 4-element array of mediump float f}) -0:? 'inSS' (smooth in structure{global mediump float f, global structure{global mediump float f} s}) -0:? 'outbinst' (out block{out mediump int a}) -0:? 'inbinst' (in block{in mediump int a, in mediump 4-component vector of float v, in structure{global mediump int b} s}) -0:? 'anon@0' (in block{layout(location=12 ) in mediump int aAnon, layout(location=13 ) centroid in mediump 4-component vector of float vAnon}) -0:? 'aliased' (layout(location=13 ) smooth in mediump 4-component vector of float) -0:? 'arrayedInst' (in 4-element array of block{in mediump float f}) -0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth) -0:? 'inf' (smooth in mediump 2-component vector of float) -0:? 'ing' (smooth in mediump 2-component vector of float) -0:? 'offsets' (uniform 4-element array of mediump 2-component vector of int) -0:? 'sArray' (uniform 4-element array of highp sampler2D) -0:? 'sIndex' (uniform mediump int) -0:? 'auArray' (layout(binding=0 offset=0 ) uniform 2-element array of highp atomic_uint) -0:? 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump int i}) -0:? 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer mediump int i}) -0:? 'iArray' (writeonly uniform 5-element array of highp image2D) -0:? 'constOffsets' (const 4-element array of mediump 2-component vector of int) +0:? 'gl_FragCoord' ( smooth in mediump 4-component vector of float) +0:? 'v3' (layout( location=2) smooth in mediump 3-component vector of float) +0:? 'yi' (layout( location=2) smooth in mediump 4X4 matrix of float) +0:? 'arrayedSampler' ( uniform 5-element array of highp sampler2D) +0:? 'usamp2d' ( uniform highp usampler2D) +0:? 'samp2dr' ( uniform mediump usampler2DRect) +0:? 'isamp2DA' ( uniform highp isampler2DArray) +0:? 'c2D' ( smooth in mediump 2-component vector of float) +0:? 'i' ( uniform mediump int) +0:? 'outp' ( out mediump 4-component vector of float) +0:? 's1' (layout( binding=3) uniform highp sampler2D) +0:? 's2' (layout( binding=3) uniform highp sampler2D) +0:? 'i2D' (layout( binding=2) writeonly uniform highp image2D) +0:? 'i3D' (layout( binding=4) readonly uniform mediump image3D) +0:? 'iCube' (layout( binding=5) uniform mediump imageCube) +0:? 'i2DA' (layout( binding=6) uniform mediump image2DArray) +0:? 'i2Dqualified' (layout( binding=6) coherent volatile restrict uniform mediump image2D) +0:? 'bbi' (layout( binding=1 column_major shared) uniform block{layout( column_major shared) uniform mediump int foo, layout( binding=2 column_major shared) uniform mediump float f}) +0:? 'centroidIn' ( centroid smooth in mediump 4-component vector of float) +0:? 'bigl' ( uniform mediump 4-component vector of float) +0:? 'bigout1' (layout( location=40) out mediump 4-component vector of float) +0:? 'bigout2' (layout( location=40) out mediump 4-component vector of float) +0:? 'neg' ( out mediump 4-component vector of float) +0:? 'b430i' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer mediump int i}) +0:? 'bshari' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int i}) +0:? 'smoothIn' ( smooth in mediump 4-component vector of float) +0:? 'flatIn' ( flat in mediump int) +0:? 's2dms' ( uniform mediump sampler2DMS) +0:? 'bout' ( out bool) +0:? 'imageOut' ( out highp image2D) +0:? 'mout' ( out mediump 2X3 matrix of float) +0:? 'inb' ( smooth in bool) +0:? 'ino' ( smooth in highp sampler2D) +0:? 'ina' ( smooth in 4-element array of mediump float) +0:? 'inaa' ( smooth in 4-element array of 2-element array of mediump float) +0:? 'ins' ( smooth in structure{ global mediump float f}) +0:? 'inasa' ( smooth in 4-element array of structure{ global mediump float f}) +0:? 'insa' ( smooth in 4-element array of structure{ global mediump float f}) +0:? 'inSA' ( smooth in structure{ global 4-element array of mediump float f}) +0:? 'inSS' ( smooth in structure{ global mediump float f, global structure{ global mediump float f} s}) +0:? 'outbinst' ( out block{ out mediump int a}) +0:? 'inbinst' ( in block{ in mediump int a, in mediump 4-component vector of float v, in structure{ global mediump int b} s}) +0:? 'anon@0' ( in block{layout( location=12) in mediump int aAnon, layout( location=13) centroid in mediump 4-component vector of float vAnon}) +0:? 'aliased' (layout( location=13) smooth in mediump 4-component vector of float) +0:? 'arrayedInst' ( in 4-element array of block{ in mediump float f}) +0:? 'gl_FragDepth' ( gl_FragDepth highp float FragDepth) +0:? 'inf' ( smooth in mediump 2-component vector of float) +0:? 'ing' ( smooth in mediump 2-component vector of float) +0:? 'offsets' ( uniform 4-element array of mediump 2-component vector of int) +0:? 'sArray' ( uniform 4-element array of highp sampler2D) +0:? 'sIndex' ( uniform mediump int) +0:? 'auArray' (layout( binding=0 offset=0) uniform 2-element array of highp atomic_uint) +0:? 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump int i}) +0:? 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer mediump int i}) +0:? 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:? 'constOffsets' ( const 4-element array of mediump 2-component vector of int) 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) @@ -1206,33 +1206,33 @@ ERROR: node is still EOpNull! 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) -0:? 'CA1' (writeonly uniform highp imageCubeArray) -0:? 'CA2' (writeonly uniform highp iimageCubeArray) -0:? 'CA3' (writeonly uniform highp uimageCubeArray) -0:? 'CA4' (uniform highp samplerCubeArray) -0:? 'CA5' (uniform highp samplerCubeArrayShadow) -0:? 'CA6' (uniform highp isamplerCubeArray) -0:? 'CA7' (uniform highp usamplerCubeArray) -0:? 'gl_SampleMaskIn' (flat in 1-element array of highp int SampleMaskIn) -0:? 'gl_SampleMask' (out 1-element array of highp int SampleMaskIn) -0:? 'im2Df' (layout(r32f ) uniform highp image2D) -0:? 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:? 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:? 'P' (uniform mediump 2-component vector of int) -0:? 'badIm2Df' (layout(rgba32f ) uniform highp image2D) -0:? 'badIm2Du' (layout(rgba8ui ) uniform highp uimage2D) -0:? 'badIm2Di' (layout(rgba16i ) uniform highp iimage2D) -0:? 'colorSampInBad' (smooth sample in mediump 4-component vector of float) -0:? 'colorCentroidBad' (centroid out mediump 4-component vector of float) -0:? 'colorBadFlat' (flat out mediump 4-component vector of float) -0:? 'colorBadSmooth' (smooth out mediump 4-component vector of float) -0:? 'colorBadNo' (noperspective out mediump 4-component vector of float) -0:? 'colorfc' (centroid flat in mediump 2-component vector of float) -0:? 'scalarIn' (smooth in mediump float) -0:? 'colorSampIn' (smooth sample in mediump 4-component vector of float) -0:? 'colorSampleBad' (sample out mediump 4-component vector of float) -0:? 'colorfsi' (flat sample in mediump 4-component vector of float) -0:? 'sampInArray' (smooth sample in 4-element array of mediump 3-component vector of float) -0:? 'badout' (out mediump 4-component vector of float) -0:? 'outAA' (out 2-element array of 2-element array of mediump 4-component vector of float) +0:? 'CA1' ( writeonly uniform highp imageCubeArray) +0:? 'CA2' ( writeonly uniform highp iimageCubeArray) +0:? 'CA3' ( writeonly uniform highp uimageCubeArray) +0:? 'CA4' ( uniform highp samplerCubeArray) +0:? 'CA5' ( uniform highp samplerCubeArrayShadow) +0:? 'CA6' ( uniform highp isamplerCubeArray) +0:? 'CA7' ( uniform highp usamplerCubeArray) +0:? 'gl_SampleMaskIn' ( flat in 1-element array of highp int SampleMaskIn) +0:? 'gl_SampleMask' ( out 1-element array of highp int SampleMaskIn) +0:? 'im2Df' (layout( r32f) uniform highp image2D) +0:? 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:? 'im2Di' (layout( r32i) uniform highp iimage2D) +0:? 'P' ( uniform mediump 2-component vector of int) +0:? 'badIm2Df' (layout( rgba32f) uniform highp image2D) +0:? 'badIm2Du' (layout( rgba8ui) uniform highp uimage2D) +0:? 'badIm2Di' (layout( rgba16i) uniform highp iimage2D) +0:? 'colorSampInBad' ( smooth sample in mediump 4-component vector of float) +0:? 'colorCentroidBad' ( centroid out mediump 4-component vector of float) +0:? 'colorBadFlat' ( flat out mediump 4-component vector of float) +0:? 'colorBadSmooth' ( smooth out mediump 4-component vector of float) +0:? 'colorBadNo' ( noperspective out mediump 4-component vector of float) +0:? 'colorfc' ( centroid flat in mediump 2-component vector of float) +0:? 'scalarIn' ( smooth in mediump float) +0:? 'colorSampIn' ( smooth sample in mediump 4-component vector of float) +0:? 'colorSampleBad' ( sample out mediump 4-component vector of float) +0:? 'colorfsi' ( flat sample in mediump 4-component vector of float) +0:? 'sampInArray' ( smooth sample in 4-element array of mediump 3-component vector of float) +0:? 'badout' ( out mediump 4-component vector of float) +0:? 'outAA' ( out 2-element array of 2-element array of mediump 4-component vector of float) diff --git a/Test/baseResults/310.geom.out b/Test/baseResults/310.geom.out index def6b7ab..e57c8222 100644 --- a/Test/baseResults/310.geom.out +++ b/Test/baseResults/310.geom.out @@ -53,58 +53,58 @@ max_vertices = 200 input primitive = lines_adjacency output primitive = triangle_strip ERROR: node is still EOpNull! -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:41 Sequence -0:41 EmitVertex (global void) -0:42 EndPrimitive (global void) +0:41 EmitVertex ( global void) +0:42 EndPrimitive ( global void) 0:43 Constant: 0:43 0.000000 0:44 Constant: 0:44 0.000000 -0:46 move second child to first child (temp mediump 3-component vector of float) -0:46 color: direct index for structure (layout(stream=0 ) out mediump 3-component vector of float) -0:46 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) +0:46 move second child to first child ( temp mediump 3-component vector of float) +0:46 color: direct index for structure (layout( stream=0) out mediump 3-component vector of float) +0:46 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) 0:46 Constant: 0:46 0 (const uint) -0:46 color: direct index for structure (in mediump 3-component vector of float) -0:46 direct index (temp block{in mediump 3-component vector of float color}) -0:46 'fromV' (in 4-element array of block{in mediump 3-component vector of float color}) +0:46 color: direct index for structure ( in mediump 3-component vector of float) +0:46 direct index ( temp block{ in mediump 3-component vector of float color}) +0:46 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 0 (const int) -0:47 move second child to first child (temp float) +0:47 move second child to first child ( temp float) 0:47 Constant: 0:47 0.000000 0:48 Constant: 0:48 0.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 gl_Position: direct index for structure (layout(stream=0 ) gl_Position highp 4-component vector of float Position) -0:49 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position highp 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize highp float PointSize gl_PointSize}) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position) +0:49 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize}) 0:49 Constant: 0:49 0 (const uint) -0:49 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:49 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:49 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:49 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:49 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:49 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 0 (const int) -0:51 move second child to first child (temp highp int) -0:51 'gl_PrimitiveID' (layout(stream=0 ) out highp int PrimitiveID) -0:51 'gl_PrimitiveIDIn' (in highp int PrimitiveID) -0:52 move second child to first child (temp highp int) -0:52 'gl_Layer' (layout(stream=0 ) out highp int Layer) +0:51 move second child to first child ( temp highp int) +0:51 'gl_PrimitiveID' (layout( stream=0) out highp int PrimitiveID) +0:51 'gl_PrimitiveIDIn' ( in highp int PrimitiveID) +0:52 move second child to first child ( temp highp int) +0:52 'gl_Layer' (layout( stream=0) out highp int Layer) 0:52 Constant: 0:52 2 (const int) -0:63 Function Definition: foo(i1; (global void) +0:63 Function Definition: foo(i1; ( global void) 0:63 Function Parameters: -0:63 'a' (in highp int) +0:63 'a' ( in highp int) 0:65 Sequence -0:65 move second child to first child (temp mediump 4-component vector of float) -0:65 a: direct index for structure (layout(stream=0 ) out mediump 4-component vector of float) -0:65 'ouuaa6' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 4-component vector of float a}) +0:65 move second child to first child ( temp mediump 4-component vector of float) +0:65 a: direct index for structure (layout( stream=0) out mediump 4-component vector of float) +0:65 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -112,85 +112,85 @@ ERROR: node is still EOpNull! 0:65 1.000000 0:65 1.000000 0:65 1.000000 -0:114 Function Definition: fooe1( (global void) +0:114 Function Definition: fooe1( ( global void) 0:114 Function Parameters: 0:116 Sequence -0:116 'gl_ViewportIndex' (temp float) -0:117 'gl_MaxViewports' (temp float) +0:116 'gl_ViewportIndex' ( temp float) +0:117 'gl_MaxViewports' ( temp float) 0:118 Constant: 0:118 4 (const int) 0:119 Sequence -0:119 move second child to first child (temp highp int) -0:119 'inv' (temp highp int) -0:119 'gl_InvocationID' (in highp int InvocationID) -0:134 Function Definition: notHere( (global void) +0:119 move second child to first child ( temp highp int) +0:119 'inv' ( temp highp int) +0:119 'gl_InvocationID' ( in highp int InvocationID) +0:134 Function Definition: notHere( ( global void) 0:134 Function Parameters: 0:136 Sequence -0:136 'gl_MaxGeometryVaryingComponents' (temp float) -0:137 'gl_VerticesIn' (temp float) -0:140 Function Definition: pointSize1( (global void) +0:136 'gl_MaxGeometryVaryingComponents' ( temp float) +0:137 'gl_VerticesIn' ( temp float) +0:140 Function Definition: pointSize1( ( global void) 0:140 Function Parameters: 0:142 Sequence 0:142 Sequence -0:142 move second child to first child (temp highp float) -0:142 'ps' (temp highp float) -0:142 gl_PointSize: direct index for structure (in highp float PointSize) -0:142 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:142 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:142 move second child to first child ( temp highp float) +0:142 'ps' ( temp highp float) +0:142 gl_PointSize: direct index for structure ( in highp float PointSize) +0:142 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:142 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) 0:142 Constant: 0:142 3 (const int) 0:142 Constant: 0:142 1 (const int) -0:143 move second child to first child (temp highp float) -0:143 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize highp float PointSize) -0:143 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position highp 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize highp float PointSize gl_PointSize}) +0:143 move second child to first child ( temp highp float) +0:143 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize highp float PointSize) +0:143 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize}) 0:143 Constant: 0:143 1 (const uint) -0:143 'ps' (temp highp float) -0:148 Function Definition: pointSize2( (global void) +0:143 'ps' ( temp highp float) +0:148 Function Definition: pointSize2( ( global void) 0:148 Function Parameters: 0:150 Sequence 0:150 Sequence -0:150 move second child to first child (temp highp float) -0:150 'ps' (temp highp float) -0:150 gl_PointSize: direct index for structure (in highp float PointSize) -0:150 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:150 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:150 move second child to first child ( temp highp float) +0:150 'ps' ( temp highp float) +0:150 gl_PointSize: direct index for structure ( in highp float PointSize) +0:150 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:150 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) 0:150 Constant: 0:150 3 (const int) 0:150 Constant: 0:150 1 (const int) -0:151 move second child to first child (temp highp float) -0:151 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize highp float PointSize) -0:151 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position highp 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize highp float PointSize gl_PointSize}) +0:151 move second child to first child ( temp highp float) +0:151 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize highp float PointSize) +0:151 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize}) 0:151 Constant: 0:151 1 (const uint) -0:151 'ps' (temp highp float) +0:151 'ps' ( temp highp float) 0:? Linker Objects -0:? 'fromV' (in 4-element array of block{in mediump 3-component vector of float color}) -0:? 'nonBlockUnsized' (in 4-element array of mediump 4-component vector of float) -0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) -0:? 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:? 'ov4' (layout(stream=4 ) out mediump 4-component vector of float) -0:? 'ouuaa6' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 4-component vector of float a}) -0:? 'badv4' (layout(stream=0 ) out mediump 4-component vector of float) -0:? 'bad2v4' (in 4-element array of mediump 4-component vector of float) -0:? 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) out highp int a}) -0:? 'outbi' (layout(stream=0 ) out block{layout(stream=0 ) out highp int a, layout(stream=0 ) out highp int b, layout(stream=0 ) out highp int c}) -0:? 'insn' (in 4-element array of block{in highp int a15}) -0:? 'anon@2' (layout(stream=0 ) out block{layout(stream=0 ) out mediump float f15}) -0:? 'anon@3' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15}) -0:? 'summ' (const highp int) +0:? 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color}) +0:? 'nonBlockUnsized' ( in 4-element array of mediump 4-component vector of float) +0:? 'toF' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) +0:? 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:? 'ov4' (layout( stream=4) out mediump 4-component vector of float) +0:? 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a}) +0:? 'badv4' (layout( stream=0) out mediump 4-component vector of float) +0:? 'bad2v4' ( in 4-element array of mediump 4-component vector of float) +0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) out highp int a}) +0:? 'outbi' (layout( stream=0) out block{layout( stream=0) out highp int a, layout( stream=0) out highp int b, layout( stream=0) out highp int c}) +0:? 'insn' ( in 4-element array of block{ in highp int a15}) +0:? 'anon@2' (layout( stream=0) out block{layout( stream=0) out mediump float f15}) +0:? 'anon@3' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15}) +0:? 'summ' ( const highp int) 0:? 2752 (const int) -0:? 'explArray' (in 4-element array of mediump 4-component vector of float) -0:? 'explArrayBad' (in 5-element array of mediump 4-component vector of float) -0:? 'nonArrayed' (in mediump 4-component vector of float) -0:? 'myColor1' (layout(stream=0 ) flat out mediump 3-component vector of float) -0:? 'myColor2' (layout(stream=0 ) centroid out mediump 3-component vector of float) -0:? 'centr' (centroid in 4-element array of mediump 3-component vector of float) -0:? 'perSampleColor' (layout(stream=0 ) sample out mediump 4-component vector of float) -0:? 'comp' (layout(location=7 component=2 ) in 4-element array of mediump float) +0:? 'explArray' ( in 4-element array of mediump 4-component vector of float) +0:? 'explArrayBad' ( in 5-element array of mediump 4-component vector of float) +0:? 'nonArrayed' ( in mediump 4-component vector of float) +0:? 'myColor1' (layout( stream=0) flat out mediump 3-component vector of float) +0:? 'myColor2' (layout( stream=0) centroid out mediump 3-component vector of float) +0:? 'centr' ( centroid in 4-element array of mediump 3-component vector of float) +0:? 'perSampleColor' (layout( stream=0) sample out mediump 4-component vector of float) +0:? 'comp' (layout( location=7 component=2) in 4-element array of mediump float) Linked geometry stage: @@ -205,74 +205,74 @@ max_vertices = 200 input primitive = lines_adjacency output primitive = triangle_strip ERROR: node is still EOpNull! -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:41 Sequence -0:41 EmitVertex (global void) -0:42 EndPrimitive (global void) +0:41 EmitVertex ( global void) +0:42 EndPrimitive ( global void) 0:43 Constant: 0:43 0.000000 0:44 Constant: 0:44 0.000000 -0:46 move second child to first child (temp mediump 3-component vector of float) -0:46 color: direct index for structure (layout(stream=0 ) out mediump 3-component vector of float) -0:46 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) +0:46 move second child to first child ( temp mediump 3-component vector of float) +0:46 color: direct index for structure (layout( stream=0) out mediump 3-component vector of float) +0:46 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) 0:46 Constant: 0:46 0 (const uint) -0:46 color: direct index for structure (in mediump 3-component vector of float) -0:46 direct index (temp block{in mediump 3-component vector of float color}) -0:46 'fromV' (in 4-element array of block{in mediump 3-component vector of float color}) +0:46 color: direct index for structure ( in mediump 3-component vector of float) +0:46 direct index ( temp block{ in mediump 3-component vector of float color}) +0:46 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 0 (const int) -0:47 move second child to first child (temp float) +0:47 move second child to first child ( temp float) 0:47 Constant: 0:47 0.000000 0:48 Constant: 0:48 0.000000 -0:49 move second child to first child (temp highp 4-component vector of float) -0:49 gl_Position: direct index for structure (layout(stream=0 ) gl_Position highp 4-component vector of float Position) -0:49 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) gl_Position highp 4-component vector of float Position gl_Position, layout(stream=0 ) gl_PointSize highp float PointSize gl_PointSize}) +0:49 move second child to first child ( temp highp 4-component vector of float) +0:49 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position) +0:49 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize}) 0:49 Constant: 0:49 0 (const uint) -0:49 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:49 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:49 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:49 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:49 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:49 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 0 (const int) -0:51 move second child to first child (temp highp int) -0:51 'gl_PrimitiveID' (layout(stream=0 ) out highp int PrimitiveID) -0:51 'gl_PrimitiveIDIn' (in highp int PrimitiveID) -0:52 move second child to first child (temp highp int) -0:52 'gl_Layer' (layout(stream=0 ) out highp int Layer) +0:51 move second child to first child ( temp highp int) +0:51 'gl_PrimitiveID' (layout( stream=0) out highp int PrimitiveID) +0:51 'gl_PrimitiveIDIn' ( in highp int PrimitiveID) +0:52 move second child to first child ( temp highp int) +0:52 'gl_Layer' (layout( stream=0) out highp int Layer) 0:52 Constant: 0:52 2 (const int) 0:? Linker Objects -0:? 'fromV' (in 4-element array of block{in mediump 3-component vector of float color}) -0:? 'nonBlockUnsized' (in 4-element array of mediump 4-component vector of float) -0:? 'toF' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 3-component vector of float color}) -0:? 'gl_in' (in 4-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) -0:? 'ov4' (layout(stream=4 ) out mediump 4-component vector of float) -0:? 'ouuaa6' (layout(stream=0 ) out block{layout(stream=0 ) out mediump 4-component vector of float a}) -0:? 'badv4' (layout(stream=0 ) out mediump 4-component vector of float) -0:? 'bad2v4' (in 4-element array of mediump 4-component vector of float) -0:? 'anon@1' (layout(stream=0 ) out block{layout(stream=0 ) out highp int a}) -0:? 'outbi' (layout(stream=0 ) out block{layout(stream=0 ) out highp int a, layout(stream=0 ) out highp int b, layout(stream=0 ) out highp int c}) -0:? 'insn' (in 4-element array of block{in highp int a15}) -0:? 'anon@2' (layout(stream=0 ) out block{layout(stream=0 ) out mediump float f15}) -0:? 'anon@3' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b15}) -0:? 'summ' (const highp int) +0:? 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color}) +0:? 'nonBlockUnsized' ( in 4-element array of mediump 4-component vector of float) +0:? 'toF' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color}) +0:? 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize}) +0:? 'ov4' (layout( stream=4) out mediump 4-component vector of float) +0:? 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a}) +0:? 'badv4' (layout( stream=0) out mediump 4-component vector of float) +0:? 'bad2v4' ( in 4-element array of mediump 4-component vector of float) +0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) out highp int a}) +0:? 'outbi' (layout( stream=0) out block{layout( stream=0) out highp int a, layout( stream=0) out highp int b, layout( stream=0) out highp int c}) +0:? 'insn' ( in 4-element array of block{ in highp int a15}) +0:? 'anon@2' (layout( stream=0) out block{layout( stream=0) out mediump float f15}) +0:? 'anon@3' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15}) +0:? 'summ' ( const highp int) 0:? 2752 (const int) -0:? 'explArray' (in 4-element array of mediump 4-component vector of float) -0:? 'explArrayBad' (in 5-element array of mediump 4-component vector of float) -0:? 'nonArrayed' (in mediump 4-component vector of float) -0:? 'myColor1' (layout(stream=0 ) flat out mediump 3-component vector of float) -0:? 'myColor2' (layout(stream=0 ) centroid out mediump 3-component vector of float) -0:? 'centr' (centroid in 4-element array of mediump 3-component vector of float) -0:? 'perSampleColor' (layout(stream=0 ) sample out mediump 4-component vector of float) -0:? 'comp' (layout(location=7 component=2 ) in 4-element array of mediump float) +0:? 'explArray' ( in 4-element array of mediump 4-component vector of float) +0:? 'explArrayBad' ( in 5-element array of mediump 4-component vector of float) +0:? 'nonArrayed' ( in mediump 4-component vector of float) +0:? 'myColor1' (layout( stream=0) flat out mediump 3-component vector of float) +0:? 'myColor2' (layout( stream=0) centroid out mediump 3-component vector of float) +0:? 'centr' ( centroid in 4-element array of mediump 3-component vector of float) +0:? 'perSampleColor' (layout( stream=0) sample out mediump 4-component vector of float) +0:? 'comp' (layout( location=7 component=2) in 4-element array of mediump float) diff --git a/Test/baseResults/310.tesc.out b/Test/baseResults/310.tesc.out index 89be51e6..9c3d1d55 100644 --- a/Test/baseResults/310.tesc.out +++ b/Test/baseResults/310.tesc.out @@ -58,200 +58,200 @@ Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader vertices = 4 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence -0:17 Barrier (global void) +0:17 Barrier ( global void) 0:19 Sequence -0:19 move second child to first child (temp highp int) -0:19 'a' (temp highp int) +0:19 move second child to first child ( temp highp int) +0:19 'a' ( temp highp int) 0:19 Constant: 0:19 5392 (const int) 0:25 Sequence -0:25 move second child to first child (temp highp 4-component vector of float) -0:25 'p' (temp highp 4-component vector of float) -0:25 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:25 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) -0:25 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:25 move second child to first child ( temp highp 4-component vector of float) +0:25 'p' ( temp highp 4-component vector of float) +0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 Sequence -0:26 move second child to first child (temp highp float) -0:26 'ps' (temp highp float) -0:26 gl_PointSize: direct index for structure (in highp float PointSize) -0:26 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) -0:26 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:26 move second child to first child ( temp highp float) +0:26 'ps' ( temp highp float) +0:26 gl_PointSize: direct index for structure ( in highp float PointSize) +0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 Constant: 0:26 1 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 Sequence -0:27 move second child to first child (temp highp float) -0:27 'cd' (temp highp float) +0:27 move second child to first child ( temp highp float) +0:27 'cd' ( temp highp float) 0:27 Constant: 0:27 0.000000 0:29 Sequence -0:29 move second child to first child (temp highp int) -0:29 'pvi' (temp highp int) -0:29 'gl_PatchVerticesIn' (in highp int PatchVertices) +0:29 move second child to first child ( temp highp int) +0:29 'pvi' ( temp highp int) +0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:30 Sequence -0:30 move second child to first child (temp highp int) -0:30 'pid' (temp highp int) -0:30 'gl_PrimitiveID' (in highp int PrimitiveID) +0:30 move second child to first child ( temp highp int) +0:30 'pid' ( temp highp int) +0:30 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'iid' (temp highp int) -0:31 'gl_InvocationID' (in highp int InvocationID) -0:33 move second child to first child (temp highp 4-component vector of float) -0:33 gl_Position: direct index for structure (out highp 4-component vector of float Position) -0:33 indirect index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:33 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:33 'gl_InvocationID' (in highp int InvocationID) +0:31 move second child to first child ( temp highp int) +0:31 'iid' ( temp highp int) +0:31 'gl_InvocationID' ( in highp int InvocationID) +0:33 move second child to first child ( temp highp 4-component vector of float) +0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position) +0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:33 'gl_InvocationID' ( in highp int InvocationID) 0:33 Constant: 0:33 0 (const int) -0:33 'p' (temp highp 4-component vector of float) -0:34 move second child to first child (temp highp float) -0:34 gl_PointSize: direct index for structure (out highp float PointSize) -0:34 indirect index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:34 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:34 'gl_InvocationID' (in highp int InvocationID) +0:33 'p' ( temp highp 4-component vector of float) +0:34 move second child to first child ( temp highp float) +0:34 gl_PointSize: direct index for structure ( out highp float PointSize) +0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:34 'gl_InvocationID' ( in highp int InvocationID) 0:34 Constant: 0:34 1 (const int) -0:34 'ps' (temp highp float) -0:35 move second child to first child (temp highp float) +0:34 'ps' ( temp highp float) +0:35 move second child to first child ( temp highp float) 0:35 Constant: 0:35 0.000000 -0:35 'cd' (temp highp float) -0:37 move second child to first child (temp highp float) -0:37 direct index (patch temp highp float TessLevelOuter) -0:37 'gl_TessLevelOuter' (patch out 4-element array of highp float TessLevelOuter) +0:35 'cd' ( temp highp float) +0:37 move second child to first child ( temp highp float) +0:37 direct index ( patch temp highp float TessLevelOuter) +0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter) 0:37 Constant: 0:37 3 (const int) 0:37 Constant: 0:37 3.200000 -0:38 move second child to first child (temp highp float) -0:38 direct index (patch temp highp float TessLevelInner) -0:38 'gl_TessLevelInner' (patch out 2-element array of highp float TessLevelInner) +0:38 move second child to first child ( temp highp float) +0:38 direct index ( patch temp highp float TessLevelInner) +0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner) 0:38 Constant: 0:38 1 (const int) 0:38 Constant: 0:38 1.300000 -0:40 Test condition and select (temp void) +0:40 Test condition and select ( temp void) 0:40 Condition -0:40 Compare Greater Than (temp bool) -0:40 'a' (temp highp int) +0:40 Compare Greater Than ( temp bool) +0:40 'a' ( temp highp int) 0:40 Constant: 0:40 10 (const int) 0:40 true case -0:41 Barrier (global void) +0:41 Barrier ( global void) 0:40 false case -0:43 Barrier (global void) -0:45 Barrier (global void) +0:43 Barrier ( global void) +0:45 Barrier ( global void) 0:49 Loop with condition not tested first 0:49 Loop Condition -0:49 Compare Greater Than (temp bool) -0:49 'a' (temp highp int) +0:49 Compare Greater Than ( temp bool) +0:49 'a' ( temp highp int) 0:49 Constant: 0:49 10 (const int) 0:49 Loop Body 0:48 Sequence -0:48 Barrier (global void) +0:48 Barrier ( global void) 0:51 switch 0:51 condition -0:51 'a' (temp highp int) +0:51 'a' ( temp highp int) 0:51 body 0:51 Sequence 0:52 default: 0:? Sequence -0:53 Barrier (global void) +0:53 Barrier ( global void) 0:54 Branch: Break -0:56 Test condition and select (temp highp int) +0:56 Test condition and select ( temp highp int) 0:56 Condition -0:56 Compare Less Than (temp bool) -0:56 'a' (temp highp int) +0:56 Compare Less Than ( temp bool) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 12 (const int) 0:56 true case -0:56 'a' (temp highp int) +0:56 'a' ( temp highp int) 0:56 false case -0:56 Comma (temp highp int) -0:56 Barrier (global void) -0:56 'a' (temp highp int) +0:56 Comma ( temp highp int) +0:56 Barrier ( global void) +0:56 'a' ( temp highp int) 0:58 Sequence -0:58 Barrier (global void) +0:58 Barrier ( global void) 0:61 Branch: Return -0:63 Barrier (global void) -0:69 Function Definition: foo( (global void) +0:63 Barrier ( global void) +0:69 Function Definition: foo( ( global void) 0:69 Function Parameters: 0:71 Sequence -0:71 gl_Position: direct index for structure (out highp 4-component vector of float Position) -0:71 direct index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:71 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:71 gl_Position: direct index for structure ( out highp 4-component vector of float Position) +0:71 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:71 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:71 Constant: 0:71 4 (const int) 0:71 Constant: 0:71 0 (const int) -0:73 Barrier (global void) -0:92 Function Definition: foop( (global void) +0:73 Barrier ( global void) +0:92 Function Definition: foop( ( global void) 0:92 Function Parameters: 0:? Sequence -0:95 move second child to first child (temp highp float) -0:95 'd' (noContraction temp highp float) -0:95 fma (global highp float) -0:95 'd' (noContraction temp highp float) -0:95 'd' (noContraction temp highp float) -0:95 'd' (noContraction temp highp float) -0:112 Function Definition: pointSize2( (global void) +0:95 move second child to first child ( temp highp float) +0:95 'd' ( noContraction temp highp float) +0:95 fma ( global highp float) +0:95 'd' ( noContraction temp highp float) +0:95 'd' ( noContraction temp highp float) +0:95 'd' ( noContraction temp highp float) +0:112 Function Definition: pointSize2( ( global void) 0:112 Function Parameters: 0:114 Sequence 0:114 Sequence -0:114 move second child to first child (temp highp float) -0:114 'ps' (temp highp float) -0:114 gl_PointSize: direct index for structure (in highp float PointSize) -0:114 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) -0:114 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:114 move second child to first child ( temp highp float) +0:114 'ps' ( temp highp float) +0:114 gl_PointSize: direct index for structure ( in highp float PointSize) +0:114 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:114 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:114 Constant: 0:114 1 (const int) 0:114 Constant: 0:114 1 (const int) -0:115 move second child to first child (temp highp float) -0:115 gl_PointSize: direct index for structure (out highp float PointSize) -0:115 indirect index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:115 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:115 'gl_InvocationID' (in highp int InvocationID) +0:115 move second child to first child ( temp highp float) +0:115 gl_PointSize: direct index for structure ( out highp float PointSize) +0:115 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:115 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:115 'gl_InvocationID' ( in highp int InvocationID) 0:115 Constant: 0:115 1 (const int) -0:115 'ps' (temp highp float) -0:122 Function Definition: goodfoop( (global void) +0:115 'ps' ( temp highp float) +0:122 Function Definition: goodfoop( ( global void) 0:122 Function Parameters: 0:? Sequence -0:126 multiply second child into first child (temp highp 3-component vector of float) -0:126 'pv3' (noContraction temp highp 3-component vector of float) -0:126 'pv3' (noContraction temp highp 3-component vector of float) -0:127 move second child to first child (temp highp 3-component vector of float) -0:127 'pv3' (noContraction temp highp 3-component vector of float) -0:127 fma (global highp 3-component vector of float) -0:127 'pv3' (noContraction temp highp 3-component vector of float) -0:127 'pv3' (noContraction temp highp 3-component vector of float) -0:127 'pv3' (noContraction temp highp 3-component vector of float) -0:128 move second child to first child (temp highp float) -0:128 'd' (noContraction temp highp float) -0:128 fma (global highp float) -0:128 'd' (noContraction temp highp float) -0:128 'd' (noContraction temp highp float) -0:128 'd' (noContraction temp highp float) -0:131 Function Definition: bbBad( (global void) +0:126 multiply second child into first child ( temp highp 3-component vector of float) +0:126 'pv3' ( noContraction temp highp 3-component vector of float) +0:126 'pv3' ( noContraction temp highp 3-component vector of float) +0:127 move second child to first child ( temp highp 3-component vector of float) +0:127 'pv3' ( noContraction temp highp 3-component vector of float) +0:127 fma ( global highp 3-component vector of float) +0:127 'pv3' ( noContraction temp highp 3-component vector of float) +0:127 'pv3' ( noContraction temp highp 3-component vector of float) +0:127 'pv3' ( noContraction temp highp 3-component vector of float) +0:128 move second child to first child ( temp highp float) +0:128 'd' ( noContraction temp highp float) +0:128 fma ( global highp float) +0:128 'd' ( noContraction temp highp float) +0:128 'd' ( noContraction temp highp float) +0:128 'd' ( noContraction temp highp float) +0:131 Function Definition: bbBad( ( global void) 0:131 Function Parameters: 0:133 Sequence -0:133 'gl_BoundingBoxOES' (patch out 2-element array of highp 4-component vector of float BoundingBox) -0:138 Function Definition: bb( (global void) +0:133 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) +0:138 Function Definition: bb( ( global void) 0:138 Function Parameters: 0:140 Sequence -0:140 move second child to first child (temp highp 4-component vector of float) -0:140 direct index (patch temp highp 4-component vector of float BoundingBox) -0:140 'gl_BoundingBoxOES' (patch out 2-element array of highp 4-component vector of float BoundingBox) +0:140 move second child to first child ( temp highp 4-component vector of float) +0:140 direct index ( patch temp highp 4-component vector of float BoundingBox) +0:140 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:140 Constant: 0:140 0 (const int) 0:140 Constant: @@ -259,9 +259,9 @@ ERROR: node is still EOpNull! 0:140 0.000000 0:140 0.000000 0:140 0.000000 -0:141 move second child to first child (temp highp 4-component vector of float) -0:141 direct index (patch temp highp 4-component vector of float BoundingBox) -0:141 'gl_BoundingBoxOES' (patch out 2-element array of highp 4-component vector of float BoundingBox) +0:141 move second child to first child ( temp highp 4-component vector of float) +0:141 direct index ( patch temp highp 4-component vector of float BoundingBox) +0:141 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:141 Constant: 0:141 1 (const int) 0:141 Constant: @@ -269,9 +269,9 @@ ERROR: node is still EOpNull! 0:141 1.000000 0:141 1.000000 0:141 1.000000 -0:142 move second child to first child (temp highp 4-component vector of float) -0:142 direct index (patch temp highp 4-component vector of float BoundingBox) -0:142 'gl_BoundingBoxOES' (patch out 2-element array of highp 4-component vector of float BoundingBox) +0:142 move second child to first child ( temp highp 4-component vector of float) +0:142 direct index ( patch temp highp 4-component vector of float BoundingBox) +0:142 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:142 Constant: 0:142 2 (const int) 0:142 Constant: @@ -279,34 +279,34 @@ ERROR: node is still EOpNull! 0:142 2.000000 0:142 2.000000 0:142 2.000000 -0:153 Function Definition: outputtingOutparam(i1; (global void) +0:153 Function Definition: outputtingOutparam(i1; ( global void) 0:153 Function Parameters: -0:153 'a' (out highp int) +0:153 'a' ( out highp int) 0:155 Sequence -0:155 move second child to first child (temp highp int) -0:155 'a' (out highp int) +0:155 move second child to first child ( temp highp int) +0:155 'a' ( out highp int) 0:155 Constant: 0:155 2 (const int) -0:158 Function Definition: outputting( (global void) +0:158 Function Definition: outputting( ( global void) 0:158 Function Parameters: 0:160 Sequence -0:160 move second child to first child (temp highp int) -0:160 indirect index (temp highp int) -0:160 'outa' (out 4-element array of highp int) -0:160 'gl_InvocationID' (in highp int InvocationID) +0:160 move second child to first child ( temp highp int) +0:160 indirect index ( temp highp int) +0:160 'outa' ( out 4-element array of highp int) +0:160 'gl_InvocationID' ( in highp int InvocationID) 0:160 Constant: 0:160 2 (const int) -0:161 move second child to first child (temp highp int) -0:161 direct index (temp highp int) -0:161 'outa' (out 4-element array of highp int) +0:161 move second child to first child ( temp highp int) +0:161 direct index ( temp highp int) +0:161 'outa' ( out 4-element array of highp int) 0:161 Constant: 0:161 1 (const int) 0:161 Constant: 0:161 2 (const int) -0:162 move second child to first child (temp highp 4-component vector of float) -0:162 gl_Position: direct index for structure (out highp 4-component vector of float Position) -0:162 direct index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:162 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:162 move second child to first child ( temp highp 4-component vector of float) +0:162 gl_Position: direct index for structure ( out highp 4-component vector of float Position) +0:162 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:162 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:162 Constant: 0:162 0 (const int) 0:162 Constant: @@ -316,65 +316,65 @@ ERROR: node is still EOpNull! 0:162 1.000000 0:162 1.000000 0:162 1.000000 -0:163 direct index (temp highp int) -0:163 'outa' (out 4-element array of highp int) +0:163 direct index ( temp highp int) +0:163 'outa' ( out 4-element array of highp int) 0:163 Constant: 0:163 1 (const int) -0:164 direct index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:164 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:164 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:164 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:164 Constant: 0:164 0 (const int) -0:165 Function Call: outputtingOutparam(i1; (global void) -0:165 direct index (temp highp int) -0:165 'outa' (out 4-element array of highp int) +0:165 Function Call: outputtingOutparam(i1; ( global void) +0:165 direct index ( temp highp int) +0:165 'outa' ( out 4-element array of highp int) 0:165 Constant: 0:165 0 (const int) -0:166 Function Call: outputtingOutparam(i1; (global void) -0:166 indirect index (temp highp int) -0:166 'outa' (out 4-element array of highp int) -0:166 'gl_InvocationID' (in highp int InvocationID) -0:167 move second child to first child (temp highp float) -0:167 f: direct index for structure (out highp float) -0:167 direct index (patch temp block{out highp float f}) -0:167 'patchIName' (patch out 4-element array of block{out highp float f}) +0:166 Function Call: outputtingOutparam(i1; ( global void) +0:166 indirect index ( temp highp int) +0:166 'outa' ( out 4-element array of highp int) +0:166 'gl_InvocationID' ( in highp int InvocationID) +0:167 move second child to first child ( temp highp float) +0:167 f: direct index for structure ( out highp float) +0:167 direct index ( patch temp block{ out highp float f}) +0:167 'patchIName' ( patch out 4-element array of block{ out highp float f}) 0:167 Constant: 0:167 1 (const int) 0:167 Constant: 0:167 0 (const int) 0:167 Constant: 0:167 3.140000 -0:168 move second child to first child (temp highp int) -0:168 indirect index (temp highp int) -0:168 'outa' (out 4-element array of highp int) -0:168 'gl_InvocationID' (in highp int InvocationID) +0:168 move second child to first child ( temp highp int) +0:168 indirect index ( temp highp int) +0:168 'outa' ( out 4-element array of highp int) +0:168 'gl_InvocationID' ( in highp int InvocationID) 0:168 Constant: 0:168 2 (const int) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:? 'outa' (out 4-element array of highp int) -0:? 'patchIn' (patch in highp 4-component vector of float) -0:? 'patchOut' (patch out highp 4-component vector of float) -0:? 'ina' (in highp 2-component vector of float) -0:? 'inb' (in 32-element array of highp 2-component vector of float) -0:? 'inc' (in 32-element array of highp 2-component vector of float) -0:? 'ind' (in 32-element array of highp 2-component vector of float) -0:? 'implA' (patch out implicitly-sized array of highp float) -0:? 'ivla' (layout(location=3 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of highp 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of highp 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of highp 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of highp 4-component vector of float) -0:? 'pinbi' (patch out block{out highp int a}) -0:? 'myColor2' (centroid out 4-element array of highp 3-component vector of float) -0:? 'centr' (centroid in 32-element array of highp 3-component vector of float) -0:? 'perSampleColor' (sample out 4-element array of highp 4-component vector of float) -0:? 'badlay' (out 4-element array of highp float) -0:? 'misSized' (out 5-element array of highp float) -0:? 'okaySize' (out 4-element array of highp float) -0:? 'pv3' (noContraction temp highp 3-component vector of float) -0:? 'badpatchIName' (patch out implicitly-sized array of block{out highp float f}) -0:? 'patchIName' (patch out 4-element array of block{out highp float f}) +0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:? 'outa' ( out 4-element array of highp int) +0:? 'patchIn' ( patch in highp 4-component vector of float) +0:? 'patchOut' ( patch out highp 4-component vector of float) +0:? 'ina' ( in highp 2-component vector of float) +0:? 'inb' ( in 32-element array of highp 2-component vector of float) +0:? 'inc' ( in 32-element array of highp 2-component vector of float) +0:? 'ind' ( in 32-element array of highp 2-component vector of float) +0:? 'implA' ( patch out implicitly-sized array of highp float) +0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float) +0:? 'pinbi' ( patch out block{ out highp int a}) +0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float) +0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) +0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float) +0:? 'badlay' ( out 4-element array of highp float) +0:? 'misSized' ( out 5-element array of highp float) +0:? 'okaySize' ( out 4-element array of highp float) +0:? 'pv3' ( noContraction temp highp 3-component vector of float) +0:? 'badpatchIName' ( patch out implicitly-sized array of block{ out highp float f}) +0:? 'patchIName' ( patch out 4-element array of block{ out highp float f}) Linked tessellation control stage: @@ -389,155 +389,155 @@ Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader vertices = 4 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence -0:17 Barrier (global void) +0:17 Barrier ( global void) 0:19 Sequence -0:19 move second child to first child (temp highp int) -0:19 'a' (temp highp int) +0:19 move second child to first child ( temp highp int) +0:19 'a' ( temp highp int) 0:19 Constant: 0:19 5392 (const int) 0:25 Sequence -0:25 move second child to first child (temp highp 4-component vector of float) -0:25 'p' (temp highp 4-component vector of float) -0:25 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:25 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) -0:25 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:25 move second child to first child ( temp highp 4-component vector of float) +0:25 'p' ( temp highp 4-component vector of float) +0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 Sequence -0:26 move second child to first child (temp highp float) -0:26 'ps' (temp highp float) -0:26 gl_PointSize: direct index for structure (in highp float PointSize) -0:26 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) -0:26 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:26 move second child to first child ( temp highp float) +0:26 'ps' ( temp highp float) +0:26 gl_PointSize: direct index for structure ( in highp float PointSize) +0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 Constant: 0:26 1 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 Sequence -0:27 move second child to first child (temp highp float) -0:27 'cd' (temp highp float) +0:27 move second child to first child ( temp highp float) +0:27 'cd' ( temp highp float) 0:27 Constant: 0:27 0.000000 0:29 Sequence -0:29 move second child to first child (temp highp int) -0:29 'pvi' (temp highp int) -0:29 'gl_PatchVerticesIn' (in highp int PatchVertices) +0:29 move second child to first child ( temp highp int) +0:29 'pvi' ( temp highp int) +0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:30 Sequence -0:30 move second child to first child (temp highp int) -0:30 'pid' (temp highp int) -0:30 'gl_PrimitiveID' (in highp int PrimitiveID) +0:30 move second child to first child ( temp highp int) +0:30 'pid' ( temp highp int) +0:30 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:31 Sequence -0:31 move second child to first child (temp highp int) -0:31 'iid' (temp highp int) -0:31 'gl_InvocationID' (in highp int InvocationID) -0:33 move second child to first child (temp highp 4-component vector of float) -0:33 gl_Position: direct index for structure (out highp 4-component vector of float Position) -0:33 indirect index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:33 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:33 'gl_InvocationID' (in highp int InvocationID) +0:31 move second child to first child ( temp highp int) +0:31 'iid' ( temp highp int) +0:31 'gl_InvocationID' ( in highp int InvocationID) +0:33 move second child to first child ( temp highp 4-component vector of float) +0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position) +0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:33 'gl_InvocationID' ( in highp int InvocationID) 0:33 Constant: 0:33 0 (const int) -0:33 'p' (temp highp 4-component vector of float) -0:34 move second child to first child (temp highp float) -0:34 gl_PointSize: direct index for structure (out highp float PointSize) -0:34 indirect index (temp block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:34 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:34 'gl_InvocationID' (in highp int InvocationID) +0:33 'p' ( temp highp 4-component vector of float) +0:34 move second child to first child ( temp highp float) +0:34 gl_PointSize: direct index for structure ( out highp float PointSize) +0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:34 'gl_InvocationID' ( in highp int InvocationID) 0:34 Constant: 0:34 1 (const int) -0:34 'ps' (temp highp float) -0:35 move second child to first child (temp highp float) +0:34 'ps' ( temp highp float) +0:35 move second child to first child ( temp highp float) 0:35 Constant: 0:35 0.000000 -0:35 'cd' (temp highp float) -0:37 move second child to first child (temp highp float) -0:37 direct index (patch temp highp float TessLevelOuter) -0:37 'gl_TessLevelOuter' (patch out 4-element array of highp float TessLevelOuter) +0:35 'cd' ( temp highp float) +0:37 move second child to first child ( temp highp float) +0:37 direct index ( patch temp highp float TessLevelOuter) +0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter) 0:37 Constant: 0:37 3 (const int) 0:37 Constant: 0:37 3.200000 -0:38 move second child to first child (temp highp float) -0:38 direct index (patch temp highp float TessLevelInner) -0:38 'gl_TessLevelInner' (patch out 2-element array of highp float TessLevelInner) +0:38 move second child to first child ( temp highp float) +0:38 direct index ( patch temp highp float TessLevelInner) +0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner) 0:38 Constant: 0:38 1 (const int) 0:38 Constant: 0:38 1.300000 -0:40 Test condition and select (temp void) +0:40 Test condition and select ( temp void) 0:40 Condition -0:40 Compare Greater Than (temp bool) -0:40 'a' (temp highp int) +0:40 Compare Greater Than ( temp bool) +0:40 'a' ( temp highp int) 0:40 Constant: 0:40 10 (const int) 0:40 true case -0:41 Barrier (global void) +0:41 Barrier ( global void) 0:40 false case -0:43 Barrier (global void) -0:45 Barrier (global void) +0:43 Barrier ( global void) +0:45 Barrier ( global void) 0:49 Loop with condition not tested first 0:49 Loop Condition -0:49 Compare Greater Than (temp bool) -0:49 'a' (temp highp int) +0:49 Compare Greater Than ( temp bool) +0:49 'a' ( temp highp int) 0:49 Constant: 0:49 10 (const int) 0:49 Loop Body 0:48 Sequence -0:48 Barrier (global void) +0:48 Barrier ( global void) 0:51 switch 0:51 condition -0:51 'a' (temp highp int) +0:51 'a' ( temp highp int) 0:51 body 0:51 Sequence 0:52 default: 0:? Sequence -0:53 Barrier (global void) +0:53 Barrier ( global void) 0:54 Branch: Break -0:56 Test condition and select (temp highp int) +0:56 Test condition and select ( temp highp int) 0:56 Condition -0:56 Compare Less Than (temp bool) -0:56 'a' (temp highp int) +0:56 Compare Less Than ( temp bool) +0:56 'a' ( temp highp int) 0:56 Constant: 0:56 12 (const int) 0:56 true case -0:56 'a' (temp highp int) +0:56 'a' ( temp highp int) 0:56 false case -0:56 Comma (temp highp int) -0:56 Barrier (global void) -0:56 'a' (temp highp int) +0:56 Comma ( temp highp int) +0:56 Barrier ( global void) +0:56 'a' ( temp highp int) 0:58 Sequence -0:58 Barrier (global void) +0:58 Barrier ( global void) 0:61 Branch: Return -0:63 Barrier (global void) +0:63 Barrier ( global void) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) -0:? 'outa' (out 4-element array of highp int) -0:? 'patchIn' (patch in highp 4-component vector of float) -0:? 'patchOut' (patch out highp 4-component vector of float) -0:? 'ina' (in highp 2-component vector of float) -0:? 'inb' (in 32-element array of highp 2-component vector of float) -0:? 'inc' (in 32-element array of highp 2-component vector of float) -0:? 'ind' (in 32-element array of highp 2-component vector of float) -0:? 'implA' (patch out 1-element array of highp float) -0:? 'ivla' (layout(location=3 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of highp 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of highp 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of highp 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of highp 4-component vector of float) -0:? 'pinbi' (patch out block{out highp int a}) -0:? 'myColor2' (centroid out 4-element array of highp 3-component vector of float) -0:? 'centr' (centroid in 32-element array of highp 3-component vector of float) -0:? 'perSampleColor' (sample out 4-element array of highp 4-component vector of float) -0:? 'badlay' (out 4-element array of highp float) -0:? 'misSized' (out 5-element array of highp float) -0:? 'okaySize' (out 4-element array of highp float) -0:? 'pv3' (noContraction temp highp 3-component vector of float) -0:? 'badpatchIName' (patch out 1-element array of block{out highp float f}) -0:? 'patchIName' (patch out 4-element array of block{out highp float f}) +0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) +0:? 'outa' ( out 4-element array of highp int) +0:? 'patchIn' ( patch in highp 4-component vector of float) +0:? 'patchOut' ( patch out highp 4-component vector of float) +0:? 'ina' ( in highp 2-component vector of float) +0:? 'inb' ( in 32-element array of highp 2-component vector of float) +0:? 'inc' ( in 32-element array of highp 2-component vector of float) +0:? 'ind' ( in 32-element array of highp 2-component vector of float) +0:? 'implA' ( patch out 1-element array of highp float) +0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float) +0:? 'pinbi' ( patch out block{ out highp int a}) +0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float) +0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) +0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float) +0:? 'badlay' ( out 4-element array of highp float) +0:? 'misSized' ( out 5-element array of highp float) +0:? 'okaySize' ( out 4-element array of highp float) +0:? 'pv3' ( noContraction temp highp 3-component vector of float) +0:? 'badpatchIName' ( patch out 1-element array of block{ out highp float f}) +0:? 'patchIName' ( patch out 4-element array of block{ out highp float f}) diff --git a/Test/baseResults/310.tese.out b/Test/baseResults/310.tese.out index aa0d8b12..4550230d 100644 --- a/Test/baseResults/310.tese.out +++ b/Test/baseResults/310.tese.out @@ -46,7 +46,7 @@ ERROR: 0:103: 'location' : overlapping use of location 24 ERROR: 0:105: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved ERROR: 0:113: 'sample' : Reserved word. ERROR: 0:119: 'gl_PointSize' : no such field in structure -ERROR: 0:119: '=' : cannot convert from 'temp block{in highp 4-component vector of float Position gl_Position}' to 'temp highp float' +ERROR: 0:119: '=' : cannot convert from ' temp block{ in highp 4-component vector of float Position gl_Position}' to ' temp highp float' ERROR: 0:127: 'gl_BoundingBoxOES' : undeclared identifier ERROR: 44 compilation errors. No code generated. @@ -64,121 +64,121 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:24 Function Definition: main( (global void) +0:24 Function Definition: main( ( global void) 0:24 Function Parameters: 0:26 Sequence 0:26 Constant: 0:26 0.000000 0:28 Sequence -0:28 move second child to first child (temp highp int) -0:28 'a' (temp highp int) +0:28 move second child to first child ( temp highp int) +0:28 'a' ( temp highp int) 0:28 Constant: 0:28 1512 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp 4-component vector of float) -0:36 'p' (temp highp 4-component vector of float) -0:36 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:36 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) -0:36 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:36 move second child to first child ( temp highp 4-component vector of float) +0:36 'p' ( temp highp 4-component vector of float) +0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp highp float) -0:37 'ps' (temp highp float) -0:37 gl_PointSize: direct index for structure (in highp float PointSize) -0:37 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) -0:37 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:37 move second child to first child ( temp highp float) +0:37 'ps' ( temp highp float) +0:37 gl_PointSize: direct index for structure ( in highp float PointSize) +0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) +0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 Constant: 0:37 1 (const int) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence -0:38 move second child to first child (temp highp float) -0:38 'cd' (temp highp float) +0:38 move second child to first child ( temp highp float) +0:38 'cd' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:40 Sequence -0:40 move second child to first child (temp highp int) -0:40 'pvi' (temp highp int) -0:40 'gl_PatchVerticesIn' (in highp int PatchVertices) +0:40 move second child to first child ( temp highp int) +0:40 'pvi' ( temp highp int) +0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:41 Sequence -0:41 move second child to first child (temp highp int) -0:41 'pid' (temp highp int) -0:41 'gl_PrimitiveID' (in highp int PrimitiveID) +0:41 move second child to first child ( temp highp int) +0:41 'pid' ( temp highp int) +0:41 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:42 Sequence -0:42 move second child to first child (temp highp 3-component vector of float) -0:42 'tc' (temp highp 3-component vector of float) -0:42 'gl_TessCoord' (in highp 3-component vector of float TessCoord) +0:42 move second child to first child ( temp highp 3-component vector of float) +0:42 'tc' ( temp highp 3-component vector of float) +0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord) 0:43 Sequence -0:43 move second child to first child (temp highp float) -0:43 'tlo' (temp highp float) -0:43 direct index (patch temp highp float TessLevelOuter) -0:43 'gl_TessLevelOuter' (patch in 4-element array of highp float TessLevelOuter) +0:43 move second child to first child ( temp highp float) +0:43 'tlo' ( temp highp float) +0:43 direct index ( patch temp highp float TessLevelOuter) +0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter) 0:43 Constant: 0:43 3 (const int) 0:44 Sequence -0:44 move second child to first child (temp highp float) -0:44 'tli' (temp highp float) -0:44 direct index (patch temp highp float TessLevelInner) -0:44 'gl_TessLevelInner' (patch in 2-element array of highp float TessLevelInner) +0:44 move second child to first child ( temp highp float) +0:44 'tli' ( temp highp float) +0:44 direct index ( patch temp highp float TessLevelInner) +0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner) 0:44 Constant: 0:44 1 (const int) -0:46 move second child to first child (temp highp 4-component vector of float) -0:46 gl_Position: direct index for structure (gl_Position highp 4-component vector of float Position) -0:46 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) +0:46 move second child to first child ( temp highp 4-component vector of float) +0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) +0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:46 Constant: 0:46 0 (const uint) -0:46 'p' (temp highp 4-component vector of float) -0:47 move second child to first child (temp highp float) -0:47 gl_PointSize: direct index for structure (gl_PointSize highp float PointSize) -0:47 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) +0:46 'p' ( temp highp 4-component vector of float) +0:47 move second child to first child ( temp highp float) +0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) +0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:47 Constant: 0:47 1 (const uint) -0:47 'ps' (temp highp float) -0:48 move second child to first child (temp highp float) +0:47 'ps' ( temp highp float) +0:48 move second child to first child ( temp highp float) 0:48 Constant: 0:48 0.000000 -0:48 'cd' (temp highp float) -0:117 Function Definition: pointSize2( (global void) +0:48 'cd' ( temp highp float) +0:117 Function Definition: pointSize2( ( global void) 0:117 Function Parameters: 0:? Sequence -0:120 move second child to first child (temp highp float) -0:120 gl_PointSize: direct index for structure (gl_PointSize highp float PointSize) -0:120 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) +0:120 move second child to first child ( temp highp float) +0:120 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) +0:120 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:120 Constant: 0:120 1 (const uint) -0:120 'ps' (temp highp float) -0:125 Function Definition: bbbad( (global void) +0:120 'ps' ( temp highp float) +0:125 Function Definition: bbbad( ( global void) 0:125 Function Parameters: 0:127 Sequence -0:127 'gl_BoundingBoxOES' (temp float) +0:127 'gl_BoundingBoxOES' ( temp float) 0:? Linker Objects -0:? 'patchIn' (patch in highp 4-component vector of float) -0:? 'patchOut' (patch out highp 4-component vector of float) -0:? 'badp1' (smooth patch in highp 4-component vector of float) -0:? 'badp2' (flat patch in highp 4-component vector of float) -0:? 'badp3' (noperspective patch in highp 4-component vector of float) -0:? 'badp4' (patch sample in highp 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position}) -0:? 'ina' (in highp 2-component vector of float) -0:? 'inb' (in 32-element array of highp 2-component vector of float) -0:? 'inc' (in 32-element array of highp 2-component vector of float) -0:? 'ind' (in 32-element array of highp 2-component vector of float) -0:? 'bla' (in block{in highp int f}) -0:? 'blb' (in 32-element array of block{in highp int f}) -0:? 'blc' (in 32-element array of block{in highp int f}) -0:? 'bld' (in 32-element array of block{in highp int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of highp 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of highp 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of highp 4-component vector of float) -0:? 'pinbi' (patch in block{in highp int a}) -0:? 'myColor2' (centroid out highp 3-component vector of float) -0:? 'centr' (centroid in 32-element array of highp 3-component vector of float) -0:? 'perSampleColor' (sample out highp 4-component vector of float) +0:? 'patchIn' ( patch in highp 4-component vector of float) +0:? 'patchOut' ( patch out highp 4-component vector of float) +0:? 'badp1' ( smooth patch in highp 4-component vector of float) +0:? 'badp2' ( flat patch in highp 4-component vector of float) +0:? 'badp3' ( noperspective patch in highp 4-component vector of float) +0:? 'badp4' ( patch sample in highp 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position}) +0:? 'ina' ( in highp 2-component vector of float) +0:? 'inb' ( in 32-element array of highp 2-component vector of float) +0:? 'inc' ( in 32-element array of highp 2-component vector of float) +0:? 'ind' ( in 32-element array of highp 2-component vector of float) +0:? 'bla' ( in block{ in highp int f}) +0:? 'blb' ( in 32-element array of block{ in highp int f}) +0:? 'blc' ( in 32-element array of block{ in highp int f}) +0:? 'bld' ( in 32-element array of block{ in highp int f}) +0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float) +0:? 'pinbi' ( patch in block{ in highp int a}) +0:? 'myColor2' ( centroid out highp 3-component vector of float) +0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) +0:? 'perSampleColor' ( sample out highp 4-component vector of float) Linked tessellation evaluation stage: @@ -197,106 +197,106 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:24 Function Definition: main( (global void) +0:24 Function Definition: main( ( global void) 0:24 Function Parameters: 0:26 Sequence 0:26 Constant: 0:26 0.000000 0:28 Sequence -0:28 move second child to first child (temp highp int) -0:28 'a' (temp highp int) +0:28 move second child to first child ( temp highp int) +0:28 'a' ( temp highp int) 0:28 Constant: 0:28 1512 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp 4-component vector of float) -0:36 'p' (temp highp 4-component vector of float) -0:36 gl_Position: direct index for structure (in highp 4-component vector of float Position) -0:36 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) -0:36 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:36 move second child to first child ( temp highp 4-component vector of float) +0:36 'p' ( temp highp 4-component vector of float) +0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position) +0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp highp float) -0:37 'ps' (temp highp float) -0:37 gl_PointSize: direct index for structure (in highp float PointSize) -0:37 direct index (temp block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) -0:37 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:37 move second child to first child ( temp highp float) +0:37 'ps' ( temp highp float) +0:37 gl_PointSize: direct index for structure ( in highp float PointSize) +0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) +0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 Constant: 0:37 1 (const int) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence -0:38 move second child to first child (temp highp float) -0:38 'cd' (temp highp float) +0:38 move second child to first child ( temp highp float) +0:38 'cd' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:40 Sequence -0:40 move second child to first child (temp highp int) -0:40 'pvi' (temp highp int) -0:40 'gl_PatchVerticesIn' (in highp int PatchVertices) +0:40 move second child to first child ( temp highp int) +0:40 'pvi' ( temp highp int) +0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:41 Sequence -0:41 move second child to first child (temp highp int) -0:41 'pid' (temp highp int) -0:41 'gl_PrimitiveID' (in highp int PrimitiveID) +0:41 move second child to first child ( temp highp int) +0:41 'pid' ( temp highp int) +0:41 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:42 Sequence -0:42 move second child to first child (temp highp 3-component vector of float) -0:42 'tc' (temp highp 3-component vector of float) -0:42 'gl_TessCoord' (in highp 3-component vector of float TessCoord) +0:42 move second child to first child ( temp highp 3-component vector of float) +0:42 'tc' ( temp highp 3-component vector of float) +0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord) 0:43 Sequence -0:43 move second child to first child (temp highp float) -0:43 'tlo' (temp highp float) -0:43 direct index (patch temp highp float TessLevelOuter) -0:43 'gl_TessLevelOuter' (patch in 4-element array of highp float TessLevelOuter) +0:43 move second child to first child ( temp highp float) +0:43 'tlo' ( temp highp float) +0:43 direct index ( patch temp highp float TessLevelOuter) +0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter) 0:43 Constant: 0:43 3 (const int) 0:44 Sequence -0:44 move second child to first child (temp highp float) -0:44 'tli' (temp highp float) -0:44 direct index (patch temp highp float TessLevelInner) -0:44 'gl_TessLevelInner' (patch in 2-element array of highp float TessLevelInner) +0:44 move second child to first child ( temp highp float) +0:44 'tli' ( temp highp float) +0:44 direct index ( patch temp highp float TessLevelInner) +0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner) 0:44 Constant: 0:44 1 (const int) -0:46 move second child to first child (temp highp 4-component vector of float) -0:46 gl_Position: direct index for structure (gl_Position highp 4-component vector of float Position) -0:46 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) +0:46 move second child to first child ( temp highp 4-component vector of float) +0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) +0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:46 Constant: 0:46 0 (const uint) -0:46 'p' (temp highp 4-component vector of float) -0:47 move second child to first child (temp highp float) -0:47 gl_PointSize: direct index for structure (gl_PointSize highp float PointSize) -0:47 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) +0:46 'p' ( temp highp 4-component vector of float) +0:47 move second child to first child ( temp highp float) +0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) +0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:47 Constant: 0:47 1 (const uint) -0:47 'ps' (temp highp float) -0:48 move second child to first child (temp highp float) +0:47 'ps' ( temp highp float) +0:48 move second child to first child ( temp highp float) 0:48 Constant: 0:48 0.000000 -0:48 'cd' (temp highp float) +0:48 'cd' ( temp highp float) 0:? Linker Objects -0:? 'patchIn' (patch in highp 4-component vector of float) -0:? 'patchOut' (patch out highp 4-component vector of float) -0:? 'badp1' (smooth patch in highp 4-component vector of float) -0:? 'badp2' (flat patch in highp 4-component vector of float) -0:? 'badp3' (noperspective patch in highp 4-component vector of float) -0:? 'badp4' (patch sample in highp 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in highp 4-component vector of float Position gl_Position}) -0:? 'ina' (in highp 2-component vector of float) -0:? 'inb' (in 32-element array of highp 2-component vector of float) -0:? 'inc' (in 32-element array of highp 2-component vector of float) -0:? 'ind' (in 32-element array of highp 2-component vector of float) -0:? 'bla' (in block{in highp int f}) -0:? 'blb' (in 32-element array of block{in highp int f}) -0:? 'blc' (in 32-element array of block{in highp int f}) -0:? 'bld' (in 32-element array of block{in highp int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of highp 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of highp 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of highp 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of highp 4-component vector of float) -0:? 'pinbi' (patch in block{in highp int a}) -0:? 'myColor2' (centroid out highp 3-component vector of float) -0:? 'centr' (centroid in 32-element array of highp 3-component vector of float) -0:? 'perSampleColor' (sample out highp 4-component vector of float) +0:? 'patchIn' ( patch in highp 4-component vector of float) +0:? 'patchOut' ( patch out highp 4-component vector of float) +0:? 'badp1' ( smooth patch in highp 4-component vector of float) +0:? 'badp2' ( flat patch in highp 4-component vector of float) +0:? 'badp3' ( noperspective patch in highp 4-component vector of float) +0:? 'badp4' ( patch sample in highp 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position}) +0:? 'ina' ( in highp 2-component vector of float) +0:? 'inb' ( in 32-element array of highp 2-component vector of float) +0:? 'inc' ( in 32-element array of highp 2-component vector of float) +0:? 'ind' ( in 32-element array of highp 2-component vector of float) +0:? 'bla' ( in block{ in highp int f}) +0:? 'blb' ( in 32-element array of block{ in highp int f}) +0:? 'blc' ( in 32-element array of block{ in highp int f}) +0:? 'bld' ( in 32-element array of block{ in highp int f}) +0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float) +0:? 'pinbi' ( patch in block{ in highp int a}) +0:? 'myColor2' ( centroid out highp 3-component vector of float) +0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) +0:? 'perSampleColor' ( sample out highp 4-component vector of float) diff --git a/Test/baseResults/310.vert.out b/Test/baseResults/310.vert.out index d0dfedf2..6d4599c5 100644 --- a/Test/baseResults/310.vert.out +++ b/Test/baseResults/310.vert.out @@ -22,7 +22,7 @@ ERROR: 0:105: 'location' : overlapping use of location 12 ERROR: 0:107: 'input block' : not supported in this stage: vertex ERROR: 0:109: 'gl_PerVertex' : block redeclaration has extra members ERROR: 0:119: 'gl_PointSize' : member of nameless block was not redeclared -ERROR: 0:119: 'assign' : cannot convert from 'const float' to 'gl_PointSize highp void PointSize' +ERROR: 0:119: 'assign' : cannot convert from ' const float' to ' gl_PointSize highp void PointSize' ERROR: 0:122: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use ERROR: 0:127: 'flat/smooth/noperspective' : cannot use interpolation qualifiers on an interface block ERROR: 0:131: 'flat/smooth/noperspective' : cannot use interpolation qualifiers on an interface block @@ -92,7 +92,7 @@ ERROR: 0:329: 'sampler/image' : type requires declaration of default precision q ERROR: 0:330: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:331: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:351: 'textureSize' : no matching overloaded function found -ERROR: 0:351: '=' : cannot convert from 'const float' to 'temp highp 3-component vector of int' +ERROR: 0:351: '=' : cannot convert from ' const float' to ' temp highp 3-component vector of int' ERROR: 0:389: 'sample' : Reserved word. ERROR: 0:400: 'interpolateAtCentroid' : no matching overloaded function found ERROR: 0:401: 'interpolateAtSample' : no matching overloaded function found @@ -110,167 +110,167 @@ Requested GL_OES_texture_buffer Requested GL_OES_texture_cube_map_array Requested GL_OES_texture_storage_multisample_2d_array ERROR: node is still EOpNull! -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 addCarry (global highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:17 move second child to first child (temp highp uint) -0:17 'u1' (temp highp uint) -0:17 subBorrow (global highp uint) -0:17 'u1' (temp highp uint) -0:17 'u1' (temp highp uint) -0:17 'u1' (temp highp uint) -0:19 uMulExtended (global highp void) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:21 iMulExtended (global highp void) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:23 move second child to first child (temp highp int) -0:23 'i1' (temp highp int) -0:23 bitfieldExtract (global highp int) -0:23 'i1' (temp highp int) +0:15 move second child to first child ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 addCarry ( global highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:17 move second child to first child ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:17 subBorrow ( global highp uint) +0:17 'u1' ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:19 uMulExtended ( global highp void) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:21 iMulExtended ( global highp void) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:23 move second child to first child ( temp highp int) +0:23 'i1' ( temp highp int) +0:23 bitfieldExtract ( global highp int) +0:23 'i1' ( temp highp int) 0:23 Constant: 0:23 4 (const int) 0:23 Constant: 0:23 5 (const int) -0:25 move second child to first child (temp highp 3-component vector of uint) -0:25 'u3' (temp highp 3-component vector of uint) -0:25 bitfieldExtract (global highp 3-component vector of uint) -0:25 'u3' (temp highp 3-component vector of uint) +0:25 move second child to first child ( temp highp 3-component vector of uint) +0:25 'u3' ( temp highp 3-component vector of uint) +0:25 bitfieldExtract ( global highp 3-component vector of uint) +0:25 'u3' ( temp highp 3-component vector of uint) 0:25 Constant: 0:25 4 (const int) 0:25 Constant: 0:25 5 (const int) -0:27 move second child to first child (temp highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) -0:27 bitfieldInsert (global highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) +0:27 move second child to first child ( temp highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) +0:27 bitfieldInsert ( global highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) 0:27 Constant: 0:27 4 (const int) 0:27 Constant: 0:27 5 (const int) -0:28 move second child to first child (temp highp uint) -0:28 'u1' (temp highp uint) -0:28 bitfieldInsert (global highp uint) -0:28 'u1' (temp highp uint) -0:28 'u1' (temp highp uint) +0:28 move second child to first child ( temp highp uint) +0:28 'u1' ( temp highp uint) +0:28 bitfieldInsert ( global highp uint) +0:28 'u1' ( temp highp uint) +0:28 'u1' ( temp highp uint) 0:28 Constant: 0:28 4 (const int) 0:28 Constant: 0:28 5 (const int) -0:30 move second child to first child (temp highp 2-component vector of int) -0:30 'i2' (temp highp 2-component vector of int) -0:30 bitFieldReverse (global highp 2-component vector of int) -0:30 'i2' (temp highp 2-component vector of int) -0:31 move second child to first child (temp highp 4-component vector of uint) -0:31 'u4' (temp highp 4-component vector of uint) -0:31 bitFieldReverse (global highp 4-component vector of uint) -0:31 'u4' (temp highp 4-component vector of uint) -0:32 move second child to first child (temp highp int) -0:32 'i1' (temp highp int) -0:32 bitCount (global lowp int, operation at highp) -0:32 'i1' (temp highp int) -0:33 move second child to first child (temp highp 3-component vector of int) -0:33 'i3' (temp highp 3-component vector of int) -0:33 bitCount (global lowp 3-component vector of int, operation at highp) -0:33 'u3' (temp highp 3-component vector of uint) -0:34 move second child to first child (temp highp 2-component vector of int) -0:34 'i2' (temp highp 2-component vector of int) -0:34 findLSB (global lowp 2-component vector of int, operation at highp) -0:34 'i2' (temp highp 2-component vector of int) -0:35 move second child to first child (temp highp 4-component vector of int) -0:35 'i4' (temp highp 4-component vector of int) -0:35 findLSB (global lowp 4-component vector of int, operation at highp) -0:35 'u4' (temp highp 4-component vector of uint) -0:36 move second child to first child (temp highp int) -0:36 'i1' (temp highp int) -0:36 findMSB (global lowp int, operation at highp) -0:36 'i1' (temp highp int) -0:37 move second child to first child (temp highp 2-component vector of int) -0:37 'i2' (temp highp 2-component vector of int) -0:37 findMSB (global lowp 2-component vector of int, operation at highp) -0:37 'u2' (temp highp 2-component vector of uint) -0:40 move second child to first child (temp highp 3-component vector of float) -0:40 'v3' (temp highp 3-component vector of float) -0:40 frexp (global highp 3-component vector of float) -0:40 'v3' (temp highp 3-component vector of float) -0:40 'i3' (temp highp 3-component vector of int) -0:42 move second child to first child (temp highp 2-component vector of float) -0:42 'v2' (temp highp 2-component vector of float) -0:42 ldexp (global highp 2-component vector of float) -0:42 'v2' (temp highp 2-component vector of float) -0:42 'i2' (temp highp 2-component vector of int) -0:45 move second child to first child (temp highp uint) -0:45 'u1' (temp highp uint) -0:45 PackUnorm4x8 (global highp uint, operation at mediump) -0:45 'v4' (temp mediump 4-component vector of float) -0:46 move second child to first child (temp highp uint) -0:46 'u1' (temp highp uint) -0:46 PackSnorm4x8 (global highp uint, operation at mediump) -0:46 'v4' (temp mediump 4-component vector of float) -0:47 move second child to first child (temp mediump 4-component vector of float) -0:47 'v4' (temp mediump 4-component vector of float) -0:47 UnpackUnorm4x8 (global mediump 4-component vector of float, operation at highp) -0:47 'u1' (temp highp uint) -0:48 move second child to first child (temp mediump 4-component vector of float) -0:48 'v4' (temp mediump 4-component vector of float) -0:48 UnpackSnorm4x8 (global mediump 4-component vector of float, operation at highp) -0:48 'u1' (temp highp uint) -0:60 Function Definition: foo( (global void) +0:30 move second child to first child ( temp highp 2-component vector of int) +0:30 'i2' ( temp highp 2-component vector of int) +0:30 bitFieldReverse ( global highp 2-component vector of int) +0:30 'i2' ( temp highp 2-component vector of int) +0:31 move second child to first child ( temp highp 4-component vector of uint) +0:31 'u4' ( temp highp 4-component vector of uint) +0:31 bitFieldReverse ( global highp 4-component vector of uint) +0:31 'u4' ( temp highp 4-component vector of uint) +0:32 move second child to first child ( temp highp int) +0:32 'i1' ( temp highp int) +0:32 bitCount ( global lowp int, operation at highp) +0:32 'i1' ( temp highp int) +0:33 move second child to first child ( temp highp 3-component vector of int) +0:33 'i3' ( temp highp 3-component vector of int) +0:33 bitCount ( global lowp 3-component vector of int, operation at highp) +0:33 'u3' ( temp highp 3-component vector of uint) +0:34 move second child to first child ( temp highp 2-component vector of int) +0:34 'i2' ( temp highp 2-component vector of int) +0:34 findLSB ( global lowp 2-component vector of int, operation at highp) +0:34 'i2' ( temp highp 2-component vector of int) +0:35 move second child to first child ( temp highp 4-component vector of int) +0:35 'i4' ( temp highp 4-component vector of int) +0:35 findLSB ( global lowp 4-component vector of int, operation at highp) +0:35 'u4' ( temp highp 4-component vector of uint) +0:36 move second child to first child ( temp highp int) +0:36 'i1' ( temp highp int) +0:36 findMSB ( global lowp int, operation at highp) +0:36 'i1' ( temp highp int) +0:37 move second child to first child ( temp highp 2-component vector of int) +0:37 'i2' ( temp highp 2-component vector of int) +0:37 findMSB ( global lowp 2-component vector of int, operation at highp) +0:37 'u2' ( temp highp 2-component vector of uint) +0:40 move second child to first child ( temp highp 3-component vector of float) +0:40 'v3' ( temp highp 3-component vector of float) +0:40 frexp ( global highp 3-component vector of float) +0:40 'v3' ( temp highp 3-component vector of float) +0:40 'i3' ( temp highp 3-component vector of int) +0:42 move second child to first child ( temp highp 2-component vector of float) +0:42 'v2' ( temp highp 2-component vector of float) +0:42 ldexp ( global highp 2-component vector of float) +0:42 'v2' ( temp highp 2-component vector of float) +0:42 'i2' ( temp highp 2-component vector of int) +0:45 move second child to first child ( temp highp uint) +0:45 'u1' ( temp highp uint) +0:45 PackUnorm4x8 ( global highp uint, operation at mediump) +0:45 'v4' ( temp mediump 4-component vector of float) +0:46 move second child to first child ( temp highp uint) +0:46 'u1' ( temp highp uint) +0:46 PackSnorm4x8 ( global highp uint, operation at mediump) +0:46 'v4' ( temp mediump 4-component vector of float) +0:47 move second child to first child ( temp mediump 4-component vector of float) +0:47 'v4' ( temp mediump 4-component vector of float) +0:47 UnpackUnorm4x8 ( global mediump 4-component vector of float, operation at highp) +0:47 'u1' ( temp highp uint) +0:48 move second child to first child ( temp mediump 4-component vector of float) +0:48 'v4' ( temp mediump 4-component vector of float) +0:48 UnpackSnorm4x8 ( global mediump 4-component vector of float, operation at highp) +0:48 'u1' ( temp highp uint) +0:60 Function Definition: foo( ( global void) 0:60 Function Parameters: 0:? Sequence -0:63 move second child to first child (temp highp 2-component vector of int) -0:63 'v2' (temp highp 2-component vector of int) -0:63 textureSize (global highp 2-component vector of int) -0:63 's2dms' (uniform highp sampler2DMS) -0:64 move second child to first child (temp highp 2-component vector of int) -0:64 'v2' (temp highp 2-component vector of int) -0:64 textureSize (global highp 2-component vector of int) -0:64 'us2dms' (uniform highp usampler2DMS) +0:63 move second child to first child ( temp highp 2-component vector of int) +0:63 'v2' ( temp highp 2-component vector of int) +0:63 textureSize ( global highp 2-component vector of int) +0:63 's2dms' ( uniform highp sampler2DMS) +0:64 move second child to first child ( temp highp 2-component vector of int) +0:64 'v2' ( temp highp 2-component vector of int) +0:64 textureSize ( global highp 2-component vector of int) +0:64 'us2dms' ( uniform highp usampler2DMS) 0:65 Sequence -0:65 move second child to first child (temp highp 4-component vector of float) -0:65 'v4' (temp highp 4-component vector of float) -0:65 textureFetch (global highp 4-component vector of float) -0:65 's2dms' (uniform highp sampler2DMS) -0:65 'v2' (temp highp 2-component vector of int) +0:65 move second child to first child ( temp highp 4-component vector of float) +0:65 'v4' ( temp highp 4-component vector of float) +0:65 textureFetch ( global highp 4-component vector of float) +0:65 's2dms' ( uniform highp sampler2DMS) +0:65 'v2' ( temp highp 2-component vector of int) 0:65 Constant: 0:65 2 (const int) 0:66 Sequence -0:66 move second child to first child (temp highp 4-component vector of int) -0:66 'iv4' (temp highp 4-component vector of int) -0:66 textureFetch (global highp 4-component vector of int) -0:66 'is2dms' (uniform highp isampler2DMS) -0:66 'v2' (temp highp 2-component vector of int) +0:66 move second child to first child ( temp highp 4-component vector of int) +0:66 'iv4' ( temp highp 4-component vector of int) +0:66 textureFetch ( global highp 4-component vector of int) +0:66 'is2dms' ( uniform highp isampler2DMS) +0:66 'v2' ( temp highp 2-component vector of int) 0:66 Constant: 0:66 2 (const int) 0:67 Constant: 0:67 0.000000 -0:69 frexp (global highp float) -0:69 'f' (temp highp float) -0:69 'ini' (in highp int) -0:114 Function Definition: foo_IO( (global void) +0:69 frexp ( global highp float) +0:69 'f' ( temp highp float) +0:69 'ini' ( in highp int) +0:114 Function Definition: foo_IO( ( global void) 0:114 Function Parameters: 0:116 Sequence 0:116 Sequence -0:116 move second child to first child (temp highp int) -0:116 'sum' (temp highp int) -0:116 add (temp highp int) -0:116 'gl_VertexID' (gl_VertexId highp int VertexId) -0:117 'gl_InstanceID' (gl_InstanceId highp int InstanceId) -0:118 move second child to first child (temp highp 4-component vector of float) -0:118 gl_Position: direct index for structure (gl_Position highp 4-component vector of float Position) -0:118 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, }) +0:116 move second child to first child ( temp highp int) +0:116 'sum' ( temp highp int) +0:116 add ( temp highp int) +0:116 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:117 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) +0:118 move second child to first child ( temp highp 4-component vector of float) +0:118 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) +0:118 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, }) 0:118 Constant: 0:118 0 (const uint) 0:118 Constant: @@ -278,71 +278,71 @@ ERROR: node is still EOpNull! 0:118 1.000000 0:118 1.000000 0:118 1.000000 -0:119 gl_PointSize: direct index for structure (gl_PointSize highp void PointSize) -0:119 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, }) +0:119 gl_PointSize: direct index for structure ( gl_PointSize highp void PointSize) +0:119 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, }) 0:119 Constant: 0:119 1 (const uint) -0:153 Function Definition: pfooBad( (global void) +0:153 Function Definition: pfooBad( ( global void) 0:153 Function Parameters: 0:? Sequence -0:156 move second child to first child (temp highp 2-component vector of float) -0:156 'h' (noContraction temp highp 2-component vector of float) -0:156 fma (global highp 2-component vector of float) -0:156 'inf' (in highp 2-component vector of float) -0:156 'ing' (in highp 2-component vector of float) -0:156 'h' (noContraction temp highp 2-component vector of float) -0:157 indirect index (temp lowp sampler2D) -0:157 'sArray' (uniform 4-element array of lowp sampler2D) -0:157 add (temp highp int) -0:157 'sIndex' (uniform highp int) +0:156 move second child to first child ( temp highp 2-component vector of float) +0:156 'h' ( noContraction temp highp 2-component vector of float) +0:156 fma ( global highp 2-component vector of float) +0:156 'inf' ( in highp 2-component vector of float) +0:156 'ing' ( in highp 2-component vector of float) +0:156 'h' ( noContraction temp highp 2-component vector of float) +0:157 indirect index ( temp lowp sampler2D) +0:157 'sArray' ( uniform 4-element array of lowp sampler2D) +0:157 add ( temp highp int) +0:157 'sIndex' ( uniform highp int) 0:157 Constant: 0:157 1 (const int) -0:158 indirect index (layout(binding=0 offset=0 ) temp highp atomic_uint) -0:158 'auArray' (layout(binding=0 offset=0 ) uniform 2-element array of highp atomic_uint) -0:158 add (temp highp int) -0:158 'sIndex' (uniform highp int) +0:158 indirect index (layout( binding=0 offset=0) temp highp atomic_uint) +0:158 'auArray' (layout( binding=0 offset=0) uniform 2-element array of highp atomic_uint) +0:158 add ( temp highp int) +0:158 'sIndex' ( uniform highp int) 0:158 Constant: 0:158 1 (const int) -0:159 direct index (layout(column_major shared ) temp block{layout(column_major shared ) uniform highp int i}) -0:159 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform highp int i}) +0:159 direct index (layout( column_major shared) temp block{layout( column_major shared) uniform highp int i}) +0:159 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform highp int i}) 0:159 Constant: 0:159 1 (const int) -0:160 direct index (layout(column_major shared ) temp block{layout(column_major shared ) buffer highp int i}) -0:160 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer highp int i}) +0:160 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer highp int i}) +0:160 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer highp int i}) 0:160 Constant: 0:160 2 (const int) -0:161 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform highp int i}) -0:161 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform highp int i}) -0:161 add (temp highp int) -0:161 'sIndex' (uniform highp int) +0:161 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform highp int i}) +0:161 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform highp int i}) +0:161 add ( temp highp int) +0:161 'sIndex' ( uniform highp int) 0:161 Constant: 0:161 1 (const int) -0:162 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) buffer highp int i}) -0:162 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer highp int i}) -0:162 'sIndex' (uniform highp int) -0:163 direct index (writeonly temp highp image2D) -0:163 'iArray' (writeonly uniform 5-element array of highp image2D) +0:162 indirect index (layout( column_major shared) temp block{layout( column_major shared) buffer highp int i}) +0:162 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer highp int i}) +0:162 'sIndex' ( uniform highp int) +0:163 direct index ( writeonly temp highp image2D) +0:163 'iArray' ( writeonly uniform 5-element array of highp image2D) 0:163 Constant: 0:163 2 (const int) -0:164 indirect index (writeonly temp highp image2D) -0:164 'iArray' (writeonly uniform 5-element array of highp image2D) -0:164 component-wise multiply (temp highp int) -0:164 'sIndex' (uniform highp int) +0:164 indirect index ( writeonly temp highp image2D) +0:164 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:164 component-wise multiply ( temp highp int) +0:164 'sIndex' ( uniform highp int) 0:164 Constant: 0:164 2 (const int) -0:165 textureGatherOffset (global lowp 4-component vector of float) -0:165 direct index (temp lowp sampler2D) -0:165 'sArray' (uniform 4-element array of lowp sampler2D) +0:165 textureGatherOffset ( global lowp 4-component vector of float) +0:165 direct index ( temp lowp sampler2D) +0:165 'sArray' ( uniform 4-element array of lowp sampler2D) 0:165 Constant: 0:165 0 (const int) 0:165 Constant: 0:165 0.100000 0:165 0.100000 -0:165 Convert float to int (temp lowp 2-component vector of int) -0:165 'inf' (in highp 2-component vector of float) -0:166 textureGatherOffsets (global lowp 4-component vector of float, operation at highp) -0:166 direct index (temp lowp sampler2D) -0:166 'sArray' (uniform 4-element array of lowp sampler2D) +0:165 Convert float to int ( temp lowp 2-component vector of int) +0:165 'inf' ( in highp 2-component vector of float) +0:166 textureGatherOffsets ( global lowp 4-component vector of float, operation at highp) +0:166 direct index ( temp lowp sampler2D) +0:166 'sArray' ( uniform 4-element array of lowp sampler2D) 0:166 Constant: 0:166 0 (const int) 0:166 Constant: @@ -357,56 +357,56 @@ ERROR: node is still EOpNull! 0:166 0 (const int) 0:166 0 (const int) 0:166 0 (const int) -0:171 Function Definition: pfoo( (global void) +0:171 Function Definition: pfoo( ( global void) 0:171 Function Parameters: 0:? Sequence -0:174 move second child to first child (temp highp 2-component vector of float) -0:174 'h' (noContraction temp highp 2-component vector of float) -0:174 fma (global highp 2-component vector of float) -0:174 'inf' (in highp 2-component vector of float) -0:174 'ing' (in highp 2-component vector of float) -0:174 'h' (noContraction temp highp 2-component vector of float) -0:175 indirect index (temp lowp sampler2D) -0:175 'sArray' (uniform 4-element array of lowp sampler2D) -0:175 add (temp highp int) -0:175 'sIndex' (uniform highp int) +0:174 move second child to first child ( temp highp 2-component vector of float) +0:174 'h' ( noContraction temp highp 2-component vector of float) +0:174 fma ( global highp 2-component vector of float) +0:174 'inf' ( in highp 2-component vector of float) +0:174 'ing' ( in highp 2-component vector of float) +0:174 'h' ( noContraction temp highp 2-component vector of float) +0:175 indirect index ( temp lowp sampler2D) +0:175 'sArray' ( uniform 4-element array of lowp sampler2D) +0:175 add ( temp highp int) +0:175 'sIndex' ( uniform highp int) 0:175 Constant: 0:175 1 (const int) -0:176 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) uniform highp int i}) -0:176 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform highp int i}) -0:176 add (temp highp int) -0:176 'sIndex' (uniform highp int) +0:176 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform highp int i}) +0:176 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform highp int i}) +0:176 add ( temp highp int) +0:176 'sIndex' ( uniform highp int) 0:176 Constant: 0:176 1 (const int) -0:177 indirect index (layout(column_major shared ) temp block{layout(column_major shared ) buffer highp int i}) -0:177 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer highp int i}) -0:177 subtract (temp highp int) -0:177 'sIndex' (uniform highp int) +0:177 indirect index (layout( column_major shared) temp block{layout( column_major shared) buffer highp int i}) +0:177 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer highp int i}) +0:177 subtract ( temp highp int) +0:177 'sIndex' ( uniform highp int) 0:177 Constant: 0:177 2 (const int) -0:178 direct index (writeonly temp highp image2D) -0:178 'iArray' (writeonly uniform 5-element array of highp image2D) +0:178 direct index ( writeonly temp highp image2D) +0:178 'iArray' ( writeonly uniform 5-element array of highp image2D) 0:178 Constant: 0:178 2 (const int) -0:179 indirect index (writeonly temp highp image2D) -0:179 'iArray' (writeonly uniform 5-element array of highp image2D) -0:179 subtract (temp highp int) -0:179 'sIndex' (uniform highp int) +0:179 indirect index ( writeonly temp highp image2D) +0:179 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:179 subtract ( temp highp int) +0:179 'sIndex' ( uniform highp int) 0:179 Constant: 0:179 2 (const int) -0:180 textureGatherOffset (global lowp 4-component vector of float) -0:180 direct index (temp lowp sampler2D) -0:180 'sArray' (uniform 4-element array of lowp sampler2D) +0:180 textureGatherOffset ( global lowp 4-component vector of float) +0:180 direct index ( temp lowp sampler2D) +0:180 'sArray' ( uniform 4-element array of lowp sampler2D) 0:180 Constant: 0:180 0 (const int) 0:180 Constant: 0:180 0.100000 0:180 0.100000 -0:180 Convert float to int (temp lowp 2-component vector of int) -0:180 'inf' (in highp 2-component vector of float) -0:181 textureGatherOffsets (global lowp 4-component vector of float, operation at highp) -0:181 direct index (temp lowp sampler2D) -0:181 'sArray' (uniform 4-element array of lowp sampler2D) +0:180 Convert float to int ( temp lowp 2-component vector of int) +0:180 'inf' ( in highp 2-component vector of float) +0:181 textureGatherOffsets ( global lowp 4-component vector of float, operation at highp) +0:181 direct index ( temp lowp sampler2D) +0:181 'sArray' ( uniform 4-element array of lowp sampler2D) 0:181 Constant: 0:181 0 (const int) 0:181 Constant: @@ -421,112 +421,112 @@ ERROR: node is still EOpNull! 0:181 0 (const int) 0:181 0 (const int) 0:181 0 (const int) -0:182 textureGatherOffsets (global lowp 4-component vector of float, operation at highp) -0:182 direct index (temp lowp sampler2D) -0:182 'sArray' (uniform 4-element array of lowp sampler2D) +0:182 textureGatherOffsets ( global lowp 4-component vector of float, operation at highp) +0:182 direct index ( temp lowp sampler2D) +0:182 'sArray' ( uniform 4-element array of lowp sampler2D) 0:182 Constant: 0:182 0 (const int) 0:182 Constant: 0:182 0.100000 0:182 0.100000 -0:182 'offsets' (uniform 4-element array of highp 2-component vector of int) -0:220 Function Definition: bufferT( (global void) +0:182 'offsets' ( uniform 4-element array of highp 2-component vector of int) +0:220 Function Definition: bufferT( ( global void) 0:220 Function Parameters: 0:222 Sequence 0:222 Sequence -0:222 move second child to first child (temp highp int) -0:222 's1' (temp highp int) -0:222 textureSize (global highp int) -0:222 'bufSamp1' (uniform highp samplerBuffer) +0:222 move second child to first child ( temp highp int) +0:222 's1' ( temp highp int) +0:222 textureSize ( global highp int) +0:222 'bufSamp1' ( uniform highp samplerBuffer) 0:223 Sequence -0:223 move second child to first child (temp highp int) -0:223 's2' (temp highp int) -0:223 textureSize (global highp int) -0:223 'bufSamp2' (uniform highp isamplerBuffer) +0:223 move second child to first child ( temp highp int) +0:223 's2' ( temp highp int) +0:223 textureSize ( global highp int) +0:223 'bufSamp2' ( uniform highp isamplerBuffer) 0:224 Sequence -0:224 move second child to first child (temp highp int) -0:224 's3' (temp highp int) -0:224 textureSize (global highp int) -0:224 'bufSamp3' (uniform highp usamplerBuffer) +0:224 move second child to first child ( temp highp int) +0:224 's3' ( temp highp int) +0:224 textureSize ( global highp int) +0:224 'bufSamp3' ( uniform highp usamplerBuffer) 0:226 Sequence -0:226 move second child to first child (temp highp int) -0:226 's4' (temp highp int) -0:226 imageQuerySize (global highp int) -0:226 'bufSamp4' (writeonly uniform highp imageBuffer) +0:226 move second child to first child ( temp highp int) +0:226 's4' ( temp highp int) +0:226 imageQuerySize ( global highp int) +0:226 'bufSamp4' ( writeonly uniform highp imageBuffer) 0:227 Sequence -0:227 move second child to first child (temp highp int) -0:227 's5' (temp highp int) -0:227 imageQuerySize (global highp int) -0:227 'bufSamp5' (writeonly uniform highp iimageBuffer) +0:227 move second child to first child ( temp highp int) +0:227 's5' ( temp highp int) +0:227 imageQuerySize ( global highp int) +0:227 'bufSamp5' ( writeonly uniform highp iimageBuffer) 0:228 Sequence -0:228 move second child to first child (temp highp int) -0:228 's6' (temp highp int) -0:228 imageQuerySize (global highp int) -0:228 'bufSamp6' (writeonly uniform highp uimageBuffer) +0:228 move second child to first child ( temp highp int) +0:228 's6' ( temp highp int) +0:228 imageQuerySize ( global highp int) +0:228 'bufSamp6' ( writeonly uniform highp uimageBuffer) 0:230 Sequence -0:230 move second child to first child (temp highp 4-component vector of float) -0:230 'f1' (temp highp 4-component vector of float) -0:230 textureFetch (global highp 4-component vector of float) -0:230 'bufSamp1' (uniform highp samplerBuffer) -0:230 's1' (temp highp int) +0:230 move second child to first child ( temp highp 4-component vector of float) +0:230 'f1' ( temp highp 4-component vector of float) +0:230 textureFetch ( global highp 4-component vector of float) +0:230 'bufSamp1' ( uniform highp samplerBuffer) +0:230 's1' ( temp highp int) 0:231 Sequence -0:231 move second child to first child (temp highp 4-component vector of int) -0:231 'f2' (temp highp 4-component vector of int) -0:231 textureFetch (global highp 4-component vector of int) -0:231 'bufSamp2' (uniform highp isamplerBuffer) -0:231 's2' (temp highp int) +0:231 move second child to first child ( temp highp 4-component vector of int) +0:231 'f2' ( temp highp 4-component vector of int) +0:231 textureFetch ( global highp 4-component vector of int) +0:231 'bufSamp2' ( uniform highp isamplerBuffer) +0:231 's2' ( temp highp int) 0:232 Sequence -0:232 move second child to first child (temp highp 4-component vector of uint) -0:232 'f3' (temp highp 4-component vector of uint) -0:232 textureFetch (global highp 4-component vector of uint) -0:232 'bufSamp3' (uniform highp usamplerBuffer) -0:232 's3' (temp highp int) -0:279 Function Definition: CAT( (global void) +0:232 move second child to first child ( temp highp 4-component vector of uint) +0:232 'f3' ( temp highp 4-component vector of uint) +0:232 textureFetch ( global highp 4-component vector of uint) +0:232 'bufSamp3' ( uniform highp usamplerBuffer) +0:232 's3' ( temp highp int) +0:279 Function Definition: CAT( ( global void) 0:279 Function Parameters: 0:281 Sequence 0:281 Sequence -0:281 move second child to first child (temp highp 3-component vector of int) -0:281 's4' (temp highp 3-component vector of int) -0:281 textureSize (global highp 3-component vector of int) -0:281 'CA4' (uniform highp samplerCubeArray) +0:281 move second child to first child ( temp highp 3-component vector of int) +0:281 's4' ( temp highp 3-component vector of int) +0:281 textureSize ( global highp 3-component vector of int) +0:281 'CA4' ( uniform highp samplerCubeArray) 0:281 Constant: 0:281 1 (const int) 0:282 Sequence -0:282 move second child to first child (temp highp 3-component vector of int) -0:282 's5' (temp highp 3-component vector of int) -0:282 textureSize (global highp 3-component vector of int) -0:282 'CA5' (uniform highp samplerCubeArrayShadow) +0:282 move second child to first child ( temp highp 3-component vector of int) +0:282 's5' ( temp highp 3-component vector of int) +0:282 textureSize ( global highp 3-component vector of int) +0:282 'CA5' ( uniform highp samplerCubeArrayShadow) 0:282 Constant: 0:282 1 (const int) 0:283 Sequence -0:283 move second child to first child (temp highp 3-component vector of int) -0:283 's6' (temp highp 3-component vector of int) -0:283 textureSize (global highp 3-component vector of int) -0:283 'CA6' (uniform highp isamplerCubeArray) +0:283 move second child to first child ( temp highp 3-component vector of int) +0:283 's6' ( temp highp 3-component vector of int) +0:283 textureSize ( global highp 3-component vector of int) +0:283 'CA6' ( uniform highp isamplerCubeArray) 0:283 Constant: 0:283 1 (const int) 0:284 Sequence -0:284 move second child to first child (temp highp 3-component vector of int) -0:284 's7' (temp highp 3-component vector of int) -0:284 textureSize (global highp 3-component vector of int) -0:284 'CA7' (uniform highp usamplerCubeArray) +0:284 move second child to first child ( temp highp 3-component vector of int) +0:284 's7' ( temp highp 3-component vector of int) +0:284 textureSize ( global highp 3-component vector of int) +0:284 'CA7' ( uniform highp usamplerCubeArray) 0:284 Constant: 0:284 1 (const int) 0:286 Sequence -0:286 move second child to first child (temp highp 4-component vector of float) -0:286 't4' (temp highp 4-component vector of float) -0:286 texture (global highp 4-component vector of float) -0:286 'CA4' (uniform highp samplerCubeArray) +0:286 move second child to first child ( temp highp 4-component vector of float) +0:286 't4' ( temp highp 4-component vector of float) +0:286 texture ( global highp 4-component vector of float) +0:286 'CA4' ( uniform highp samplerCubeArray) 0:286 Constant: 0:286 0.500000 0:286 0.500000 0:286 0.500000 0:286 0.500000 0:287 Sequence -0:287 move second child to first child (temp highp float) -0:287 't5' (temp highp float) -0:287 texture (global highp float) -0:287 'CA5' (uniform highp samplerCubeArrayShadow) +0:287 move second child to first child ( temp highp float) +0:287 't5' ( temp highp float) +0:287 texture ( global highp float) +0:287 'CA5' ( uniform highp samplerCubeArrayShadow) 0:287 Constant: 0:287 0.500000 0:287 0.500000 @@ -535,30 +535,30 @@ ERROR: node is still EOpNull! 0:287 Constant: 0:287 3.000000 0:288 Sequence -0:288 move second child to first child (temp highp 4-component vector of int) -0:288 't6' (temp highp 4-component vector of int) -0:288 texture (global highp 4-component vector of int) -0:288 'CA6' (uniform highp isamplerCubeArray) +0:288 move second child to first child ( temp highp 4-component vector of int) +0:288 't6' ( temp highp 4-component vector of int) +0:288 texture ( global highp 4-component vector of int) +0:288 'CA6' ( uniform highp isamplerCubeArray) 0:288 Constant: 0:288 0.500000 0:288 0.500000 0:288 0.500000 0:288 0.500000 0:289 Sequence -0:289 move second child to first child (temp highp 4-component vector of uint) -0:289 't7' (temp highp 4-component vector of uint) -0:289 texture (global highp 4-component vector of uint) -0:289 'CA7' (uniform highp usamplerCubeArray) +0:289 move second child to first child ( temp highp 4-component vector of uint) +0:289 't7' ( temp highp 4-component vector of uint) +0:289 texture ( global highp 4-component vector of uint) +0:289 'CA7' ( uniform highp usamplerCubeArray) 0:289 Constant: 0:289 0.500000 0:289 0.500000 0:289 0.500000 0:289 0.500000 0:291 Sequence -0:291 move second child to first child (temp highp 4-component vector of float) -0:291 'L4' (temp highp 4-component vector of float) -0:291 textureLod (global highp 4-component vector of float) -0:291 'CA4' (uniform highp samplerCubeArray) +0:291 move second child to first child ( temp highp 4-component vector of float) +0:291 'L4' ( temp highp 4-component vector of float) +0:291 textureLod ( global highp 4-component vector of float) +0:291 'CA4' ( uniform highp samplerCubeArray) 0:291 Constant: 0:291 0.500000 0:291 0.500000 @@ -567,10 +567,10 @@ ERROR: node is still EOpNull! 0:291 Constant: 0:291 0.240000 0:292 Sequence -0:292 move second child to first child (temp highp 4-component vector of int) -0:292 'L6' (temp highp 4-component vector of int) -0:292 textureLod (global highp 4-component vector of int) -0:292 'CA6' (uniform highp isamplerCubeArray) +0:292 move second child to first child ( temp highp 4-component vector of int) +0:292 'L6' ( temp highp 4-component vector of int) +0:292 textureLod ( global highp 4-component vector of int) +0:292 'CA6' ( uniform highp isamplerCubeArray) 0:292 Constant: 0:292 0.500000 0:292 0.500000 @@ -579,10 +579,10 @@ ERROR: node is still EOpNull! 0:292 Constant: 0:292 0.260000 0:293 Sequence -0:293 move second child to first child (temp highp 4-component vector of uint) -0:293 'L7' (temp highp 4-component vector of uint) -0:293 textureLod (global highp 4-component vector of uint) -0:293 'CA7' (uniform highp usamplerCubeArray) +0:293 move second child to first child ( temp highp 4-component vector of uint) +0:293 'L7' ( temp highp 4-component vector of uint) +0:293 textureLod ( global highp 4-component vector of uint) +0:293 'CA7' ( uniform highp usamplerCubeArray) 0:293 Constant: 0:293 0.500000 0:293 0.500000 @@ -591,10 +591,10 @@ ERROR: node is still EOpNull! 0:293 Constant: 0:293 0.270000 0:295 Sequence -0:295 move second child to first child (temp highp 4-component vector of float) -0:295 'g4' (temp highp 4-component vector of float) -0:295 textureGrad (global highp 4-component vector of float) -0:295 'CA4' (uniform highp samplerCubeArray) +0:295 move second child to first child ( temp highp 4-component vector of float) +0:295 'g4' ( temp highp 4-component vector of float) +0:295 textureGrad ( global highp 4-component vector of float) +0:295 'CA4' ( uniform highp samplerCubeArray) 0:295 Constant: 0:295 0.500000 0:295 0.500000 @@ -609,10 +609,10 @@ ERROR: node is still EOpNull! 0:295 0.200000 0:295 0.200000 0:296 Sequence -0:296 move second child to first child (temp highp 4-component vector of int) -0:296 'g6' (temp highp 4-component vector of int) -0:296 textureGrad (global highp 4-component vector of int) -0:296 'CA6' (uniform highp isamplerCubeArray) +0:296 move second child to first child ( temp highp 4-component vector of int) +0:296 'g6' ( temp highp 4-component vector of int) +0:296 textureGrad ( global highp 4-component vector of int) +0:296 'CA6' ( uniform highp isamplerCubeArray) 0:296 Constant: 0:296 0.500000 0:296 0.500000 @@ -627,10 +627,10 @@ ERROR: node is still EOpNull! 0:296 0.200000 0:296 0.200000 0:297 Sequence -0:297 move second child to first child (temp highp 4-component vector of uint) -0:297 'g7' (temp highp 4-component vector of uint) -0:297 textureGrad (global highp 4-component vector of uint) -0:297 'CA7' (uniform highp usamplerCubeArray) +0:297 move second child to first child ( temp highp 4-component vector of uint) +0:297 'g7' ( temp highp 4-component vector of uint) +0:297 textureGrad ( global highp 4-component vector of uint) +0:297 'CA7' ( uniform highp usamplerCubeArray) 0:297 Constant: 0:297 0.500000 0:297 0.500000 @@ -645,20 +645,20 @@ ERROR: node is still EOpNull! 0:297 0.200000 0:297 0.200000 0:299 Sequence -0:299 move second child to first child (temp highp 4-component vector of float) -0:299 'gath4' (temp highp 4-component vector of float) -0:299 textureGather (global highp 4-component vector of float) -0:299 'CA4' (uniform highp samplerCubeArray) +0:299 move second child to first child ( temp highp 4-component vector of float) +0:299 'gath4' ( temp highp 4-component vector of float) +0:299 textureGather ( global highp 4-component vector of float) +0:299 'CA4' ( uniform highp samplerCubeArray) 0:299 Constant: 0:299 0.500000 0:299 0.500000 0:299 0.500000 0:299 0.500000 0:300 Sequence -0:300 move second child to first child (temp highp 4-component vector of float) -0:300 'gathC4' (temp highp 4-component vector of float) -0:300 textureGather (global highp 4-component vector of float) -0:300 'CA4' (uniform highp samplerCubeArray) +0:300 move second child to first child ( temp highp 4-component vector of float) +0:300 'gathC4' ( temp highp 4-component vector of float) +0:300 textureGather ( global highp 4-component vector of float) +0:300 'CA4' ( uniform highp samplerCubeArray) 0:300 Constant: 0:300 0.500000 0:300 0.500000 @@ -667,20 +667,20 @@ ERROR: node is still EOpNull! 0:300 Constant: 0:300 2 (const int) 0:301 Sequence -0:301 move second child to first child (temp highp 4-component vector of int) -0:301 'gath6' (temp highp 4-component vector of int) -0:301 textureGather (global highp 4-component vector of int) -0:301 'CA6' (uniform highp isamplerCubeArray) +0:301 move second child to first child ( temp highp 4-component vector of int) +0:301 'gath6' ( temp highp 4-component vector of int) +0:301 textureGather ( global highp 4-component vector of int) +0:301 'CA6' ( uniform highp isamplerCubeArray) 0:301 Constant: 0:301 0.500000 0:301 0.500000 0:301 0.500000 0:301 0.500000 0:302 Sequence -0:302 move second child to first child (temp highp 4-component vector of int) -0:302 'gathC6' (temp highp 4-component vector of int) -0:302 textureGather (global highp 4-component vector of int) -0:302 'CA6' (uniform highp isamplerCubeArray) +0:302 move second child to first child ( temp highp 4-component vector of int) +0:302 'gathC6' ( temp highp 4-component vector of int) +0:302 textureGather ( global highp 4-component vector of int) +0:302 'CA6' ( uniform highp isamplerCubeArray) 0:302 Constant: 0:302 0.500000 0:302 0.500000 @@ -689,20 +689,20 @@ ERROR: node is still EOpNull! 0:302 Constant: 0:302 1 (const int) 0:303 Sequence -0:303 move second child to first child (temp highp 4-component vector of uint) -0:303 'gath7' (temp highp 4-component vector of uint) -0:303 textureGather (global highp 4-component vector of uint) -0:303 'CA7' (uniform highp usamplerCubeArray) +0:303 move second child to first child ( temp highp 4-component vector of uint) +0:303 'gath7' ( temp highp 4-component vector of uint) +0:303 textureGather ( global highp 4-component vector of uint) +0:303 'CA7' ( uniform highp usamplerCubeArray) 0:303 Constant: 0:303 0.500000 0:303 0.500000 0:303 0.500000 0:303 0.500000 0:304 Sequence -0:304 move second child to first child (temp highp 4-component vector of uint) -0:304 'gathC7' (temp highp 4-component vector of uint) -0:304 textureGather (global highp 4-component vector of uint) -0:304 'CA7' (uniform highp usamplerCubeArray) +0:304 move second child to first child ( temp highp 4-component vector of uint) +0:304 'gathC7' ( temp highp 4-component vector of uint) +0:304 textureGather ( global highp 4-component vector of uint) +0:304 'CA7' ( uniform highp usamplerCubeArray) 0:304 Constant: 0:304 0.500000 0:304 0.500000 @@ -711,10 +711,10 @@ ERROR: node is still EOpNull! 0:304 Constant: 0:304 0 (const int) 0:306 Sequence -0:306 move second child to first child (temp highp 4-component vector of float) -0:306 'gath5' (temp highp 4-component vector of float) -0:306 textureGather (global highp 4-component vector of float) -0:306 'CA5' (uniform highp samplerCubeArrayShadow) +0:306 move second child to first child ( temp highp 4-component vector of float) +0:306 'gath5' ( temp highp 4-component vector of float) +0:306 textureGather ( global highp 4-component vector of float) +0:306 'CA5' ( uniform highp samplerCubeArrayShadow) 0:306 Constant: 0:306 0.500000 0:306 0.500000 @@ -723,70 +723,70 @@ ERROR: node is still EOpNull! 0:306 Constant: 0:306 2.500000 0:308 Sequence -0:308 move second child to first child (temp highp 3-component vector of int) -0:308 's1' (temp highp 3-component vector of int) -0:308 imageQuerySize (global highp 3-component vector of int) -0:308 'CA1' (writeonly uniform highp imageCubeArray) +0:308 move second child to first child ( temp highp 3-component vector of int) +0:308 's1' ( temp highp 3-component vector of int) +0:308 imageQuerySize ( global highp 3-component vector of int) +0:308 'CA1' ( writeonly uniform highp imageCubeArray) 0:309 Sequence -0:309 move second child to first child (temp highp 3-component vector of int) -0:309 's2' (temp highp 3-component vector of int) -0:309 imageQuerySize (global highp 3-component vector of int) -0:309 'CA2' (writeonly uniform highp iimageCubeArray) +0:309 move second child to first child ( temp highp 3-component vector of int) +0:309 's2' ( temp highp 3-component vector of int) +0:309 imageQuerySize ( global highp 3-component vector of int) +0:309 'CA2' ( writeonly uniform highp iimageCubeArray) 0:310 Sequence -0:310 move second child to first child (temp highp 3-component vector of int) -0:310 's3' (temp highp 3-component vector of int) -0:310 imageQuerySize (global highp 3-component vector of int) -0:310 'CA3' (writeonly uniform highp uimageCubeArray) -0:312 imageStore (global highp void) -0:312 'CA1' (writeonly uniform highp imageCubeArray) -0:312 's3' (temp highp 3-component vector of int) +0:310 move second child to first child ( temp highp 3-component vector of int) +0:310 's3' ( temp highp 3-component vector of int) +0:310 imageQuerySize ( global highp 3-component vector of int) +0:310 'CA3' ( writeonly uniform highp uimageCubeArray) +0:312 imageStore ( global highp void) +0:312 'CA1' ( writeonly uniform highp imageCubeArray) +0:312 's3' ( temp highp 3-component vector of int) 0:312 Constant: 0:312 1.000000 0:312 1.000000 0:312 1.000000 0:312 1.000000 -0:313 imageStore (global highp void) -0:313 'CA2' (writeonly uniform highp iimageCubeArray) -0:313 's3' (temp highp 3-component vector of int) +0:313 imageStore ( global highp void) +0:313 'CA2' ( writeonly uniform highp iimageCubeArray) +0:313 's3' ( temp highp 3-component vector of int) 0:313 Constant: 0:313 1 (const int) 0:313 1 (const int) 0:313 1 (const int) 0:313 1 (const int) -0:314 imageStore (global highp void) -0:314 'CA3' (writeonly uniform highp uimageCubeArray) -0:314 's3' (temp highp 3-component vector of int) +0:314 imageStore ( global highp void) +0:314 'CA3' ( writeonly uniform highp uimageCubeArray) +0:314 's3' ( temp highp 3-component vector of int) 0:314 Constant: 0:314 1 (const uint) 0:314 1 (const uint) 0:314 1 (const uint) 0:314 1 (const uint) 0:316 Sequence -0:316 move second child to first child (temp highp 4-component vector of float) -0:316 'cl1' (temp highp 4-component vector of float) -0:316 imageLoad (global highp 4-component vector of float) -0:316 'rCA1' (layout(rgba16f ) readonly uniform highp imageCubeArray) -0:316 's3' (temp highp 3-component vector of int) +0:316 move second child to first child ( temp highp 4-component vector of float) +0:316 'cl1' ( temp highp 4-component vector of float) +0:316 imageLoad ( global highp 4-component vector of float) +0:316 'rCA1' (layout( rgba16f) readonly uniform highp imageCubeArray) +0:316 's3' ( temp highp 3-component vector of int) 0:317 Sequence -0:317 move second child to first child (temp highp 4-component vector of int) -0:317 'cl2' (temp highp 4-component vector of int) -0:317 imageLoad (global highp 4-component vector of int) -0:317 'rCA2' (layout(rgba32i ) readonly uniform highp iimageCubeArray) -0:317 's3' (temp highp 3-component vector of int) +0:317 move second child to first child ( temp highp 4-component vector of int) +0:317 'cl2' ( temp highp 4-component vector of int) +0:317 imageLoad ( global highp 4-component vector of int) +0:317 'rCA2' (layout( rgba32i) readonly uniform highp iimageCubeArray) +0:317 's3' ( temp highp 3-component vector of int) 0:318 Sequence -0:318 move second child to first child (temp highp 4-component vector of uint) -0:318 'cl3' (temp highp 4-component vector of uint) -0:318 imageLoad (global highp 4-component vector of uint) -0:318 'rCA3' (layout(r32ui ) readonly uniform highp uimageCubeArray) -0:318 's3' (temp highp 3-component vector of int) -0:343 Function Definition: MSA( (global void) +0:318 move second child to first child ( temp highp 4-component vector of uint) +0:318 'cl3' ( temp highp 4-component vector of uint) +0:318 imageLoad ( global highp 4-component vector of uint) +0:318 'rCA3' (layout( r32ui) readonly uniform highp uimageCubeArray) +0:318 's3' ( temp highp 3-component vector of int) +0:343 Function Definition: MSA( ( global void) 0:343 Function Parameters: 0:345 Sequence 0:345 Sequence -0:345 move second child to first child (temp highp 4-component vector of float) -0:345 'tf' (temp highp 4-component vector of float) -0:345 textureFetch (global highp 4-component vector of float) -0:345 'samp2DMSA' (uniform highp sampler2DMSArray) +0:345 move second child to first child ( temp highp 4-component vector of float) +0:345 'tf' ( temp highp 4-component vector of float) +0:345 textureFetch ( global highp 4-component vector of float) +0:345 'samp2DMSA' ( uniform highp sampler2DMSArray) 0:345 Constant: 0:345 5 (const int) 0:345 5 (const int) @@ -794,10 +794,10 @@ ERROR: node is still EOpNull! 0:345 Constant: 0:345 2 (const int) 0:346 Sequence -0:346 move second child to first child (temp highp 4-component vector of int) -0:346 'tfi' (temp highp 4-component vector of int) -0:346 textureFetch (global highp 4-component vector of int) -0:346 'samp2DMSAi' (uniform highp isampler2DMSArray) +0:346 move second child to first child ( temp highp 4-component vector of int) +0:346 'tfi' ( temp highp 4-component vector of int) +0:346 textureFetch ( global highp 4-component vector of int) +0:346 'samp2DMSAi' ( uniform highp isampler2DMSArray) 0:346 Constant: 0:346 5 (const int) 0:346 5 (const int) @@ -805,10 +805,10 @@ ERROR: node is still EOpNull! 0:346 Constant: 0:346 2 (const int) 0:347 Sequence -0:347 move second child to first child (temp highp 4-component vector of uint) -0:347 'tfu' (temp highp 4-component vector of uint) -0:347 textureFetch (global highp 4-component vector of uint) -0:347 'samp2DMSAu' (uniform highp usampler2DMSArray) +0:347 move second child to first child ( temp highp 4-component vector of uint) +0:347 'tfu' ( temp highp 4-component vector of uint) +0:347 textureFetch ( global highp 4-component vector of uint) +0:347 'samp2DMSAu' ( uniform highp usampler2DMSArray) 0:347 Constant: 0:347 5 (const int) 0:347 5 (const int) @@ -816,96 +816,96 @@ ERROR: node is still EOpNull! 0:347 Constant: 0:347 2 (const int) 0:349 Sequence -0:349 move second child to first child (temp highp 3-component vector of int) -0:349 'tfs' (temp highp 3-component vector of int) -0:349 textureSize (global highp 3-component vector of int) -0:349 'samp2DMSA' (uniform highp sampler2DMSArray) +0:349 move second child to first child ( temp highp 3-component vector of int) +0:349 'tfs' ( temp highp 3-component vector of int) +0:349 textureSize ( global highp 3-component vector of int) +0:349 'samp2DMSA' ( uniform highp sampler2DMSArray) 0:350 Sequence -0:350 move second child to first child (temp highp 3-component vector of int) -0:350 'tfsi' (temp highp 3-component vector of int) -0:350 textureSize (global highp 3-component vector of int) -0:350 'samp2DMSAi' (uniform highp isampler2DMSArray) +0:350 move second child to first child ( temp highp 3-component vector of int) +0:350 'tfsi' ( temp highp 3-component vector of int) +0:350 textureSize ( global highp 3-component vector of int) +0:350 'samp2DMSAi' ( uniform highp isampler2DMSArray) 0:352 Sequence -0:352 move second child to first child (temp highp 3-component vector of int) -0:352 'tfsu' (temp highp 3-component vector of int) -0:352 textureSize (global highp 3-component vector of int) -0:352 'samp2DMSAu' (uniform highp usampler2DMSArray) -0:364 Function Definition: goodImageAtom( (global void) +0:352 move second child to first child ( temp highp 3-component vector of int) +0:352 'tfsu' ( temp highp 3-component vector of int) +0:352 textureSize ( global highp 3-component vector of int) +0:352 'samp2DMSAu' ( uniform highp usampler2DMSArray) +0:364 Function Definition: goodImageAtom( ( global void) 0:364 Function Parameters: 0:? Sequence -0:370 imageAtomicAdd (global highp int) -0:370 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:370 'P' (uniform highp 2-component vector of int) -0:370 'dati' (temp highp int) -0:371 imageAtomicAdd (global highp uint) -0:371 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:371 'P' (uniform highp 2-component vector of int) -0:371 'datu' (temp highp uint) -0:372 imageAtomicMin (global highp int) -0:372 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:372 'P' (uniform highp 2-component vector of int) -0:372 'dati' (temp highp int) -0:373 imageAtomicMin (global highp uint) -0:373 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:373 'P' (uniform highp 2-component vector of int) -0:373 'datu' (temp highp uint) -0:374 imageAtomicMax (global highp int) -0:374 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:374 'P' (uniform highp 2-component vector of int) -0:374 'dati' (temp highp int) -0:375 imageAtomicMax (global highp uint) -0:375 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:375 'P' (uniform highp 2-component vector of int) -0:375 'datu' (temp highp uint) -0:376 imageAtomicAnd (global highp int) -0:376 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:376 'P' (uniform highp 2-component vector of int) -0:376 'dati' (temp highp int) -0:377 imageAtomicAnd (global highp uint) -0:377 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:377 'P' (uniform highp 2-component vector of int) -0:377 'datu' (temp highp uint) -0:378 imageAtomicOr (global highp int) -0:378 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:378 'P' (uniform highp 2-component vector of int) -0:378 'dati' (temp highp int) -0:379 imageAtomicOr (global highp uint) -0:379 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:379 'P' (uniform highp 2-component vector of int) -0:379 'datu' (temp highp uint) -0:380 imageAtomicXor (global highp int) -0:380 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:380 'P' (uniform highp 2-component vector of int) -0:380 'dati' (temp highp int) -0:381 imageAtomicXor (global highp uint) -0:381 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:381 'P' (uniform highp 2-component vector of int) -0:381 'datu' (temp highp uint) -0:382 imageAtomicExchange (global highp int) -0:382 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:382 'P' (uniform highp 2-component vector of int) -0:382 'dati' (temp highp int) -0:383 imageAtomicExchange (global highp uint) -0:383 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:383 'P' (uniform highp 2-component vector of int) -0:383 'datu' (temp highp uint) -0:384 imageAtomicExchange (global highp float) -0:384 'im2Df' (layout(r32f ) uniform highp image2D) -0:384 'P' (uniform highp 2-component vector of int) -0:384 'datf' (temp highp float) -0:385 imageAtomicCompSwap (global highp int) -0:385 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:385 'P' (uniform highp 2-component vector of int) +0:370 imageAtomicAdd ( global highp int) +0:370 'im2Di' (layout( r32i) uniform highp iimage2D) +0:370 'P' ( uniform highp 2-component vector of int) +0:370 'dati' ( temp highp int) +0:371 imageAtomicAdd ( global highp uint) +0:371 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:371 'P' ( uniform highp 2-component vector of int) +0:371 'datu' ( temp highp uint) +0:372 imageAtomicMin ( global highp int) +0:372 'im2Di' (layout( r32i) uniform highp iimage2D) +0:372 'P' ( uniform highp 2-component vector of int) +0:372 'dati' ( temp highp int) +0:373 imageAtomicMin ( global highp uint) +0:373 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:373 'P' ( uniform highp 2-component vector of int) +0:373 'datu' ( temp highp uint) +0:374 imageAtomicMax ( global highp int) +0:374 'im2Di' (layout( r32i) uniform highp iimage2D) +0:374 'P' ( uniform highp 2-component vector of int) +0:374 'dati' ( temp highp int) +0:375 imageAtomicMax ( global highp uint) +0:375 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:375 'P' ( uniform highp 2-component vector of int) +0:375 'datu' ( temp highp uint) +0:376 imageAtomicAnd ( global highp int) +0:376 'im2Di' (layout( r32i) uniform highp iimage2D) +0:376 'P' ( uniform highp 2-component vector of int) +0:376 'dati' ( temp highp int) +0:377 imageAtomicAnd ( global highp uint) +0:377 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:377 'P' ( uniform highp 2-component vector of int) +0:377 'datu' ( temp highp uint) +0:378 imageAtomicOr ( global highp int) +0:378 'im2Di' (layout( r32i) uniform highp iimage2D) +0:378 'P' ( uniform highp 2-component vector of int) +0:378 'dati' ( temp highp int) +0:379 imageAtomicOr ( global highp uint) +0:379 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:379 'P' ( uniform highp 2-component vector of int) +0:379 'datu' ( temp highp uint) +0:380 imageAtomicXor ( global highp int) +0:380 'im2Di' (layout( r32i) uniform highp iimage2D) +0:380 'P' ( uniform highp 2-component vector of int) +0:380 'dati' ( temp highp int) +0:381 imageAtomicXor ( global highp uint) +0:381 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:381 'P' ( uniform highp 2-component vector of int) +0:381 'datu' ( temp highp uint) +0:382 imageAtomicExchange ( global highp int) +0:382 'im2Di' (layout( r32i) uniform highp iimage2D) +0:382 'P' ( uniform highp 2-component vector of int) +0:382 'dati' ( temp highp int) +0:383 imageAtomicExchange ( global highp uint) +0:383 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:383 'P' ( uniform highp 2-component vector of int) +0:383 'datu' ( temp highp uint) +0:384 imageAtomicExchange ( global highp float) +0:384 'im2Df' (layout( r32f) uniform highp image2D) +0:384 'P' ( uniform highp 2-component vector of int) +0:384 'datf' ( temp highp float) +0:385 imageAtomicCompSwap ( global highp int) +0:385 'im2Di' (layout( r32i) uniform highp iimage2D) +0:385 'P' ( uniform highp 2-component vector of int) 0:385 Constant: 0:385 3 (const int) -0:385 'dati' (temp highp int) -0:386 imageAtomicCompSwap (global highp uint) -0:386 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:386 'P' (uniform highp 2-component vector of int) +0:385 'dati' ( temp highp int) +0:386 imageAtomicCompSwap ( global highp uint) +0:386 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:386 'P' ( uniform highp 2-component vector of int) 0:386 Constant: 0:386 5 (const uint) -0:386 'datu' (temp highp uint) -0:398 Function Definition: badInterp( (global void) +0:386 'datu' ( temp highp uint) +0:398 Function Definition: badInterp( ( global void) 0:398 Function Parameters: 0:400 Sequence 0:400 Constant: @@ -915,47 +915,47 @@ ERROR: node is still EOpNull! 0:402 Constant: 0:402 0.000000 0:? Linker Objects -0:? 's' (shared highp 4-component vector of float) -0:? 'v' (buffer highp 4-component vector of float) -0:? 'ini' (in highp int) -0:? 'x' (layout(location=2 ) uniform highp 4X4 matrix of float) -0:? 'y' (layout(location=3 ) uniform highp 4X4 matrix of float) -0:? 'xi' (layout(location=2 ) smooth out highp 4X4 matrix of float) -0:? 'yi' (layout(location=3 ) smooth out highp 4X4 matrix of float) -0:? 's2dms' (uniform highp sampler2DMS) -0:? 'is2dms' (uniform highp isampler2DMS) -0:? 'us2dms' (uniform highp usampler2DMS) -0:? 'us2dmsa' (uniform mediump usampler2DMSArray) -0:? 'outb' (smooth out bool) -0:? 'outo' (smooth out lowp sampler2D) -0:? 'outa' (smooth out 4-element array of highp float) -0:? 'outaa' (smooth out 4-element array of 2-element array of highp float) -0:? 'outs' (smooth out structure{global highp float f}) -0:? 'outasa' (smooth out 4-element array of structure{global highp float f}) -0:? 'outsa' (smooth out 4-element array of structure{global highp float f}) -0:? 'outSA' (smooth out structure{global 4-element array of highp float f}) -0:? 'outSS' (smooth out structure{global highp float f, global structure{global highp float f} s}) -0:? 'U430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform highp int a}) -0:? 'B430i' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer highp int a}) -0:? 'outbinst' (out block{out highp int a, out highp 4-component vector of float v, out highp sampler2D s}) -0:? 'anon@0' (out block{layout(location=12 ) out highp int aAnon, layout(location=13 ) out highp 4-component vector of float vAnon}) -0:? 'aliased' (layout(location=12 ) smooth out highp int) -0:? 'inbinst' (in block{in highp int a}) -0:? 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, }) -0:? 'smon' (smooth out block{out highp int i}) -0:? 'fmon' (flat out block{out highp int i}) -0:? 'cmon' (centroid out block{out highp int i}) -0:? 'imon' (invariant out block{out highp int i}) -0:? 'inf' (in highp 2-component vector of float) -0:? 'ing' (in highp 2-component vector of float) -0:? 'offsets' (uniform 4-element array of highp 2-component vector of int) -0:? 'sArray' (uniform 4-element array of lowp sampler2D) -0:? 'sIndex' (uniform highp int) -0:? 'auArray' (layout(binding=0 offset=0 ) uniform 2-element array of highp atomic_uint) -0:? 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform highp int i}) -0:? 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer highp int i}) -0:? 'iArray' (writeonly uniform 5-element array of highp image2D) -0:? 'constOffsets' (const 4-element array of highp 2-component vector of int) +0:? 's' ( shared highp 4-component vector of float) +0:? 'v' ( buffer highp 4-component vector of float) +0:? 'ini' ( in highp int) +0:? 'x' (layout( location=2) uniform highp 4X4 matrix of float) +0:? 'y' (layout( location=3) uniform highp 4X4 matrix of float) +0:? 'xi' (layout( location=2) smooth out highp 4X4 matrix of float) +0:? 'yi' (layout( location=3) smooth out highp 4X4 matrix of float) +0:? 's2dms' ( uniform highp sampler2DMS) +0:? 'is2dms' ( uniform highp isampler2DMS) +0:? 'us2dms' ( uniform highp usampler2DMS) +0:? 'us2dmsa' ( uniform mediump usampler2DMSArray) +0:? 'outb' ( smooth out bool) +0:? 'outo' ( smooth out lowp sampler2D) +0:? 'outa' ( smooth out 4-element array of highp float) +0:? 'outaa' ( smooth out 4-element array of 2-element array of highp float) +0:? 'outs' ( smooth out structure{ global highp float f}) +0:? 'outasa' ( smooth out 4-element array of structure{ global highp float f}) +0:? 'outsa' ( smooth out 4-element array of structure{ global highp float f}) +0:? 'outSA' ( smooth out structure{ global 4-element array of highp float f}) +0:? 'outSS' ( smooth out structure{ global highp float f, global structure{ global highp float f} s}) +0:? 'U430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) +0:? 'B430i' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp int a}) +0:? 'outbinst' ( out block{ out highp int a, out highp 4-component vector of float v, out highp sampler2D s}) +0:? 'anon@0' ( out block{layout( location=12) out highp int aAnon, layout( location=13) out highp 4-component vector of float vAnon}) +0:? 'aliased' (layout( location=12) smooth out highp int) +0:? 'inbinst' ( in block{ in highp int a}) +0:? 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, }) +0:? 'smon' ( smooth out block{ out highp int i}) +0:? 'fmon' ( flat out block{ out highp int i}) +0:? 'cmon' ( centroid out block{ out highp int i}) +0:? 'imon' ( invariant out block{ out highp int i}) +0:? 'inf' ( in highp 2-component vector of float) +0:? 'ing' ( in highp 2-component vector of float) +0:? 'offsets' ( uniform 4-element array of highp 2-component vector of int) +0:? 'sArray' ( uniform 4-element array of lowp sampler2D) +0:? 'sIndex' ( uniform highp int) +0:? 'auArray' (layout( binding=0 offset=0) uniform 2-element array of highp atomic_uint) +0:? 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform highp int i}) +0:? 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer highp int i}) +0:? 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:? 'constOffsets' ( const 4-element array of highp 2-component vector of int) 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) @@ -964,68 +964,68 @@ ERROR: node is still EOpNull! 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) -0:? 'badSamp1' (uniform mediump samplerBuffer) -0:? 'badSamp2' (uniform mediump isamplerBuffer) -0:? 'badSamp3' (uniform mediump usamplerBuffer) -0:? 'badSamp4' (writeonly uniform mediump imageBuffer) -0:? 'badSamp5' (writeonly uniform mediump iimageBuffer) -0:? 'badSamp6' (writeonly uniform mediump uimageBuffer) -0:? 'noPreSamp1' (uniform mediump samplerBuffer) -0:? 'noPreSamp2' (uniform mediump isamplerBuffer) -0:? 'noPreSamp3' (uniform mediump usamplerBuffer) -0:? 'noPreSamp4' (writeonly uniform mediump imageBuffer) -0:? 'noPreSamp5' (writeonly uniform mediump iimageBuffer) -0:? 'noPreSamp6' (writeonly uniform mediump uimageBuffer) -0:? 'bufSamp1' (uniform highp samplerBuffer) -0:? 'bufSamp2' (uniform highp isamplerBuffer) -0:? 'bufSamp3' (uniform highp usamplerBuffer) -0:? 'bufSamp4' (writeonly uniform highp imageBuffer) -0:? 'bufSamp5' (writeonly uniform highp iimageBuffer) -0:? 'bufSamp6' (writeonly uniform highp uimageBuffer) -0:? 'badCA1' (writeonly uniform mediump imageCubeArray) -0:? 'badCA2' (writeonly uniform mediump iimageCubeArray) -0:? 'badCA3' (writeonly uniform mediump uimageCubeArray) -0:? 'badCA4' (uniform mediump samplerCubeArray) -0:? 'badCA5' (uniform mediump samplerCubeArrayShadow) -0:? 'badCA6' (uniform mediump isamplerCubeArray) -0:? 'badCA7' (uniform mediump usamplerCubeArray) -0:? 'noPreCA1' (writeonly uniform mediump imageCubeArray) -0:? 'noPreCA2' (writeonly uniform mediump iimageCubeArray) -0:? 'noPreCA3' (writeonly uniform mediump uimageCubeArray) -0:? 'noPreCA4' (uniform mediump samplerCubeArray) -0:? 'noPreCA5' (uniform mediump samplerCubeArrayShadow) -0:? 'noPreCA6' (uniform mediump isamplerCubeArray) -0:? 'noPreCA7' (uniform mediump usamplerCubeArray) -0:? 'CA1' (writeonly uniform highp imageCubeArray) -0:? 'CA2' (writeonly uniform highp iimageCubeArray) -0:? 'CA3' (writeonly uniform highp uimageCubeArray) -0:? 'rCA1' (layout(rgba16f ) readonly uniform highp imageCubeArray) -0:? 'rCA2' (layout(rgba32i ) readonly uniform highp iimageCubeArray) -0:? 'rCA3' (layout(r32ui ) readonly uniform highp uimageCubeArray) -0:? 'CA4' (uniform highp samplerCubeArray) -0:? 'CA5' (uniform highp samplerCubeArrayShadow) -0:? 'CA6' (uniform highp isamplerCubeArray) -0:? 'CA7' (uniform highp usamplerCubeArray) -0:? 'bad2DMS' (uniform mediump sampler2DMSArray) -0:? 'bad2DMSi' (uniform mediump isampler2DMSArray) -0:? 'bad2DMSu' (uniform mediump usampler2DMSArray) -0:? 'noPrec2DMS' (uniform mediump sampler2DMSArray) -0:? 'noPrec2DMSi' (uniform mediump isampler2DMSArray) -0:? 'noPrec2DMSu' (uniform mediump usampler2DMSArray) -0:? 'samp2DMSA' (uniform highp sampler2DMSArray) -0:? 'samp2DMSAi' (uniform highp isampler2DMSArray) -0:? 'samp2DMSAu' (uniform highp usampler2DMSArray) -0:? 'im2Df' (layout(r32f ) uniform highp image2D) -0:? 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:? 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:? 'P' (uniform highp 2-component vector of int) -0:? 'colorSampInBad' (smooth sample out highp 4-component vector of float) -0:? 'colorSample' (smooth sample out highp 4-component vector of float) -0:? 'colorfsi' (flat sample out highp 4-component vector of float) -0:? 'sampInArray' (smooth sample out 4-element array of highp 3-component vector of float) -0:? 'inv4' (in highp 4-component vector of float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'badSamp1' ( uniform mediump samplerBuffer) +0:? 'badSamp2' ( uniform mediump isamplerBuffer) +0:? 'badSamp3' ( uniform mediump usamplerBuffer) +0:? 'badSamp4' ( writeonly uniform mediump imageBuffer) +0:? 'badSamp5' ( writeonly uniform mediump iimageBuffer) +0:? 'badSamp6' ( writeonly uniform mediump uimageBuffer) +0:? 'noPreSamp1' ( uniform mediump samplerBuffer) +0:? 'noPreSamp2' ( uniform mediump isamplerBuffer) +0:? 'noPreSamp3' ( uniform mediump usamplerBuffer) +0:? 'noPreSamp4' ( writeonly uniform mediump imageBuffer) +0:? 'noPreSamp5' ( writeonly uniform mediump iimageBuffer) +0:? 'noPreSamp6' ( writeonly uniform mediump uimageBuffer) +0:? 'bufSamp1' ( uniform highp samplerBuffer) +0:? 'bufSamp2' ( uniform highp isamplerBuffer) +0:? 'bufSamp3' ( uniform highp usamplerBuffer) +0:? 'bufSamp4' ( writeonly uniform highp imageBuffer) +0:? 'bufSamp5' ( writeonly uniform highp iimageBuffer) +0:? 'bufSamp6' ( writeonly uniform highp uimageBuffer) +0:? 'badCA1' ( writeonly uniform mediump imageCubeArray) +0:? 'badCA2' ( writeonly uniform mediump iimageCubeArray) +0:? 'badCA3' ( writeonly uniform mediump uimageCubeArray) +0:? 'badCA4' ( uniform mediump samplerCubeArray) +0:? 'badCA5' ( uniform mediump samplerCubeArrayShadow) +0:? 'badCA6' ( uniform mediump isamplerCubeArray) +0:? 'badCA7' ( uniform mediump usamplerCubeArray) +0:? 'noPreCA1' ( writeonly uniform mediump imageCubeArray) +0:? 'noPreCA2' ( writeonly uniform mediump iimageCubeArray) +0:? 'noPreCA3' ( writeonly uniform mediump uimageCubeArray) +0:? 'noPreCA4' ( uniform mediump samplerCubeArray) +0:? 'noPreCA5' ( uniform mediump samplerCubeArrayShadow) +0:? 'noPreCA6' ( uniform mediump isamplerCubeArray) +0:? 'noPreCA7' ( uniform mediump usamplerCubeArray) +0:? 'CA1' ( writeonly uniform highp imageCubeArray) +0:? 'CA2' ( writeonly uniform highp iimageCubeArray) +0:? 'CA3' ( writeonly uniform highp uimageCubeArray) +0:? 'rCA1' (layout( rgba16f) readonly uniform highp imageCubeArray) +0:? 'rCA2' (layout( rgba32i) readonly uniform highp iimageCubeArray) +0:? 'rCA3' (layout( r32ui) readonly uniform highp uimageCubeArray) +0:? 'CA4' ( uniform highp samplerCubeArray) +0:? 'CA5' ( uniform highp samplerCubeArrayShadow) +0:? 'CA6' ( uniform highp isamplerCubeArray) +0:? 'CA7' ( uniform highp usamplerCubeArray) +0:? 'bad2DMS' ( uniform mediump sampler2DMSArray) +0:? 'bad2DMSi' ( uniform mediump isampler2DMSArray) +0:? 'bad2DMSu' ( uniform mediump usampler2DMSArray) +0:? 'noPrec2DMS' ( uniform mediump sampler2DMSArray) +0:? 'noPrec2DMSi' ( uniform mediump isampler2DMSArray) +0:? 'noPrec2DMSu' ( uniform mediump usampler2DMSArray) +0:? 'samp2DMSA' ( uniform highp sampler2DMSArray) +0:? 'samp2DMSAi' ( uniform highp isampler2DMSArray) +0:? 'samp2DMSAu' ( uniform highp usampler2DMSArray) +0:? 'im2Df' (layout( r32f) uniform highp image2D) +0:? 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:? 'im2Di' (layout( r32i) uniform highp iimage2D) +0:? 'P' ( uniform highp 2-component vector of int) +0:? 'colorSampInBad' ( smooth sample out highp 4-component vector of float) +0:? 'colorSample' ( smooth sample out highp 4-component vector of float) +0:? 'colorfsi' ( flat sample out highp 4-component vector of float) +0:? 'sampInArray' ( smooth sample out 4-element array of highp 3-component vector of float) +0:? 'inv4' ( in highp 4-component vector of float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -1041,165 +1041,165 @@ Requested GL_OES_texture_buffer Requested GL_OES_texture_cube_map_array Requested GL_OES_texture_storage_multisample_2d_array ERROR: node is still EOpNull! -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 addCarry (global highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:15 'u2' (temp highp 2-component vector of uint) -0:17 move second child to first child (temp highp uint) -0:17 'u1' (temp highp uint) -0:17 subBorrow (global highp uint) -0:17 'u1' (temp highp uint) -0:17 'u1' (temp highp uint) -0:17 'u1' (temp highp uint) -0:19 uMulExtended (global highp void) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:19 'u4' (temp highp 4-component vector of uint) -0:21 iMulExtended (global highp void) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:21 'i4' (temp highp 4-component vector of int) -0:23 move second child to first child (temp highp int) -0:23 'i1' (temp highp int) -0:23 bitfieldExtract (global highp int) -0:23 'i1' (temp highp int) +0:15 move second child to first child ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 addCarry ( global highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:15 'u2' ( temp highp 2-component vector of uint) +0:17 move second child to first child ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:17 subBorrow ( global highp uint) +0:17 'u1' ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:17 'u1' ( temp highp uint) +0:19 uMulExtended ( global highp void) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:19 'u4' ( temp highp 4-component vector of uint) +0:21 iMulExtended ( global highp void) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:21 'i4' ( temp highp 4-component vector of int) +0:23 move second child to first child ( temp highp int) +0:23 'i1' ( temp highp int) +0:23 bitfieldExtract ( global highp int) +0:23 'i1' ( temp highp int) 0:23 Constant: 0:23 4 (const int) 0:23 Constant: 0:23 5 (const int) -0:25 move second child to first child (temp highp 3-component vector of uint) -0:25 'u3' (temp highp 3-component vector of uint) -0:25 bitfieldExtract (global highp 3-component vector of uint) -0:25 'u3' (temp highp 3-component vector of uint) +0:25 move second child to first child ( temp highp 3-component vector of uint) +0:25 'u3' ( temp highp 3-component vector of uint) +0:25 bitfieldExtract ( global highp 3-component vector of uint) +0:25 'u3' ( temp highp 3-component vector of uint) 0:25 Constant: 0:25 4 (const int) 0:25 Constant: 0:25 5 (const int) -0:27 move second child to first child (temp highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) -0:27 bitfieldInsert (global highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) -0:27 'i3' (temp highp 3-component vector of int) +0:27 move second child to first child ( temp highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) +0:27 bitfieldInsert ( global highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) +0:27 'i3' ( temp highp 3-component vector of int) 0:27 Constant: 0:27 4 (const int) 0:27 Constant: 0:27 5 (const int) -0:28 move second child to first child (temp highp uint) -0:28 'u1' (temp highp uint) -0:28 bitfieldInsert (global highp uint) -0:28 'u1' (temp highp uint) -0:28 'u1' (temp highp uint) +0:28 move second child to first child ( temp highp uint) +0:28 'u1' ( temp highp uint) +0:28 bitfieldInsert ( global highp uint) +0:28 'u1' ( temp highp uint) +0:28 'u1' ( temp highp uint) 0:28 Constant: 0:28 4 (const int) 0:28 Constant: 0:28 5 (const int) -0:30 move second child to first child (temp highp 2-component vector of int) -0:30 'i2' (temp highp 2-component vector of int) -0:30 bitFieldReverse (global highp 2-component vector of int) -0:30 'i2' (temp highp 2-component vector of int) -0:31 move second child to first child (temp highp 4-component vector of uint) -0:31 'u4' (temp highp 4-component vector of uint) -0:31 bitFieldReverse (global highp 4-component vector of uint) -0:31 'u4' (temp highp 4-component vector of uint) -0:32 move second child to first child (temp highp int) -0:32 'i1' (temp highp int) -0:32 bitCount (global lowp int, operation at highp) -0:32 'i1' (temp highp int) -0:33 move second child to first child (temp highp 3-component vector of int) -0:33 'i3' (temp highp 3-component vector of int) -0:33 bitCount (global lowp 3-component vector of int, operation at highp) -0:33 'u3' (temp highp 3-component vector of uint) -0:34 move second child to first child (temp highp 2-component vector of int) -0:34 'i2' (temp highp 2-component vector of int) -0:34 findLSB (global lowp 2-component vector of int, operation at highp) -0:34 'i2' (temp highp 2-component vector of int) -0:35 move second child to first child (temp highp 4-component vector of int) -0:35 'i4' (temp highp 4-component vector of int) -0:35 findLSB (global lowp 4-component vector of int, operation at highp) -0:35 'u4' (temp highp 4-component vector of uint) -0:36 move second child to first child (temp highp int) -0:36 'i1' (temp highp int) -0:36 findMSB (global lowp int, operation at highp) -0:36 'i1' (temp highp int) -0:37 move second child to first child (temp highp 2-component vector of int) -0:37 'i2' (temp highp 2-component vector of int) -0:37 findMSB (global lowp 2-component vector of int, operation at highp) -0:37 'u2' (temp highp 2-component vector of uint) -0:40 move second child to first child (temp highp 3-component vector of float) -0:40 'v3' (temp highp 3-component vector of float) -0:40 frexp (global highp 3-component vector of float) -0:40 'v3' (temp highp 3-component vector of float) -0:40 'i3' (temp highp 3-component vector of int) -0:42 move second child to first child (temp highp 2-component vector of float) -0:42 'v2' (temp highp 2-component vector of float) -0:42 ldexp (global highp 2-component vector of float) -0:42 'v2' (temp highp 2-component vector of float) -0:42 'i2' (temp highp 2-component vector of int) -0:45 move second child to first child (temp highp uint) -0:45 'u1' (temp highp uint) -0:45 PackUnorm4x8 (global highp uint, operation at mediump) -0:45 'v4' (temp mediump 4-component vector of float) -0:46 move second child to first child (temp highp uint) -0:46 'u1' (temp highp uint) -0:46 PackSnorm4x8 (global highp uint, operation at mediump) -0:46 'v4' (temp mediump 4-component vector of float) -0:47 move second child to first child (temp mediump 4-component vector of float) -0:47 'v4' (temp mediump 4-component vector of float) -0:47 UnpackUnorm4x8 (global mediump 4-component vector of float, operation at highp) -0:47 'u1' (temp highp uint) -0:48 move second child to first child (temp mediump 4-component vector of float) -0:48 'v4' (temp mediump 4-component vector of float) -0:48 UnpackSnorm4x8 (global mediump 4-component vector of float, operation at highp) -0:48 'u1' (temp highp uint) +0:30 move second child to first child ( temp highp 2-component vector of int) +0:30 'i2' ( temp highp 2-component vector of int) +0:30 bitFieldReverse ( global highp 2-component vector of int) +0:30 'i2' ( temp highp 2-component vector of int) +0:31 move second child to first child ( temp highp 4-component vector of uint) +0:31 'u4' ( temp highp 4-component vector of uint) +0:31 bitFieldReverse ( global highp 4-component vector of uint) +0:31 'u4' ( temp highp 4-component vector of uint) +0:32 move second child to first child ( temp highp int) +0:32 'i1' ( temp highp int) +0:32 bitCount ( global lowp int, operation at highp) +0:32 'i1' ( temp highp int) +0:33 move second child to first child ( temp highp 3-component vector of int) +0:33 'i3' ( temp highp 3-component vector of int) +0:33 bitCount ( global lowp 3-component vector of int, operation at highp) +0:33 'u3' ( temp highp 3-component vector of uint) +0:34 move second child to first child ( temp highp 2-component vector of int) +0:34 'i2' ( temp highp 2-component vector of int) +0:34 findLSB ( global lowp 2-component vector of int, operation at highp) +0:34 'i2' ( temp highp 2-component vector of int) +0:35 move second child to first child ( temp highp 4-component vector of int) +0:35 'i4' ( temp highp 4-component vector of int) +0:35 findLSB ( global lowp 4-component vector of int, operation at highp) +0:35 'u4' ( temp highp 4-component vector of uint) +0:36 move second child to first child ( temp highp int) +0:36 'i1' ( temp highp int) +0:36 findMSB ( global lowp int, operation at highp) +0:36 'i1' ( temp highp int) +0:37 move second child to first child ( temp highp 2-component vector of int) +0:37 'i2' ( temp highp 2-component vector of int) +0:37 findMSB ( global lowp 2-component vector of int, operation at highp) +0:37 'u2' ( temp highp 2-component vector of uint) +0:40 move second child to first child ( temp highp 3-component vector of float) +0:40 'v3' ( temp highp 3-component vector of float) +0:40 frexp ( global highp 3-component vector of float) +0:40 'v3' ( temp highp 3-component vector of float) +0:40 'i3' ( temp highp 3-component vector of int) +0:42 move second child to first child ( temp highp 2-component vector of float) +0:42 'v2' ( temp highp 2-component vector of float) +0:42 ldexp ( global highp 2-component vector of float) +0:42 'v2' ( temp highp 2-component vector of float) +0:42 'i2' ( temp highp 2-component vector of int) +0:45 move second child to first child ( temp highp uint) +0:45 'u1' ( temp highp uint) +0:45 PackUnorm4x8 ( global highp uint, operation at mediump) +0:45 'v4' ( temp mediump 4-component vector of float) +0:46 move second child to first child ( temp highp uint) +0:46 'u1' ( temp highp uint) +0:46 PackSnorm4x8 ( global highp uint, operation at mediump) +0:46 'v4' ( temp mediump 4-component vector of float) +0:47 move second child to first child ( temp mediump 4-component vector of float) +0:47 'v4' ( temp mediump 4-component vector of float) +0:47 UnpackUnorm4x8 ( global mediump 4-component vector of float, operation at highp) +0:47 'u1' ( temp highp uint) +0:48 move second child to first child ( temp mediump 4-component vector of float) +0:48 'v4' ( temp mediump 4-component vector of float) +0:48 UnpackSnorm4x8 ( global mediump 4-component vector of float, operation at highp) +0:48 'u1' ( temp highp uint) 0:? Linker Objects -0:? 's' (shared highp 4-component vector of float) -0:? 'v' (buffer highp 4-component vector of float) -0:? 'ini' (in highp int) -0:? 'x' (layout(location=2 ) uniform highp 4X4 matrix of float) -0:? 'y' (layout(location=3 ) uniform highp 4X4 matrix of float) -0:? 'xi' (layout(location=2 ) smooth out highp 4X4 matrix of float) -0:? 'yi' (layout(location=3 ) smooth out highp 4X4 matrix of float) -0:? 's2dms' (uniform highp sampler2DMS) -0:? 'is2dms' (uniform highp isampler2DMS) -0:? 'us2dms' (uniform highp usampler2DMS) -0:? 'us2dmsa' (uniform mediump usampler2DMSArray) -0:? 'outb' (smooth out bool) -0:? 'outo' (smooth out lowp sampler2D) -0:? 'outa' (smooth out 4-element array of highp float) -0:? 'outaa' (smooth out 4-element array of 2-element array of highp float) -0:? 'outs' (smooth out structure{global highp float f}) -0:? 'outasa' (smooth out 4-element array of structure{global highp float f}) -0:? 'outsa' (smooth out 4-element array of structure{global highp float f}) -0:? 'outSA' (smooth out structure{global 4-element array of highp float f}) -0:? 'outSS' (smooth out structure{global highp float f, global structure{global highp float f} s}) -0:? 'U430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform highp int a}) -0:? 'B430i' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer highp int a}) -0:? 'outbinst' (out block{out highp int a, out highp 4-component vector of float v, out highp sampler2D s}) -0:? 'anon@0' (out block{layout(location=12 ) out highp int aAnon, layout(location=13 ) out highp 4-component vector of float vAnon}) -0:? 'aliased' (layout(location=12 ) smooth out highp int) -0:? 'inbinst' (in block{in highp int a}) -0:? 'anon@1' (out block{gl_Position highp 4-component vector of float Position gl_Position, }) -0:? 'smon' (smooth out block{out highp int i}) -0:? 'fmon' (flat out block{out highp int i}) -0:? 'cmon' (centroid out block{out highp int i}) -0:? 'imon' (invariant out block{out highp int i}) -0:? 'inf' (in highp 2-component vector of float) -0:? 'ing' (in highp 2-component vector of float) -0:? 'offsets' (uniform 4-element array of highp 2-component vector of int) -0:? 'sArray' (uniform 4-element array of lowp sampler2D) -0:? 'sIndex' (uniform highp int) -0:? 'auArray' (layout(binding=0 offset=0 ) uniform 2-element array of highp atomic_uint) -0:? 'ubInst' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform highp int i}) -0:? 'bbInst' (layout(column_major shared ) buffer 4-element array of block{layout(column_major shared ) buffer highp int i}) -0:? 'iArray' (writeonly uniform 5-element array of highp image2D) -0:? 'constOffsets' (const 4-element array of highp 2-component vector of int) +0:? 's' ( shared highp 4-component vector of float) +0:? 'v' ( buffer highp 4-component vector of float) +0:? 'ini' ( in highp int) +0:? 'x' (layout( location=2) uniform highp 4X4 matrix of float) +0:? 'y' (layout( location=3) uniform highp 4X4 matrix of float) +0:? 'xi' (layout( location=2) smooth out highp 4X4 matrix of float) +0:? 'yi' (layout( location=3) smooth out highp 4X4 matrix of float) +0:? 's2dms' ( uniform highp sampler2DMS) +0:? 'is2dms' ( uniform highp isampler2DMS) +0:? 'us2dms' ( uniform highp usampler2DMS) +0:? 'us2dmsa' ( uniform mediump usampler2DMSArray) +0:? 'outb' ( smooth out bool) +0:? 'outo' ( smooth out lowp sampler2D) +0:? 'outa' ( smooth out 4-element array of highp float) +0:? 'outaa' ( smooth out 4-element array of 2-element array of highp float) +0:? 'outs' ( smooth out structure{ global highp float f}) +0:? 'outasa' ( smooth out 4-element array of structure{ global highp float f}) +0:? 'outsa' ( smooth out 4-element array of structure{ global highp float f}) +0:? 'outSA' ( smooth out structure{ global 4-element array of highp float f}) +0:? 'outSS' ( smooth out structure{ global highp float f, global structure{ global highp float f} s}) +0:? 'U430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) +0:? 'B430i' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer highp int a}) +0:? 'outbinst' ( out block{ out highp int a, out highp 4-component vector of float v, out highp sampler2D s}) +0:? 'anon@0' ( out block{layout( location=12) out highp int aAnon, layout( location=13) out highp 4-component vector of float vAnon}) +0:? 'aliased' (layout( location=12) smooth out highp int) +0:? 'inbinst' ( in block{ in highp int a}) +0:? 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, }) +0:? 'smon' ( smooth out block{ out highp int i}) +0:? 'fmon' ( flat out block{ out highp int i}) +0:? 'cmon' ( centroid out block{ out highp int i}) +0:? 'imon' ( invariant out block{ out highp int i}) +0:? 'inf' ( in highp 2-component vector of float) +0:? 'ing' ( in highp 2-component vector of float) +0:? 'offsets' ( uniform 4-element array of highp 2-component vector of int) +0:? 'sArray' ( uniform 4-element array of lowp sampler2D) +0:? 'sIndex' ( uniform highp int) +0:? 'auArray' (layout( binding=0 offset=0) uniform 2-element array of highp atomic_uint) +0:? 'ubInst' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform highp int i}) +0:? 'bbInst' (layout( column_major shared) buffer 4-element array of block{layout( column_major shared) buffer highp int i}) +0:? 'iArray' ( writeonly uniform 5-element array of highp image2D) +0:? 'constOffsets' ( const 4-element array of highp 2-component vector of int) 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) @@ -1208,66 +1208,66 @@ ERROR: node is still EOpNull! 0:? 0 (const int) 0:? 0 (const int) 0:? 0 (const int) -0:? 'badSamp1' (uniform mediump samplerBuffer) -0:? 'badSamp2' (uniform mediump isamplerBuffer) -0:? 'badSamp3' (uniform mediump usamplerBuffer) -0:? 'badSamp4' (writeonly uniform mediump imageBuffer) -0:? 'badSamp5' (writeonly uniform mediump iimageBuffer) -0:? 'badSamp6' (writeonly uniform mediump uimageBuffer) -0:? 'noPreSamp1' (uniform mediump samplerBuffer) -0:? 'noPreSamp2' (uniform mediump isamplerBuffer) -0:? 'noPreSamp3' (uniform mediump usamplerBuffer) -0:? 'noPreSamp4' (writeonly uniform mediump imageBuffer) -0:? 'noPreSamp5' (writeonly uniform mediump iimageBuffer) -0:? 'noPreSamp6' (writeonly uniform mediump uimageBuffer) -0:? 'bufSamp1' (uniform highp samplerBuffer) -0:? 'bufSamp2' (uniform highp isamplerBuffer) -0:? 'bufSamp3' (uniform highp usamplerBuffer) -0:? 'bufSamp4' (writeonly uniform highp imageBuffer) -0:? 'bufSamp5' (writeonly uniform highp iimageBuffer) -0:? 'bufSamp6' (writeonly uniform highp uimageBuffer) -0:? 'badCA1' (writeonly uniform mediump imageCubeArray) -0:? 'badCA2' (writeonly uniform mediump iimageCubeArray) -0:? 'badCA3' (writeonly uniform mediump uimageCubeArray) -0:? 'badCA4' (uniform mediump samplerCubeArray) -0:? 'badCA5' (uniform mediump samplerCubeArrayShadow) -0:? 'badCA6' (uniform mediump isamplerCubeArray) -0:? 'badCA7' (uniform mediump usamplerCubeArray) -0:? 'noPreCA1' (writeonly uniform mediump imageCubeArray) -0:? 'noPreCA2' (writeonly uniform mediump iimageCubeArray) -0:? 'noPreCA3' (writeonly uniform mediump uimageCubeArray) -0:? 'noPreCA4' (uniform mediump samplerCubeArray) -0:? 'noPreCA5' (uniform mediump samplerCubeArrayShadow) -0:? 'noPreCA6' (uniform mediump isamplerCubeArray) -0:? 'noPreCA7' (uniform mediump usamplerCubeArray) -0:? 'CA1' (writeonly uniform highp imageCubeArray) -0:? 'CA2' (writeonly uniform highp iimageCubeArray) -0:? 'CA3' (writeonly uniform highp uimageCubeArray) -0:? 'rCA1' (layout(rgba16f ) readonly uniform highp imageCubeArray) -0:? 'rCA2' (layout(rgba32i ) readonly uniform highp iimageCubeArray) -0:? 'rCA3' (layout(r32ui ) readonly uniform highp uimageCubeArray) -0:? 'CA4' (uniform highp samplerCubeArray) -0:? 'CA5' (uniform highp samplerCubeArrayShadow) -0:? 'CA6' (uniform highp isamplerCubeArray) -0:? 'CA7' (uniform highp usamplerCubeArray) -0:? 'bad2DMS' (uniform mediump sampler2DMSArray) -0:? 'bad2DMSi' (uniform mediump isampler2DMSArray) -0:? 'bad2DMSu' (uniform mediump usampler2DMSArray) -0:? 'noPrec2DMS' (uniform mediump sampler2DMSArray) -0:? 'noPrec2DMSi' (uniform mediump isampler2DMSArray) -0:? 'noPrec2DMSu' (uniform mediump usampler2DMSArray) -0:? 'samp2DMSA' (uniform highp sampler2DMSArray) -0:? 'samp2DMSAi' (uniform highp isampler2DMSArray) -0:? 'samp2DMSAu' (uniform highp usampler2DMSArray) -0:? 'im2Df' (layout(r32f ) uniform highp image2D) -0:? 'im2Du' (layout(r32ui ) uniform highp uimage2D) -0:? 'im2Di' (layout(r32i ) uniform highp iimage2D) -0:? 'P' (uniform highp 2-component vector of int) -0:? 'colorSampInBad' (smooth sample out highp 4-component vector of float) -0:? 'colorSample' (smooth sample out highp 4-component vector of float) -0:? 'colorfsi' (flat sample out highp 4-component vector of float) -0:? 'sampInArray' (smooth sample out 4-element array of highp 3-component vector of float) -0:? 'inv4' (in highp 4-component vector of float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'badSamp1' ( uniform mediump samplerBuffer) +0:? 'badSamp2' ( uniform mediump isamplerBuffer) +0:? 'badSamp3' ( uniform mediump usamplerBuffer) +0:? 'badSamp4' ( writeonly uniform mediump imageBuffer) +0:? 'badSamp5' ( writeonly uniform mediump iimageBuffer) +0:? 'badSamp6' ( writeonly uniform mediump uimageBuffer) +0:? 'noPreSamp1' ( uniform mediump samplerBuffer) +0:? 'noPreSamp2' ( uniform mediump isamplerBuffer) +0:? 'noPreSamp3' ( uniform mediump usamplerBuffer) +0:? 'noPreSamp4' ( writeonly uniform mediump imageBuffer) +0:? 'noPreSamp5' ( writeonly uniform mediump iimageBuffer) +0:? 'noPreSamp6' ( writeonly uniform mediump uimageBuffer) +0:? 'bufSamp1' ( uniform highp samplerBuffer) +0:? 'bufSamp2' ( uniform highp isamplerBuffer) +0:? 'bufSamp3' ( uniform highp usamplerBuffer) +0:? 'bufSamp4' ( writeonly uniform highp imageBuffer) +0:? 'bufSamp5' ( writeonly uniform highp iimageBuffer) +0:? 'bufSamp6' ( writeonly uniform highp uimageBuffer) +0:? 'badCA1' ( writeonly uniform mediump imageCubeArray) +0:? 'badCA2' ( writeonly uniform mediump iimageCubeArray) +0:? 'badCA3' ( writeonly uniform mediump uimageCubeArray) +0:? 'badCA4' ( uniform mediump samplerCubeArray) +0:? 'badCA5' ( uniform mediump samplerCubeArrayShadow) +0:? 'badCA6' ( uniform mediump isamplerCubeArray) +0:? 'badCA7' ( uniform mediump usamplerCubeArray) +0:? 'noPreCA1' ( writeonly uniform mediump imageCubeArray) +0:? 'noPreCA2' ( writeonly uniform mediump iimageCubeArray) +0:? 'noPreCA3' ( writeonly uniform mediump uimageCubeArray) +0:? 'noPreCA4' ( uniform mediump samplerCubeArray) +0:? 'noPreCA5' ( uniform mediump samplerCubeArrayShadow) +0:? 'noPreCA6' ( uniform mediump isamplerCubeArray) +0:? 'noPreCA7' ( uniform mediump usamplerCubeArray) +0:? 'CA1' ( writeonly uniform highp imageCubeArray) +0:? 'CA2' ( writeonly uniform highp iimageCubeArray) +0:? 'CA3' ( writeonly uniform highp uimageCubeArray) +0:? 'rCA1' (layout( rgba16f) readonly uniform highp imageCubeArray) +0:? 'rCA2' (layout( rgba32i) readonly uniform highp iimageCubeArray) +0:? 'rCA3' (layout( r32ui) readonly uniform highp uimageCubeArray) +0:? 'CA4' ( uniform highp samplerCubeArray) +0:? 'CA5' ( uniform highp samplerCubeArrayShadow) +0:? 'CA6' ( uniform highp isamplerCubeArray) +0:? 'CA7' ( uniform highp usamplerCubeArray) +0:? 'bad2DMS' ( uniform mediump sampler2DMSArray) +0:? 'bad2DMSi' ( uniform mediump isampler2DMSArray) +0:? 'bad2DMSu' ( uniform mediump usampler2DMSArray) +0:? 'noPrec2DMS' ( uniform mediump sampler2DMSArray) +0:? 'noPrec2DMSi' ( uniform mediump isampler2DMSArray) +0:? 'noPrec2DMSu' ( uniform mediump usampler2DMSArray) +0:? 'samp2DMSA' ( uniform highp sampler2DMSArray) +0:? 'samp2DMSAi' ( uniform highp isampler2DMSArray) +0:? 'samp2DMSAu' ( uniform highp usampler2DMSArray) +0:? 'im2Df' (layout( r32f) uniform highp image2D) +0:? 'im2Du' (layout( r32ui) uniform highp uimage2D) +0:? 'im2Di' (layout( r32i) uniform highp iimage2D) +0:? 'P' ( uniform highp 2-component vector of int) +0:? 'colorSampInBad' ( smooth sample out highp 4-component vector of float) +0:? 'colorSample' ( smooth sample out highp 4-component vector of float) +0:? 'colorfsi' ( flat sample out highp 4-component vector of float) +0:? 'sampInArray' ( smooth sample out 4-element array of highp 3-component vector of float) +0:? 'inv4' ( in highp 4-component vector of float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/310AofA.vert.out b/Test/baseResults/310AofA.vert.out index 6b69e71e..ffba25f9 100644 --- a/Test/baseResults/310AofA.vert.out +++ b/Test/baseResults/310AofA.vert.out @@ -7,13 +7,13 @@ ERROR: 0:40: '' : array size required ERROR: 0:48: 'constructor' : constructing non-array constituent from array argument ERROR: 0:49: 'constructor' : array constructor argument not correct type to construct array element ERROR: 0:62: '[' : array index out of range '4' -ERROR: 0:78: 'assign' : cannot convert from 'global 4-element array of 7-element array of highp float' to 'global 5-element array of 7-element array of highp float' -ERROR: 0:79: 'assign' : cannot convert from 'global 4-element array of 7-element array of highp float' to 'global implicitly-sized array of 7-element array of highp float' +ERROR: 0:78: 'assign' : cannot convert from ' global 4-element array of 7-element array of highp float' to ' global 5-element array of 7-element array of highp float' +ERROR: 0:79: 'assign' : cannot convert from ' global 4-element array of 7-element array of highp float' to ' global implicitly-sized array of 7-element array of highp float' ERROR: 0:81: 'foo' : no matching overloaded function found -ERROR: 0:86: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type 'global 4-element array of 7-element array of highp float' and a right operand of type 'global 5-element array of 7-element array of highp float' (or there is no acceptable conversion) +ERROR: 0:86: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type ' global 4-element array of 7-element array of highp float' and a right operand of type ' global 5-element array of 7-element array of highp float' (or there is no acceptable conversion) ERROR: 0:90: '[' : array index out of range '5' ERROR: 0:94: '[' : index out of range '-1' -ERROR: 0:96: 'assign' : cannot convert from 'temp 3-element array of highp 4-component vector of float' to 'layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float' +ERROR: 0:96: 'assign' : cannot convert from ' temp 3-element array of highp 4-component vector of float' to 'layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float' ERROR: 0:103: '' : array size required ERROR: 0:104: '' : array size required ERROR: 0:105: '' : array size required @@ -27,16 +27,16 @@ ERROR: 22 compilation errors. No code generated. Shader version: 310 ERROR: node is still EOpNull! -0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; (global void) +0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; ( global void) 0:8 Function Parameters: -0:8 'a' (in bool) -0:8 'b' (in highp float) -0:8 'c' (in 4-element array of highp uint) -0:8 'd' (in 3-element array of 2-element array of highp int) -0:11 Function Definition: main( (global void) +0:8 'a' ( in bool) +0:8 'b' ( in highp float) +0:8 'c' ( in 4-element array of highp uint) +0:8 'd' ( in 3-element array of 2-element array of highp int) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:? Sequence -0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; (global void) +0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; ( global void) 0:13 Constant: 0:13 false (const bool) 0:13 Constant: @@ -46,15 +46,15 @@ ERROR: node is still EOpNull! 0:13 1 (const uint) 0:13 1 (const uint) 0:13 2 (const uint) -0:13 'd' (temp 3-element array of 2-element array of highp int) -0:44 Function Definition: foo(f1[5][7]; (global 4-element array of 7-element array of highp float) +0:13 'd' ( temp 3-element array of 2-element array of highp int) +0:44 Function Definition: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float) 0:44 Function Parameters: -0:44 'a' (in 5-element array of 7-element array of highp float) +0:44 'a' ( in 5-element array of 7-element array of highp float) 0:? Sequence -0:47 move second child to first child (temp 7-element array of highp float) -0:47 'r' (temp 7-element array of highp float) -0:47 direct index (temp 7-element array of highp float) -0:47 'a' (in 5-element array of 7-element array of highp float) +0:47 move second child to first child ( temp 7-element array of highp float) +0:47 'r' ( temp 7-element array of highp float) +0:47 direct index ( temp 7-element array of highp float) +0:47 'a' ( in 5-element array of 7-element array of highp float) 0:47 Constant: 0:47 2 (const int) 0:48 Constant: @@ -62,65 +62,65 @@ ERROR: node is still EOpNull! 0:49 Constant: 0:49 0.000000 0:50 Branch: Return with expression -0:50 Construct float (temp 4-element array of 7-element array of float) -0:50 direct index (temp 7-element array of highp float) -0:50 'a' (in 5-element array of 7-element array of highp float) +0:50 Construct float ( temp 4-element array of 7-element array of float) +0:50 direct index ( temp 7-element array of highp float) +0:50 'a' ( in 5-element array of 7-element array of highp float) 0:50 Constant: 0:50 0 (const int) -0:50 direct index (temp 7-element array of highp float) -0:50 'a' (in 5-element array of 7-element array of highp float) +0:50 direct index ( temp 7-element array of highp float) +0:50 'a' ( in 5-element array of 7-element array of highp float) 0:50 Constant: 0:50 1 (const int) -0:50 'r' (temp 7-element array of highp float) -0:50 direct index (temp 7-element array of highp float) -0:50 'a' (in 5-element array of 7-element array of highp float) +0:50 'r' ( temp 7-element array of highp float) +0:50 direct index ( temp 7-element array of highp float) +0:50 'a' ( in 5-element array of 7-element array of highp float) 0:50 Constant: 0:50 3 (const int) 0:51 Branch: Return with expression -0:51 Construct float (temp 4-element array of 7-element array of float) -0:51 direct index (temp 7-element array of highp float) -0:51 'a' (in 5-element array of 7-element array of highp float) +0:51 Construct float ( temp 4-element array of 7-element array of float) +0:51 direct index ( temp 7-element array of highp float) +0:51 'a' ( in 5-element array of 7-element array of highp float) 0:51 Constant: 0:51 0 (const int) -0:51 direct index (temp 7-element array of highp float) -0:51 'a' (in 5-element array of 7-element array of highp float) +0:51 direct index ( temp 7-element array of highp float) +0:51 'a' ( in 5-element array of 7-element array of highp float) 0:51 Constant: 0:51 1 (const int) -0:51 'r' (temp 7-element array of highp float) -0:51 direct index (temp 7-element array of highp float) -0:51 'a' (in 5-element array of 7-element array of highp float) +0:51 'r' ( temp 7-element array of highp float) +0:51 direct index ( temp 7-element array of highp float) +0:51 'a' ( in 5-element array of 7-element array of highp float) 0:51 Constant: 0:51 3 (const int) 0:52 Branch: Return with expression -0:52 Construct float (temp 4-element array of 7-element array of float) -0:52 direct index (temp 7-element array of highp float) -0:52 'a' (in 5-element array of 7-element array of highp float) +0:52 Construct float ( temp 4-element array of 7-element array of float) +0:52 direct index ( temp 7-element array of highp float) +0:52 'a' ( in 5-element array of 7-element array of highp float) 0:52 Constant: 0:52 0 (const int) -0:52 direct index (temp 7-element array of highp float) -0:52 'a' (in 5-element array of 7-element array of highp float) +0:52 direct index ( temp 7-element array of highp float) +0:52 'a' ( in 5-element array of 7-element array of highp float) 0:52 Constant: 0:52 1 (const int) -0:52 direct index (temp 7-element array of highp float) -0:52 'a' (in 5-element array of 7-element array of highp float) +0:52 direct index ( temp 7-element array of highp float) +0:52 'a' ( in 5-element array of 7-element array of highp float) 0:52 Constant: 0:52 2 (const int) -0:52 direct index (temp 7-element array of highp float) -0:52 'a' (in 5-element array of 7-element array of highp float) +0:52 direct index ( temp 7-element array of highp float) +0:52 'a' ( in 5-element array of 7-element array of highp float) 0:52 Constant: 0:52 3 (const int) -0:55 Function Definition: bar(f1[5][7]; (global void) +0:55 Function Definition: bar(f1[5][7]; ( global void) 0:55 Function Parameters: -0:55 '' (in 5-element array of 7-element array of highp float) -0:57 Function Definition: foo2( (global void) +0:55 '' ( in 5-element array of 7-element array of highp float) +0:57 Function Definition: foo2( ( global void) 0:57 Function Parameters: 0:? Sequence 0:? Sequence -0:62 move second child to first child (temp highp float) -0:62 direct index (temp highp float) -0:62 direct index (temp 2-element array of highp float) -0:62 direct index (temp 4-element array of 2-element array of highp float) -0:62 'gu' (temp 3-element array of 4-element array of 2-element array of highp float) +0:62 move second child to first child ( temp highp float) +0:62 direct index ( temp highp float) +0:62 direct index ( temp 2-element array of highp float) +0:62 direct index ( temp 4-element array of 2-element array of highp float) +0:62 'gu' ( temp 3-element array of 4-element array of 2-element array of highp float) 0:62 Constant: 0:62 2 (const int) 0:62 Constant: @@ -130,8 +130,8 @@ ERROR: node is still EOpNull! 0:62 Constant: 0:62 4.000000 0:64 Sequence -0:64 move second child to first child (temp 3-element array of 2-element array of highp 4-component vector of float) -0:64 'ca4' (temp 3-element array of 2-element array of highp 4-component vector of float) +0:64 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float) +0:64 'ca4' ( temp 3-element array of 2-element array of highp 4-component vector of float) 0:66 Constant: 0:66 0.000000 0:66 0.000000 @@ -158,8 +158,8 @@ ERROR: node is still EOpNull! 0:66 1.000000 0:66 1.000000 0:67 Sequence -0:67 move second child to first child (temp 3-element array of 2-element array of highp 4-component vector of float) -0:67 'caim' (temp 3-element array of 2-element array of highp 4-component vector of float) +0:67 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float) +0:67 'caim' ( temp 3-element array of 2-element array of highp 4-component vector of float) 0:69 Constant: 0:69 4.000000 0:69 4.000000 @@ -186,8 +186,8 @@ ERROR: node is still EOpNull! 0:69 2.000000 0:69 2.000000 0:70 Sequence -0:70 move second child to first child (temp 3-element array of 2-element array of highp 4-component vector of float) -0:70 'caim2' (temp 3-element array of 2-element array of highp 4-component vector of float) +0:70 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float) +0:70 'caim2' ( temp 3-element array of 2-element array of highp 4-component vector of float) 0:72 Constant: 0:72 4.000000 0:72 4.000000 @@ -214,8 +214,8 @@ ERROR: node is still EOpNull! 0:72 2.000000 0:72 2.000000 0:73 Sequence -0:73 move second child to first child (temp 3-element array of 2-element array of highp 4-component vector of float) -0:73 'caim3' (temp 3-element array of 2-element array of highp 4-component vector of float) +0:73 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float) +0:73 'caim3' ( temp 3-element array of 2-element array of highp 4-component vector of float) 0:75 Constant: 0:75 4.000000 0:75 4.000000 @@ -241,55 +241,55 @@ ERROR: node is still EOpNull! 0:75 2.000000 0:75 2.000000 0:75 2.000000 -0:77 move second child to first child (temp 4-element array of 7-element array of highp float) -0:77 'g4' (global 4-element array of 7-element array of highp float) -0:77 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of highp float) -0:77 'g5' (global 5-element array of 7-element array of highp float) -0:78 'g5' (global 5-element array of 7-element array of highp float) -0:79 'gu' (global implicitly-sized array of 7-element array of highp float) +0:77 move second child to first child ( temp 4-element array of 7-element array of highp float) +0:77 'g4' ( global 4-element array of 7-element array of highp float) +0:77 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float) +0:77 'g5' ( global 5-element array of 7-element array of highp float) +0:78 'g5' ( global 5-element array of 7-element array of highp float) +0:79 'gu' ( global implicitly-sized array of 7-element array of highp float) 0:81 Constant: 0:81 0.000000 -0:82 Function Call: bar(f1[5][7]; (global void) -0:82 'g5' (global 5-element array of 7-element array of highp float) -0:84 Test condition and select (temp void) +0:82 Function Call: bar(f1[5][7]; ( global void) +0:82 'g5' ( global 5-element array of 7-element array of highp float) +0:84 Test condition and select ( temp void) 0:84 Condition -0:84 Compare Equal (temp bool) -0:84 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of highp float) -0:84 'g5' (global 5-element array of 7-element array of highp float) -0:84 'g4' (global 4-element array of 7-element array of highp float) +0:84 Compare Equal ( temp bool) +0:84 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float) +0:84 'g5' ( global 5-element array of 7-element array of highp float) +0:84 'g4' ( global 4-element array of 7-element array of highp float) 0:84 true case is null -0:86 Test condition and select (temp void) +0:86 Test condition and select ( temp void) 0:86 Condition 0:86 Constant: 0:86 false (const bool) 0:86 true case is null -0:90 move second child to first child (temp highp float) -0:90 direct index (temp highp float) -0:90 direct index (temp 7-element array of highp float) -0:90 'u' (temp 5-element array of 7-element array of highp float) +0:90 move second child to first child ( temp highp float) +0:90 direct index ( temp highp float) +0:90 direct index ( temp 7-element array of highp float) +0:90 'u' ( temp 5-element array of 7-element array of highp float) 0:90 Constant: 0:90 5 (const int) 0:90 Constant: 0:90 2 (const int) 0:90 Constant: 0:90 5.000000 -0:91 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of highp float) -0:91 'u' (temp 5-element array of 7-element array of highp float) -0:94 direct index (layout(column_major shared ) temp highp 4-component vector of float) -0:94 v: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float) -0:94 direct index (layout(column_major shared ) temp block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) -0:94 'name' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) +0:91 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float) +0:91 'u' ( temp 5-element array of 7-element array of highp float) +0:94 direct index (layout( column_major shared) temp highp 4-component vector of float) +0:94 v: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float) +0:94 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) +0:94 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) 0:94 Constant: 0:94 1 (const int) 0:94 Constant: 0:94 1 (const int) 0:94 Constant: 0:94 -1 (const int) -0:95 move second child to first child (temp highp 4-component vector of float) -0:95 direct index (layout(column_major shared ) temp highp 4-component vector of float) -0:95 v: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float) -0:95 direct index (layout(column_major shared ) temp block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) -0:95 'name' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) +0:95 move second child to first child ( temp highp 4-component vector of float) +0:95 direct index (layout( column_major shared) temp highp 4-component vector of float) +0:95 v: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float) +0:95 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) +0:95 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) 0:95 Constant: 0:95 1 (const int) 0:95 Constant: @@ -301,37 +301,37 @@ ERROR: node is still EOpNull! 0:95 4.300000 0:95 4.300000 0:95 4.300000 -0:96 v: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float) -0:96 direct index (layout(column_major shared ) temp block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) -0:96 'name' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) +0:96 v: direct index for structure (layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float) +0:96 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) +0:96 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) 0:96 Constant: 0:96 1 (const int) 0:96 Constant: 0:96 1 (const int) 0:98 Constant: 0:98 7 (const int) -0:99 array length (temp int) -0:99 v: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of 7-element array of highp 4-component vector of float) -0:99 direct index (layout(column_major shared ) temp block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) -0:99 'name3' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) +0:99 array length ( temp int) +0:99 v: direct index for structure (layout( column_major shared) buffer implicitly-sized array of 7-element array of highp 4-component vector of float) +0:99 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) +0:99 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) 0:99 Constant: 0:99 0 (const int) 0:99 Constant: 0:99 1 (const int) 0:? Linker Objects -0:? 'name' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) -0:? 'uname' (layout(column_major shared ) uniform 3-element array of block{layout(column_major shared ) uniform highp float u, layout(column_major shared ) uniform implicitly-sized array of highp 4-component vector of float v}) -0:? 'name2' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of implicitly-sized array of highp 4-component vector of float v}) -0:? 'name3' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) -0:? 'many' (global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float) -0:? 'gu' (global implicitly-sized array of 7-element array of highp float) -0:? 'g4' (global 4-element array of 7-element array of highp float) -0:? 'g5' (global 5-element array of 7-element array of highp float) -0:? 'inArray' (in 2-element array of 3-element array of highp float) -0:? 'outArray' (smooth out 2-element array of 3-element array of highp float) -0:? 'ubaaname' (layout(column_major shared ) uniform 2-element array of 3-element array of block{layout(column_major shared ) uniform highp int a}) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) +0:? 'uname' (layout( column_major shared) uniform 3-element array of block{layout( column_major shared) uniform highp float u, layout( column_major shared) uniform implicitly-sized array of highp 4-component vector of float v}) +0:? 'name2' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of implicitly-sized array of highp 4-component vector of float v}) +0:? 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) +0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float) +0:? 'gu' ( global implicitly-sized array of 7-element array of highp float) +0:? 'g4' ( global 4-element array of 7-element array of highp float) +0:? 'g5' ( global 5-element array of 7-element array of highp float) +0:? 'inArray' ( in 2-element array of 3-element array of highp float) +0:? 'outArray' ( smooth out 2-element array of 3-element array of highp float) +0:? 'ubaaname' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform highp int a}) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -339,16 +339,16 @@ Linked vertex stage: Shader version: 310 ERROR: node is still EOpNull! -0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; (global void) +0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; ( global void) 0:8 Function Parameters: -0:8 'a' (in bool) -0:8 'b' (in highp float) -0:8 'c' (in 4-element array of highp uint) -0:8 'd' (in 3-element array of 2-element array of highp int) -0:11 Function Definition: main( (global void) +0:8 'a' ( in bool) +0:8 'b' ( in highp float) +0:8 'c' ( in 4-element array of highp uint) +0:8 'd' ( in 3-element array of 2-element array of highp int) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:? Sequence -0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; (global void) +0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; ( global void) 0:13 Constant: 0:13 false (const bool) 0:13 Constant: @@ -358,19 +358,19 @@ ERROR: node is still EOpNull! 0:13 1 (const uint) 0:13 1 (const uint) 0:13 2 (const uint) -0:13 'd' (temp 3-element array of 2-element array of highp int) +0:13 'd' ( temp 3-element array of 2-element array of highp int) 0:? Linker Objects -0:? 'name' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer implicitly-sized array of highp float u, layout(column_major shared ) buffer implicitly-sized array of highp 4-component vector of float v}) -0:? 'uname' (layout(column_major shared ) uniform 3-element array of block{layout(column_major shared ) uniform highp float u, layout(column_major shared ) uniform 1-element array of highp 4-component vector of float v}) -0:? 'name2' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of implicitly-sized array of highp 4-component vector of float v}) -0:? 'name3' (layout(column_major shared ) buffer 3-element array of block{layout(column_major shared ) buffer highp float u, layout(column_major shared ) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) -0:? 'many' (global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float) -0:? 'gu' (global 1-element array of 7-element array of highp float) -0:? 'g4' (global 4-element array of 7-element array of highp float) -0:? 'g5' (global 5-element array of 7-element array of highp float) -0:? 'inArray' (in 2-element array of 3-element array of highp float) -0:? 'outArray' (smooth out 2-element array of 3-element array of highp float) -0:? 'ubaaname' (layout(column_major shared ) uniform 2-element array of 3-element array of block{layout(column_major shared ) uniform highp int a}) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer implicitly-sized array of highp float u, layout( column_major shared) buffer implicitly-sized array of highp 4-component vector of float v}) +0:? 'uname' (layout( column_major shared) uniform 3-element array of block{layout( column_major shared) uniform highp float u, layout( column_major shared) uniform 1-element array of highp 4-component vector of float v}) +0:? 'name2' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of implicitly-sized array of highp 4-component vector of float v}) +0:? 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer implicitly-sized array of 7-element array of highp 4-component vector of float v}) +0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float) +0:? 'gu' ( global 1-element array of 7-element array of highp float) +0:? 'g4' ( global 4-element array of 7-element array of highp float) +0:? 'g5' ( global 5-element array of 7-element array of highp float) +0:? 'inArray' ( in 2-element array of 3-element array of highp float) +0:? 'outArray' ( smooth out 2-element array of 3-element array of highp float) +0:? 'ubaaname' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform highp int a}) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/310implicitSizeArrayError.vert.out b/Test/baseResults/310implicitSizeArrayError.vert.out index 963735d8..07ac5237 100644 --- a/Test/baseResults/310implicitSizeArrayError.vert.out +++ b/Test/baseResults/310implicitSizeArrayError.vert.out @@ -6,23 +6,23 @@ ERROR: 1 compilation errors. No code generated. Shader version: 310 ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:7 Sequence -0:7 move second child to first child (temp highp int) -0:7 'o' (layout(location=0 ) smooth out highp int) -0:7 direct index (layout(column_major shared ) temp highp int) -0:7 a: direct index for structure (layout(column_major shared ) uniform implicitly-sized array of highp int) -0:7 'uni' (layout(location=0 column_major shared ) uniform block{layout(column_major shared ) uniform implicitly-sized array of highp int a}) +0:7 move second child to first child ( temp highp int) +0:7 'o' (layout( location=0) smooth out highp int) +0:7 direct index (layout( column_major shared) temp highp int) +0:7 a: direct index for structure (layout( column_major shared) uniform implicitly-sized array of highp int) +0:7 'uni' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform implicitly-sized array of highp int a}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 2 (const int) 0:? Linker Objects -0:? 'uni' (layout(location=0 column_major shared ) uniform block{layout(column_major shared ) uniform implicitly-sized array of highp int a}) -0:? 'o' (layout(location=0 ) smooth out highp int) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'uni' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform implicitly-sized array of highp int a}) +0:? 'o' (layout( location=0) smooth out highp int) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -30,21 +30,21 @@ Linked vertex stage: Shader version: 310 ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:7 Sequence -0:7 move second child to first child (temp highp int) -0:7 'o' (layout(location=0 ) smooth out highp int) -0:7 direct index (layout(column_major shared ) temp highp int) -0:7 a: direct index for structure (layout(column_major shared ) uniform 1-element array of highp int) -0:7 'uni' (layout(location=0 column_major shared ) uniform block{layout(column_major shared ) uniform 1-element array of highp int a}) +0:7 move second child to first child ( temp highp int) +0:7 'o' (layout( location=0) smooth out highp int) +0:7 direct index (layout( column_major shared) temp highp int) +0:7 a: direct index for structure (layout( column_major shared) uniform 1-element array of highp int) +0:7 'uni' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform 1-element array of highp int a}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 2 (const int) 0:? Linker Objects -0:? 'uni' (layout(location=0 column_major shared ) uniform block{layout(column_major shared ) uniform 1-element array of highp int a}) -0:? 'o' (layout(location=0 ) smooth out highp int) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'uni' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform 1-element array of highp int a}) +0:? 'o' (layout( location=0) smooth out highp int) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/330.frag.out b/Test/baseResults/330.frag.out index d3c54fcf..4b5a84be 100644 --- a/Test/baseResults/330.frag.out +++ b/Test/baseResults/330.frag.out @@ -34,9 +34,9 @@ ERROR: 0:126: 'location/component/index' : cannot declare a default, use a full ERROR: 0:127: 'location/component/index' : cannot declare a default, use a full declaration ERROR: 0:128: 'output block' : not supported in this stage: fragment ERROR: 0:140: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:140: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:140: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:141: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:141: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:141: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:152: 'index' : value must be 0 or 1 ERROR: 39 compilation errors. No code generated. @@ -45,85 +45,85 @@ Shader version: 330 Requested GL_ARB_enhanced_layouts Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:10 'varyingVar' (smooth in 4-component vector of float) -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float FragData) -0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:10 move second child to first child ( temp 4-component vector of float) +0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:10 'varyingVar' ( smooth in 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float FragData) +0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) -0:11 'inVar' (smooth in 4-component vector of float) +0:11 'inVar' ( smooth in 4-component vector of float) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'buffer' (temp int) +0:12 move second child to first child ( temp int) +0:12 'buffer' ( temp int) 0:12 Constant: 0:12 4 (const int) -0:21 Function Definition: foo( (global void) +0:21 Function Definition: foo( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'c' (temp 4-component vector of float) -0:23 gl_Color: direct index for structure (in 4-component vector of float Color) -0:23 'anon@0' (in block{in 4-component vector of float Color gl_Color, }) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'c' ( temp 4-component vector of float) +0:23 gl_Color: direct index for structure ( in 4-component vector of float Color) +0:23 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) 0:23 Constant: 0:23 2 (const uint) -0:24 move second child to first child (temp 4-component vector of float) -0:24 'outVar' (layout(location=0 index=0 ) out 4-component vector of float) -0:24 'inVar' (smooth in 4-component vector of float) -0:133 Function Definition: qlod( (global void) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 'outVar' (layout( location=0 index=0) out 4-component vector of float) +0:24 'inVar' ( smooth in 4-component vector of float) +0:133 Function Definition: qlod( ( global void) 0:133 Function Parameters: 0:? Sequence -0:140 'lod' (temp 2-component vector of float) -0:141 'lod' (temp 2-component vector of float) -0:147 Function Definition: fooKeyMem( (global void) +0:140 'lod' ( temp 2-component vector of float) +0:141 'lod' ( temp 2-component vector of float) +0:147 Function Definition: fooKeyMem( ( global void) 0:147 Function Parameters: 0:149 Sequence -0:149 precise: direct index for structure (global int) -0:149 'KeyMem' (global structure{global int precise}) +0:149 precise: direct index for structure ( global int) +0:149 'KeyMem' ( global structure{ global int precise}) 0:149 Constant: 0:149 0 (const int) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (layout(location=0 index=0 ) out 4-component vector of float) -0:? 'varyingVar' (smooth in 4-component vector of float) -0:? 'anon@0' (in block{in 4-component vector of float Color gl_Color, }) -0:? 'gl_name' (in block{in int gl_i}) -0:? 'start' (const int) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float) +0:? 'varyingVar' ( smooth in 4-component vector of float) +0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) +0:? 'gl_name' ( in block{ in int gl_i}) +0:? 'start' ( const int) 0:? 6 (const int) -0:? 'v1' (smooth in 4-component vector of float) -0:? 'v2' (layout(location=8 ) smooth in 4-component vector of float) -0:? 'v20' (smooth in 4-component vector of float) -0:? 'v21' (layout(location=60 ) smooth in float) -0:? 'v22' (layout(location=2 ) smooth in float) -0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2}) -0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2}) -0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float) -0:? 'v4' (smooth in 4-component vector of float) -0:? 'v5' (smooth in 4-component vector of float) -0:? 'v6' (layout(location=30 ) smooth in 4-component vector of float) -0:? 'v23' (layout(location=61 ) smooth in float) -0:? 'v24' (layout(location=62 ) smooth in float) -0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{global float f1, temp float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5}) -0:? 'uinst2' (layout(location=13 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2}) -0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2}) -0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 's' (layout(location=33 ) smooth in structure{global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) -0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k}) -0:? 'outVar2' (layout(location=4095 index=0 ) out 4-component vector of float) -0:? 'outVar3' (layout(location=0 index=1 ) out 4-component vector of float) -0:? 'outVar4' (layout(location=0 index=1 ) out 4-component vector of float) -0:? 'indexIn' (layout(location=27 index=0 ) smooth in 4-component vector of float) -0:? 'indexBlockI' (layout(location=26 index=0 ) out block{out int a}) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'precise' (global int) -0:? 'KeyMem' (global structure{global int precise}) -0:? 'outIndex2' (layout(location=28 index=0 ) out 4-component vector of float) +0:? 'v1' ( smooth in 4-component vector of float) +0:? 'v2' (layout( location=8) smooth in 4-component vector of float) +0:? 'v20' ( smooth in 4-component vector of float) +0:? 'v21' (layout( location=60) smooth in float) +0:? 'v22' (layout( location=2) smooth in float) +0:? 'anon@1' ( in block{layout( location=1 component=0) in float f1, layout( location=3) in float f2}) +0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) +0:? 'v3' (layout( location=6) smooth in 4-component vector of float) +0:? 'v4' ( smooth in 4-component vector of float) +0:? 'v5' ( smooth in 4-component vector of float) +0:? 'v6' (layout( location=30) smooth in 4-component vector of float) +0:? 'v23' (layout( location=61) smooth in float) +0:? 'v24' (layout( location=62) smooth in float) +0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2, layout( location=26 component=0) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23 component=0) in 4-component vector of float f4, layout( location=24 component=0) in 4-component vector of float f5}) +0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) +0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2}) +0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) +0:? 'anon@2' ( in block{layout( location=44 component=0) in 4-component vector of float d, layout( location=45 component=0) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48 component=0) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42 component=0) in 4-component vector of float i, layout( location=43 component=0) in 4-component vector of float j, layout( location=44 component=0) in 4-component vector of float k}) +0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float) +0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float) +0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float) +0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float) +0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'precise' ( global int) +0:? 'KeyMem' ( global structure{ global int precise}) +0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float) Linked fragment stage: @@ -135,58 +135,58 @@ Shader version: 330 Requested GL_ARB_enhanced_layouts Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:10 'varyingVar' (smooth in 4-component vector of float) -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float FragData) -0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:10 move second child to first child ( temp 4-component vector of float) +0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:10 'varyingVar' ( smooth in 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float FragData) +0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) -0:11 'inVar' (smooth in 4-component vector of float) +0:11 'inVar' ( smooth in 4-component vector of float) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'buffer' (temp int) +0:12 move second child to first child ( temp int) +0:12 'buffer' ( temp int) 0:12 Constant: 0:12 4 (const int) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (layout(location=0 index=0 ) out 4-component vector of float) -0:? 'varyingVar' (smooth in 4-component vector of float) -0:? 'anon@0' (in block{in 4-component vector of float Color gl_Color, }) -0:? 'gl_name' (in block{in int gl_i}) -0:? 'start' (const int) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float) +0:? 'varyingVar' ( smooth in 4-component vector of float) +0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) +0:? 'gl_name' ( in block{ in int gl_i}) +0:? 'start' ( const int) 0:? 6 (const int) -0:? 'v1' (smooth in 4-component vector of float) -0:? 'v2' (layout(location=8 ) smooth in 4-component vector of float) -0:? 'v20' (smooth in 4-component vector of float) -0:? 'v21' (layout(location=60 ) smooth in float) -0:? 'v22' (layout(location=2 ) smooth in float) -0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2}) -0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2}) -0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float) -0:? 'v4' (smooth in 4-component vector of float) -0:? 'v5' (smooth in 4-component vector of float) -0:? 'v6' (layout(location=30 ) smooth in 4-component vector of float) -0:? 'v23' (layout(location=61 ) smooth in float) -0:? 'v24' (layout(location=62 ) smooth in float) -0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{global float f1, temp float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5}) -0:? 'uinst2' (layout(location=13 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2}) -0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2}) -0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 's' (layout(location=33 ) smooth in structure{global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) -0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k}) -0:? 'outVar2' (layout(location=4095 index=0 ) out 4-component vector of float) -0:? 'outVar3' (layout(location=0 index=1 ) out 4-component vector of float) -0:? 'outVar4' (layout(location=0 index=1 ) out 4-component vector of float) -0:? 'indexIn' (layout(location=27 index=0 ) smooth in 4-component vector of float) -0:? 'indexBlockI' (layout(location=26 index=0 ) out block{out int a}) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'precise' (global int) -0:? 'KeyMem' (global structure{global int precise}) -0:? 'outIndex2' (layout(location=28 index=0 ) out 4-component vector of float) +0:? 'v1' ( smooth in 4-component vector of float) +0:? 'v2' (layout( location=8) smooth in 4-component vector of float) +0:? 'v20' ( smooth in 4-component vector of float) +0:? 'v21' (layout( location=60) smooth in float) +0:? 'v22' (layout( location=2) smooth in float) +0:? 'anon@1' ( in block{layout( location=1 component=0) in float f1, layout( location=3) in float f2}) +0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) +0:? 'v3' (layout( location=6) smooth in 4-component vector of float) +0:? 'v4' ( smooth in 4-component vector of float) +0:? 'v5' ( smooth in 4-component vector of float) +0:? 'v6' (layout( location=30) smooth in 4-component vector of float) +0:? 'v23' (layout( location=61) smooth in float) +0:? 'v24' (layout( location=62) smooth in float) +0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2, layout( location=26 component=0) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23 component=0) in 4-component vector of float f4, layout( location=24 component=0) in 4-component vector of float f5}) +0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) +0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2}) +0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) +0:? 'anon@2' ( in block{layout( location=44 component=0) in 4-component vector of float d, layout( location=45 component=0) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48 component=0) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42 component=0) in 4-component vector of float i, layout( location=43 component=0) in 4-component vector of float j, layout( location=44 component=0) in 4-component vector of float k}) +0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float) +0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float) +0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float) +0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float) +0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'precise' ( global int) +0:? 'KeyMem' ( global structure{ global int precise}) +0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float) diff --git a/Test/baseResults/330comp.frag.out b/Test/baseResults/330comp.frag.out index 58d6e5fd..1b8ded12 100644 --- a/Test/baseResults/330comp.frag.out +++ b/Test/baseResults/330comp.frag.out @@ -1,24 +1,24 @@ 330comp.frag Shader version: 330 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:10 'varyingVar' (smooth in 4-component vector of float) -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float FragData) -0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:10 move second child to first child ( temp 4-component vector of float) +0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:10 'varyingVar' ( smooth in 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float FragData) +0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) -0:11 vector-times-matrix (temp 4-component vector of float) -0:11 'inVar' (smooth in 4-component vector of float) -0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float) +0:11 vector-times-matrix ( temp 4-component vector of float) +0:11 'inVar' ( smooth in 4-component vector of float) +0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (out 4-component vector of float) -0:? 'varyingVar' (smooth in 4-component vector of float) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' ( out 4-component vector of float) +0:? 'varyingVar' ( smooth in 4-component vector of float) Linked fragment stage: @@ -27,22 +27,22 @@ ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData Shader version: 330 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:10 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:10 'varyingVar' (smooth in 4-component vector of float) -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float FragData) -0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:10 move second child to first child ( temp 4-component vector of float) +0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:10 'varyingVar' ( smooth in 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float FragData) +0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) -0:11 vector-times-matrix (temp 4-component vector of float) -0:11 'inVar' (smooth in 4-component vector of float) -0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float) +0:11 vector-times-matrix ( temp 4-component vector of float) +0:11 'inVar' ( smooth in 4-component vector of float) +0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (out 4-component vector of float) -0:? 'varyingVar' (smooth in 4-component vector of float) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' ( out 4-component vector of float) +0:? 'varyingVar' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/400.frag.out b/Test/baseResults/400.frag.out index aea4e49b..bd936c71 100644 --- a/Test/baseResults/400.frag.out +++ b/Test/baseResults/400.frag.out @@ -31,9 +31,9 @@ ERROR: 0:136: 'interpolateAtOffset' : first argument must be an interpolant, or ERROR: 0:139: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element ERROR: 0:140: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element ERROR: 0:183: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:183: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:183: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:184: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:184: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:184: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:187: '' : syntax error ERROR: 35 compilation errors. No code generated. @@ -44,39 +44,39 @@ Requested GL_ARB_separate_shader_objects gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'v' (temp 4-component vector of float) -0:13 texture (global 4-component vector of float) -0:13 indirect index (temp sampler2D) -0:13 'arrayedSampler' (uniform 5-element array of sampler2D) -0:13 'i' (flat in int) -0:13 'c2D' (smooth in 2-component vector of float) -0:14 move second child to first child (temp float) -0:14 direct index (temp float) -0:14 'outp' (out 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'v' ( temp 4-component vector of float) +0:13 texture ( global 4-component vector of float) +0:13 indirect index ( temp sampler2D) +0:13 'arrayedSampler' ( uniform 5-element array of sampler2D) +0:13 'i' ( flat in int) +0:13 'c2D' ( smooth in 2-component vector of float) +0:14 move second child to first child ( temp float) +0:14 direct index ( temp float) +0:14 'outp' ( out 4-component vector of float) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (smooth temp float ClipDistance) -0:14 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) +0:14 direct index ( smooth temp float ClipDistance) +0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:14 Constant: 0:14 1 (const int) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of uint) -0:18 'uv4' (temp 4-component vector of uint) -0:18 textureGatherOffsets (global 4-component vector of uint) -0:18 'samp2dr' (uniform usampler2DRect) -0:18 'c2D' (smooth in 2-component vector of float) -0:18 'offsets' (temp 4-element array of 2-component vector of int) +0:18 move second child to first child ( temp 4-component vector of uint) +0:18 'uv4' ( temp 4-component vector of uint) +0:18 textureGatherOffsets ( global 4-component vector of uint) +0:18 'samp2dr' ( uniform usampler2DRect) +0:18 'c2D' ( smooth in 2-component vector of float) +0:18 'offsets' ( temp 4-element array of 2-component vector of int) 0:18 Constant: 0:18 2 (const int) -0:19 move second child to first child (temp 4-component vector of uint) -0:19 'uv4' (temp 4-component vector of uint) -0:19 textureGatherOffsets (global 4-component vector of uint) -0:19 'samp2dr' (uniform usampler2DRect) -0:19 'c2D' (smooth in 2-component vector of float) +0:19 move second child to first child ( temp 4-component vector of uint) +0:19 'uv4' ( temp 4-component vector of uint) +0:19 textureGatherOffsets ( global 4-component vector of uint) +0:19 'samp2dr' ( uniform usampler2DRect) +0:19 'c2D' ( smooth in 2-component vector of float) 0:19 Constant: 0:19 1 (const int) 0:19 2 (const int) @@ -89,19 +89,19 @@ ERROR: node is still EOpNull! 0:19 Constant: 0:19 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'v4' (temp 4-component vector of float) -0:20 textureGather (global 4-component vector of float) -0:20 direct index (temp sampler2D) -0:20 'arrayedSampler' (uniform 5-element array of sampler2D) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'v4' ( temp 4-component vector of float) +0:20 textureGather ( global 4-component vector of float) +0:20 direct index ( temp sampler2D) +0:20 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:20 Constant: 0:20 0 (const int) -0:20 'c2D' (smooth in 2-component vector of float) +0:20 'c2D' ( smooth in 2-component vector of float) 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of int) -0:21 'iv4' (temp 4-component vector of int) -0:21 textureGatherOffset (global 4-component vector of int) -0:21 'isamp2DA' (uniform isampler2DArray) +0:21 move second child to first child ( temp 4-component vector of int) +0:21 'iv4' ( temp 4-component vector of int) +0:21 textureGatherOffset ( global 4-component vector of int) +0:21 'isamp2DA' ( uniform isampler2DArray) 0:21 Constant: 0:21 0.100000 0:21 0.100000 @@ -111,10 +111,10 @@ ERROR: node is still EOpNull! 0:21 1 (const int) 0:21 Constant: 0:21 3 (const int) -0:22 move second child to first child (temp 4-component vector of int) -0:22 'iv4' (temp 4-component vector of int) -0:22 textureGatherOffset (global 4-component vector of int) -0:22 'isamp2DA' (uniform isampler2DArray) +0:22 move second child to first child ( temp 4-component vector of int) +0:22 'iv4' ( temp 4-component vector of int) +0:22 textureGatherOffset ( global 4-component vector of int) +0:22 'isamp2DA' ( uniform isampler2DArray) 0:22 Constant: 0:22 0.100000 0:22 0.100000 @@ -122,11 +122,11 @@ ERROR: node is still EOpNull! 0:22 Constant: 0:22 1 (const int) 0:22 1 (const int) -0:22 'i' (flat in int) -0:23 move second child to first child (temp 4-component vector of int) -0:23 'iv4' (temp 4-component vector of int) -0:23 textureGatherOffset (global 4-component vector of int) -0:23 'isamp2DA' (uniform isampler2DArray) +0:22 'i' ( flat in int) +0:23 move second child to first child ( temp 4-component vector of int) +0:23 'iv4' ( temp 4-component vector of int) +0:23 textureGatherOffset ( global 4-component vector of int) +0:23 'isamp2DA' ( uniform isampler2DArray) 0:23 Constant: 0:23 0.100000 0:23 0.100000 @@ -136,10 +136,10 @@ ERROR: node is still EOpNull! 0:23 1 (const int) 0:23 Constant: 0:23 4 (const int) -0:24 move second child to first child (temp 4-component vector of int) -0:24 'iv4' (temp 4-component vector of int) -0:24 textureGatherOffset (global 4-component vector of int) -0:24 'isamp2DA' (uniform isampler2DArray) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'iv4' ( temp 4-component vector of int) +0:24 textureGatherOffset ( global 4-component vector of int) +0:24 'isamp2DA' ( uniform isampler2DArray) 0:24 Constant: 0:24 0.100000 0:24 0.100000 @@ -149,37 +149,37 @@ ERROR: node is still EOpNull! 0:24 1 (const int) 0:24 Constant: 0:24 3 (const int) -0:25 move second child to first child (temp 4-component vector of int) -0:25 'iv4' (temp 4-component vector of int) -0:25 textureGatherOffset (global 4-component vector of int) -0:25 'isamp2DA' (uniform isampler2DArray) +0:25 move second child to first child ( temp 4-component vector of int) +0:25 'iv4' ( temp 4-component vector of int) +0:25 textureGatherOffset ( global 4-component vector of int) +0:25 'isamp2DA' ( uniform isampler2DArray) 0:25 Constant: 0:25 0.100000 0:25 0.100000 0:25 0.100000 -0:25 Construct ivec2 (temp 2-component vector of int) -0:25 'i' (flat in int) +0:25 Construct ivec2 ( temp 2-component vector of int) +0:25 'i' ( flat in int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'c' (temp 4-component vector of float) -0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:47 Function Definition: foo23( (global void) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'c' ( temp 4-component vector of float) +0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:47 Function Definition: foo23( ( global void) 0:47 Function Parameters: 0:? Sequence -0:51 textureProjGradOffset (global float) -0:51 'u2drs' (uniform sampler2DRectShadow) -0:51 'outp' (out 4-component vector of float) +0:51 textureProjGradOffset ( global float) +0:51 'u2drs' ( uniform sampler2DRectShadow) +0:51 'outp' ( out 4-component vector of float) 0:51 Constant: 0:51 0.000000 0:51 0.000000 0:51 Constant: 0:51 0.000000 0:51 0.000000 -0:51 Convert float to int (temp 2-component vector of int) -0:51 'c2D' (smooth in 2-component vector of float) -0:52 textureProjGradOffset (global float) -0:52 'u2drs' (uniform sampler2DRectShadow) -0:52 'outp' (out 4-component vector of float) +0:51 Convert float to int ( temp 2-component vector of int) +0:51 'c2D' ( smooth in 2-component vector of float) +0:52 textureProjGradOffset ( global float) +0:52 'u2drs' ( uniform sampler2DRectShadow) +0:52 'outp' ( out 4-component vector of float) 0:52 Constant: 0:52 0.000000 0:52 0.000000 @@ -189,9 +189,9 @@ ERROR: node is still EOpNull! 0:52 Constant: 0:52 3 (const int) 0:52 4 (const int) -0:53 textureProjGradOffset (global float) -0:53 'u2drs' (uniform sampler2DRectShadow) -0:53 'outp' (out 4-component vector of float) +0:53 textureProjGradOffset ( global float) +0:53 'u2drs' ( uniform sampler2DRectShadow) +0:53 'outp' ( out 4-component vector of float) 0:53 Constant: 0:53 0.000000 0:53 0.000000 @@ -201,9 +201,9 @@ ERROR: node is still EOpNull! 0:53 Constant: 0:53 15 (const int) 0:53 16 (const int) -0:54 textureProjGradOffset (global float) -0:54 'u2drs' (uniform sampler2DRectShadow) -0:54 'outp' (out 4-component vector of float) +0:54 textureProjGradOffset ( global float) +0:54 'u2drs' ( uniform sampler2DRectShadow) +0:54 'outp' ( out 4-component vector of float) 0:54 Constant: 0:54 0.000000 0:54 0.000000 @@ -213,15 +213,15 @@ ERROR: node is still EOpNull! 0:54 Constant: 0:54 -10 (const int) 0:54 20 (const int) -0:60 Function Definition: foo24( (global void) +0:60 Function Definition: foo24( ( global void) 0:60 Function Parameters: 0:? Sequence -0:63 move second child to first child (temp 3-component vector of double) -0:63 'df' (temp 3-component vector of double) -0:63 modf (global 3-component vector of double) -0:63 Convert float to double (temp 3-component vector of double) -0:63 vector swizzle (temp 3-component vector of float) -0:63 'outp' (out 4-component vector of float) +0:63 move second child to first child ( temp 3-component vector of double) +0:63 'df' ( temp 3-component vector of double) +0:63 modf ( global 3-component vector of double) +0:63 Convert float to double ( temp 3-component vector of double) +0:63 vector swizzle ( temp 3-component vector of float) +0:63 'outp' ( out 4-component vector of float) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -229,105 +229,105 @@ ERROR: node is still EOpNull! 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 'di' (temp 3-component vector of double) -0:71 Function Definition: foodc1( (global void) +0:63 'di' ( temp 3-component vector of double) +0:71 Function Definition: foodc1( ( global void) 0:71 Function Parameters: 0:73 Sequence 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of float) -0:73 'v2' (temp 2-component vector of float) -0:73 dPdxFine (global 2-component vector of float) -0:73 'in2' (smooth in 2-component vector of float) +0:73 move second child to first child ( temp 2-component vector of float) +0:73 'v2' ( temp 2-component vector of float) +0:73 dPdxFine ( global 2-component vector of float) +0:73 'in2' ( smooth in 2-component vector of float) 0:74 Sequence -0:74 move second child to first child (temp 3-component vector of float) -0:74 'v3' (temp 3-component vector of float) -0:74 dPdyCoarse (global 3-component vector of float) -0:74 'in3' (smooth in 3-component vector of float) +0:74 move second child to first child ( temp 3-component vector of float) +0:74 'v3' ( temp 3-component vector of float) +0:74 dPdyCoarse ( global 3-component vector of float) +0:74 'in3' ( smooth in 3-component vector of float) 0:75 Sequence -0:75 move second child to first child (temp 4-component vector of float) -0:75 'v4' (temp 4-component vector of float) -0:75 add (temp 4-component vector of float) -0:75 fwidthCoarse (global 4-component vector of float) -0:75 'in4' (smooth in 4-component vector of float) -0:75 fwidthFine (global 4-component vector of float) -0:75 'in4' (smooth in 4-component vector of float) -0:80 Function Definition: foodc2( (global void) +0:75 move second child to first child ( temp 4-component vector of float) +0:75 'v4' ( temp 4-component vector of float) +0:75 add ( temp 4-component vector of float) +0:75 fwidthCoarse ( global 4-component vector of float) +0:75 'in4' ( smooth in 4-component vector of float) +0:75 fwidthFine ( global 4-component vector of float) +0:75 'in4' ( smooth in 4-component vector of float) +0:80 Function Definition: foodc2( ( global void) 0:80 Function Parameters: 0:82 Sequence 0:82 Sequence -0:82 move second child to first child (temp 2-component vector of float) -0:82 'v2' (temp 2-component vector of float) -0:82 dPdxFine (global 2-component vector of float) -0:82 'in2' (smooth in 2-component vector of float) +0:82 move second child to first child ( temp 2-component vector of float) +0:82 'v2' ( temp 2-component vector of float) +0:82 dPdxFine ( global 2-component vector of float) +0:82 'in2' ( smooth in 2-component vector of float) 0:83 Sequence -0:83 move second child to first child (temp 3-component vector of float) -0:83 'v3' (temp 3-component vector of float) -0:83 dPdyCoarse (global 3-component vector of float) -0:83 'in3' (smooth in 3-component vector of float) +0:83 move second child to first child ( temp 3-component vector of float) +0:83 'v3' ( temp 3-component vector of float) +0:83 dPdyCoarse ( global 3-component vector of float) +0:83 'in3' ( smooth in 3-component vector of float) 0:84 Sequence -0:84 move second child to first child (temp 4-component vector of float) -0:84 'v4' (temp 4-component vector of float) -0:84 add (temp 4-component vector of float) -0:84 fwidthCoarse (global 4-component vector of float) -0:84 'in4' (smooth in 4-component vector of float) -0:84 fwidthFine (global 4-component vector of float) -0:84 'in4' (smooth in 4-component vector of float) -0:89 move second child to first child (temp 2-component vector of float) -0:89 'v2' (temp 2-component vector of float) -0:89 frexp (global 2-component vector of float) -0:89 'v2' (temp 2-component vector of float) -0:89 'i2' (temp 2-component vector of int) -0:90 move second child to first child (temp 3-component vector of float) -0:90 'v3' (temp 3-component vector of float) -0:90 ldexp (global 3-component vector of float) -0:90 'v3' (temp 3-component vector of float) -0:90 'i3' (temp 3-component vector of int) -0:92 move second child to first child (temp uint) -0:92 'u1' (temp uint) -0:92 PackUnorm4x8 (global uint) -0:92 'v4' (temp 4-component vector of float) -0:93 move second child to first child (temp uint) -0:93 'u1' (temp uint) -0:93 PackSnorm4x8 (global uint) -0:93 'v4' (temp 4-component vector of float) -0:94 move second child to first child (temp 4-component vector of float) -0:94 'v4' (temp 4-component vector of float) -0:94 UnpackUnorm4x8 (global 4-component vector of float) -0:94 'u1' (temp uint) -0:95 move second child to first child (temp 4-component vector of float) -0:95 'v4' (temp 4-component vector of float) -0:95 UnpackSnorm4x8 (global 4-component vector of float) -0:95 'u1' (temp uint) -0:99 move second child to first child (temp double) -0:99 'd' (temp double) -0:99 PackDouble2x32 (global double) -0:99 'u2' (temp 2-component vector of uint) -0:100 move second child to first child (temp 2-component vector of uint) -0:100 'u2' (temp 2-component vector of uint) -0:100 UnpackDouble2x32 (global 2-component vector of uint) -0:100 'd' (temp double) -0:117 Function Definition: interp( (global void) +0:84 move second child to first child ( temp 4-component vector of float) +0:84 'v4' ( temp 4-component vector of float) +0:84 add ( temp 4-component vector of float) +0:84 fwidthCoarse ( global 4-component vector of float) +0:84 'in4' ( smooth in 4-component vector of float) +0:84 fwidthFine ( global 4-component vector of float) +0:84 'in4' ( smooth in 4-component vector of float) +0:89 move second child to first child ( temp 2-component vector of float) +0:89 'v2' ( temp 2-component vector of float) +0:89 frexp ( global 2-component vector of float) +0:89 'v2' ( temp 2-component vector of float) +0:89 'i2' ( temp 2-component vector of int) +0:90 move second child to first child ( temp 3-component vector of float) +0:90 'v3' ( temp 3-component vector of float) +0:90 ldexp ( global 3-component vector of float) +0:90 'v3' ( temp 3-component vector of float) +0:90 'i3' ( temp 3-component vector of int) +0:92 move second child to first child ( temp uint) +0:92 'u1' ( temp uint) +0:92 PackUnorm4x8 ( global uint) +0:92 'v4' ( temp 4-component vector of float) +0:93 move second child to first child ( temp uint) +0:93 'u1' ( temp uint) +0:93 PackSnorm4x8 ( global uint) +0:93 'v4' ( temp 4-component vector of float) +0:94 move second child to first child ( temp 4-component vector of float) +0:94 'v4' ( temp 4-component vector of float) +0:94 UnpackUnorm4x8 ( global 4-component vector of float) +0:94 'u1' ( temp uint) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 'v4' ( temp 4-component vector of float) +0:95 UnpackSnorm4x8 ( global 4-component vector of float) +0:95 'u1' ( temp uint) +0:99 move second child to first child ( temp double) +0:99 'd' ( temp double) +0:99 PackDouble2x32 ( global double) +0:99 'u2' ( temp 2-component vector of uint) +0:100 move second child to first child ( temp 2-component vector of uint) +0:100 'u2' ( temp 2-component vector of uint) +0:100 UnpackDouble2x32 ( global 2-component vector of uint) +0:100 'd' ( temp double) +0:117 Function Definition: interp( ( global void) 0:117 Function Parameters: 0:119 Sequence -0:119 interpolateAtCentroid (global 2-component vector of float) -0:119 'colorfc' (centroid flat in 2-component vector of float) -0:120 interpolateAtCentroid (global 4-component vector of float) -0:120 'colorSampIn' (smooth sample in 4-component vector of float) -0:121 interpolateAtCentroid (global 4-component vector of float) -0:121 'colorfsi' (noperspective in 4-component vector of float) -0:122 interpolateAtCentroid (global float) -0:122 'scalarIn' (smooth in float) +0:119 interpolateAtCentroid ( global 2-component vector of float) +0:119 'colorfc' ( centroid flat in 2-component vector of float) +0:120 interpolateAtCentroid ( global 4-component vector of float) +0:120 'colorSampIn' ( smooth sample in 4-component vector of float) +0:121 interpolateAtCentroid ( global 4-component vector of float) +0:121 'colorfsi' ( noperspective in 4-component vector of float) +0:122 interpolateAtCentroid ( global float) +0:122 'scalarIn' ( smooth in float) 0:123 Constant: 0:123 0.000000 -0:124 interpolateAtCentroid (global 3-component vector of float) -0:124 direct index (smooth sample temp 3-component vector of float) -0:124 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:124 interpolateAtCentroid ( global 3-component vector of float) +0:124 direct index ( smooth sample temp 3-component vector of float) +0:124 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:124 Constant: 0:124 2 (const int) -0:125 interpolateAtCentroid (global 2-component vector of float) -0:125 vector swizzle (temp 2-component vector of float) -0:125 direct index (smooth sample temp 3-component vector of float) -0:125 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:125 interpolateAtCentroid ( global 2-component vector of float) +0:125 vector swizzle ( temp 2-component vector of float) +0:125 direct index ( smooth sample temp 3-component vector of float) +0:125 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:125 Constant: 0:125 2 (const int) 0:125 Sequence @@ -337,37 +337,37 @@ ERROR: node is still EOpNull! 0:125 1 (const int) 0:127 Constant: 0:127 0.000000 -0:128 interpolateAtSample (global 3-component vector of float) -0:128 indirect index (smooth sample temp 3-component vector of float) -0:128 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) -0:128 'i' (flat in int) +0:128 interpolateAtSample ( global 3-component vector of float) +0:128 indirect index ( smooth sample temp 3-component vector of float) +0:128 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) +0:128 'i' ( flat in int) 0:128 Constant: 0:128 0 (const int) -0:129 interpolateAtSample (global float) -0:129 x: direct index for structure (global float) -0:129 's1' (smooth in structure{global float x}) +0:129 interpolateAtSample ( global float) +0:129 x: direct index for structure ( global float) +0:129 's1' ( smooth in structure{ global float x}) 0:129 Constant: 0:129 0 (const int) 0:129 Constant: 0:129 2 (const int) -0:130 interpolateAtSample (global float) -0:130 'scalarIn' (smooth in float) +0:130 interpolateAtSample ( global float) +0:130 'scalarIn' ( smooth in float) 0:130 Constant: 0:130 1 (const int) 0:132 Constant: 0:132 0.000000 -0:133 interpolateAtOffset (global 3-component vector of float) -0:133 direct index (smooth sample temp 3-component vector of float) -0:133 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:133 interpolateAtOffset ( global 3-component vector of float) +0:133 direct index ( smooth sample temp 3-component vector of float) +0:133 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:133 Constant: 0:133 2 (const int) 0:133 Constant: 0:133 0.200000 0:133 0.200000 -0:134 interpolateAtOffset (global 2-component vector of float) -0:134 vector swizzle (temp 2-component vector of float) -0:134 direct index (smooth sample temp 3-component vector of float) -0:134 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:134 interpolateAtOffset ( global 2-component vector of float) +0:134 vector swizzle ( temp 2-component vector of float) +0:134 direct index ( smooth sample temp 3-component vector of float) +0:134 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:134 Constant: 0:134 2 (const int) 0:134 Sequence @@ -378,140 +378,140 @@ ERROR: node is still EOpNull! 0:134 Constant: 0:134 0.200000 0:134 0.200000 -0:135 interpolateAtOffset (global float) -0:135 add (temp float) -0:135 'scalarIn' (smooth in float) -0:135 'scalarIn' (smooth in float) +0:135 interpolateAtOffset ( global float) +0:135 add ( temp float) +0:135 'scalarIn' ( smooth in float) +0:135 'scalarIn' ( smooth in float) 0:135 Constant: 0:135 0.200000 0:135 0.200000 -0:136 interpolateAtOffset (global float) -0:136 x: direct index for structure (global float) -0:136 's2' (sample temp structure{global float x}) +0:136 interpolateAtOffset ( global float) +0:136 x: direct index for structure ( global float) +0:136 's2' ( sample temp structure{ global float x}) 0:136 Constant: 0:136 0 (const int) 0:136 Constant: 0:136 0.200000 0:136 0.200000 -0:139 interpolateAtCentroid (global float) -0:139 'f' (temp float) -0:140 interpolateAtSample (global 4-component vector of float) -0:140 'outp' (out 4-component vector of float) +0:139 interpolateAtCentroid ( global float) +0:139 'f' ( temp float) +0:140 interpolateAtSample ( global 4-component vector of float) +0:140 'outp' ( out 4-component vector of float) 0:140 Constant: 0:140 0 (const int) -0:161 Function Definition: qlod( (global void) +0:161 Function Definition: qlod( ( global void) 0:161 Function Parameters: 0:? Sequence -0:168 move second child to first child (temp 2-component vector of float) -0:168 'lod' (temp 2-component vector of float) -0:168 textureQueryLod (global 2-component vector of float) -0:168 'samp1D' (uniform sampler1D) -0:168 'pf' (temp float) -0:169 move second child to first child (temp 2-component vector of float) -0:169 'lod' (temp 2-component vector of float) -0:169 textureQueryLod (global 2-component vector of float) -0:169 'isamp2D' (uniform isampler2D) -0:169 'pf2' (temp 2-component vector of float) -0:170 move second child to first child (temp 2-component vector of float) -0:170 'lod' (temp 2-component vector of float) -0:170 textureQueryLod (global 2-component vector of float) -0:170 'usamp3D' (uniform usampler3D) -0:170 'pf3' (temp 3-component vector of float) -0:171 move second child to first child (temp 2-component vector of float) -0:171 'lod' (temp 2-component vector of float) -0:171 textureQueryLod (global 2-component vector of float) -0:171 'sampCube' (uniform samplerCube) -0:171 'pf3' (temp 3-component vector of float) -0:172 move second child to first child (temp 2-component vector of float) -0:172 'lod' (temp 2-component vector of float) -0:172 textureQueryLod (global 2-component vector of float) -0:172 'isamp1DA' (uniform isampler1DArray) -0:172 'pf' (temp float) -0:173 move second child to first child (temp 2-component vector of float) -0:173 'lod' (temp 2-component vector of float) -0:173 textureQueryLod (global 2-component vector of float) -0:173 'usamp2DA' (uniform usampler2DArray) -0:173 'pf2' (temp 2-component vector of float) -0:174 move second child to first child (temp 2-component vector of float) -0:174 'lod' (temp 2-component vector of float) -0:174 textureQueryLod (global 2-component vector of float) -0:174 'isampCubeA' (uniform isamplerCubeArray) -0:174 'pf3' (temp 3-component vector of float) -0:176 move second child to first child (temp 2-component vector of float) -0:176 'lod' (temp 2-component vector of float) -0:176 textureQueryLod (global 2-component vector of float) -0:176 'samp1Ds' (uniform sampler1DShadow) -0:176 'pf' (temp float) -0:177 move second child to first child (temp 2-component vector of float) -0:177 'lod' (temp 2-component vector of float) -0:177 textureQueryLod (global 2-component vector of float) -0:177 'samp2Ds' (uniform sampler2DShadow) -0:177 'pf2' (temp 2-component vector of float) -0:178 move second child to first child (temp 2-component vector of float) -0:178 'lod' (temp 2-component vector of float) -0:178 textureQueryLod (global 2-component vector of float) -0:178 'sampCubes' (uniform samplerCubeShadow) -0:178 'pf3' (temp 3-component vector of float) -0:179 move second child to first child (temp 2-component vector of float) -0:179 'lod' (temp 2-component vector of float) -0:179 textureQueryLod (global 2-component vector of float) -0:179 'samp1DAs' (uniform sampler1DArrayShadow) -0:179 'pf' (temp float) -0:180 move second child to first child (temp 2-component vector of float) -0:180 'lod' (temp 2-component vector of float) -0:180 textureQueryLod (global 2-component vector of float) -0:180 'samp2DAs' (uniform sampler2DArrayShadow) -0:180 'pf2' (temp 2-component vector of float) -0:181 move second child to first child (temp 2-component vector of float) -0:181 'lod' (temp 2-component vector of float) -0:181 textureQueryLod (global 2-component vector of float) -0:181 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:181 'pf3' (temp 3-component vector of float) -0:183 'lod' (temp 2-component vector of float) -0:184 'lod' (temp 2-component vector of float) +0:168 move second child to first child ( temp 2-component vector of float) +0:168 'lod' ( temp 2-component vector of float) +0:168 textureQueryLod ( global 2-component vector of float) +0:168 'samp1D' ( uniform sampler1D) +0:168 'pf' ( temp float) +0:169 move second child to first child ( temp 2-component vector of float) +0:169 'lod' ( temp 2-component vector of float) +0:169 textureQueryLod ( global 2-component vector of float) +0:169 'isamp2D' ( uniform isampler2D) +0:169 'pf2' ( temp 2-component vector of float) +0:170 move second child to first child ( temp 2-component vector of float) +0:170 'lod' ( temp 2-component vector of float) +0:170 textureQueryLod ( global 2-component vector of float) +0:170 'usamp3D' ( uniform usampler3D) +0:170 'pf3' ( temp 3-component vector of float) +0:171 move second child to first child ( temp 2-component vector of float) +0:171 'lod' ( temp 2-component vector of float) +0:171 textureQueryLod ( global 2-component vector of float) +0:171 'sampCube' ( uniform samplerCube) +0:171 'pf3' ( temp 3-component vector of float) +0:172 move second child to first child ( temp 2-component vector of float) +0:172 'lod' ( temp 2-component vector of float) +0:172 textureQueryLod ( global 2-component vector of float) +0:172 'isamp1DA' ( uniform isampler1DArray) +0:172 'pf' ( temp float) +0:173 move second child to first child ( temp 2-component vector of float) +0:173 'lod' ( temp 2-component vector of float) +0:173 textureQueryLod ( global 2-component vector of float) +0:173 'usamp2DA' ( uniform usampler2DArray) +0:173 'pf2' ( temp 2-component vector of float) +0:174 move second child to first child ( temp 2-component vector of float) +0:174 'lod' ( temp 2-component vector of float) +0:174 textureQueryLod ( global 2-component vector of float) +0:174 'isampCubeA' ( uniform isamplerCubeArray) +0:174 'pf3' ( temp 3-component vector of float) +0:176 move second child to first child ( temp 2-component vector of float) +0:176 'lod' ( temp 2-component vector of float) +0:176 textureQueryLod ( global 2-component vector of float) +0:176 'samp1Ds' ( uniform sampler1DShadow) +0:176 'pf' ( temp float) +0:177 move second child to first child ( temp 2-component vector of float) +0:177 'lod' ( temp 2-component vector of float) +0:177 textureQueryLod ( global 2-component vector of float) +0:177 'samp2Ds' ( uniform sampler2DShadow) +0:177 'pf2' ( temp 2-component vector of float) +0:178 move second child to first child ( temp 2-component vector of float) +0:178 'lod' ( temp 2-component vector of float) +0:178 textureQueryLod ( global 2-component vector of float) +0:178 'sampCubes' ( uniform samplerCubeShadow) +0:178 'pf3' ( temp 3-component vector of float) +0:179 move second child to first child ( temp 2-component vector of float) +0:179 'lod' ( temp 2-component vector of float) +0:179 textureQueryLod ( global 2-component vector of float) +0:179 'samp1DAs' ( uniform sampler1DArrayShadow) +0:179 'pf' ( temp float) +0:180 move second child to first child ( temp 2-component vector of float) +0:180 'lod' ( temp 2-component vector of float) +0:180 textureQueryLod ( global 2-component vector of float) +0:180 'samp2DAs' ( uniform sampler2DArrayShadow) +0:180 'pf2' ( temp 2-component vector of float) +0:181 move second child to first child ( temp 2-component vector of float) +0:181 'lod' ( temp 2-component vector of float) +0:181 textureQueryLod ( global 2-component vector of float) +0:181 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:181 'pf3' ( temp 3-component vector of float) +0:183 'lod' ( temp 2-component vector of float) +0:184 'lod' ( temp 2-component vector of float) 0:? Linker Objects -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'i' (flat in int) -0:? 'outp' (out 4-component vector of float) -0:? 'arrayedSampler' (uniform 5-element array of sampler2D) -0:? 'samp2dr' (uniform usampler2DRect) -0:? 'isamp2DA' (uniform isampler2DArray) -0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) -0:? 'vl' (layout(location=4 ) smooth in 4-component vector of float) -0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float) -0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float) -0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'u2drs' (uniform sampler2DRectShadow) -0:? 'patchIn' (smooth patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'in1' (smooth in float) -0:? 'in2' (smooth in 2-component vector of float) -0:? 'in3' (smooth in 3-component vector of float) -0:? 'in4' (smooth in 4-component vector of float) -0:? 'colorSampIn' (smooth sample in 4-component vector of float) -0:? 'colorSampleBad' (sample out 4-component vector of float) -0:? 'colorfsi' (noperspective in 4-component vector of float) -0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) -0:? 'scalarIn' (smooth in float) -0:? 'colorfc' (centroid flat in 2-component vector of float) -0:? 's1' (smooth in structure{global float x}) -0:? 's2' (sample temp structure{global float x}) -0:? 'samp1D' (uniform sampler1D) -0:? 'isamp2D' (uniform isampler2D) -0:? 'usamp3D' (uniform usampler3D) -0:? 'sampCube' (uniform samplerCube) -0:? 'isamp1DA' (uniform isampler1DArray) -0:? 'usamp2DA' (uniform usampler2DArray) -0:? 'isampCubeA' (uniform isamplerCubeArray) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'sampCubes' (uniform samplerCubeShadow) -0:? 'samp1DAs' (uniform sampler1DArrayShadow) -0:? 'samp2DAs' (uniform sampler2DArrayShadow) -0:? 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:? 'sampBuf' (uniform samplerBuffer) -0:? 'sampRect' (uniform sampler2DRect) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'i' ( flat in int) +0:? 'outp' ( out 4-component vector of float) +0:? 'arrayedSampler' ( uniform 5-element array of sampler2D) +0:? 'samp2dr' ( uniform usampler2DRect) +0:? 'isamp2DA' ( uniform isampler2DArray) +0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) +0:? 'vl' (layout( location=4) smooth in 4-component vector of float) +0:? 'vl2' (layout( location=6) smooth in 4-component vector of float) +0:? 'uv3' (layout( location=3) uniform 3-component vector of float) +0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'u2drs' ( uniform sampler2DRectShadow) +0:? 'patchIn' ( smooth patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'in1' ( smooth in float) +0:? 'in2' ( smooth in 2-component vector of float) +0:? 'in3' ( smooth in 3-component vector of float) +0:? 'in4' ( smooth in 4-component vector of float) +0:? 'colorSampIn' ( smooth sample in 4-component vector of float) +0:? 'colorSampleBad' ( sample out 4-component vector of float) +0:? 'colorfsi' ( noperspective in 4-component vector of float) +0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) +0:? 'scalarIn' ( smooth in float) +0:? 'colorfc' ( centroid flat in 2-component vector of float) +0:? 's1' ( smooth in structure{ global float x}) +0:? 's2' ( sample temp structure{ global float x}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'isamp2D' ( uniform isampler2D) +0:? 'usamp3D' ( uniform usampler3D) +0:? 'sampCube' ( uniform samplerCube) +0:? 'isamp1DA' ( uniform isampler1DArray) +0:? 'usamp2DA' ( uniform usampler2DArray) +0:? 'isampCubeA' ( uniform isamplerCubeArray) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'sampCubes' ( uniform samplerCubeShadow) +0:? 'samp1DAs' ( uniform sampler1DArrayShadow) +0:? 'samp2DAs' ( uniform sampler2DArrayShadow) +0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:? 'sampBuf' ( uniform samplerBuffer) +0:? 'sampRect' ( uniform sampler2DRect) Linked fragment stage: @@ -523,39 +523,39 @@ Requested GL_ARB_separate_shader_objects gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'v' (temp 4-component vector of float) -0:13 texture (global 4-component vector of float) -0:13 indirect index (temp sampler2D) -0:13 'arrayedSampler' (uniform 5-element array of sampler2D) -0:13 'i' (flat in int) -0:13 'c2D' (smooth in 2-component vector of float) -0:14 move second child to first child (temp float) -0:14 direct index (temp float) -0:14 'outp' (out 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'v' ( temp 4-component vector of float) +0:13 texture ( global 4-component vector of float) +0:13 indirect index ( temp sampler2D) +0:13 'arrayedSampler' ( uniform 5-element array of sampler2D) +0:13 'i' ( flat in int) +0:13 'c2D' ( smooth in 2-component vector of float) +0:14 move second child to first child ( temp float) +0:14 direct index ( temp float) +0:14 'outp' ( out 4-component vector of float) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (smooth temp float ClipDistance) -0:14 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) +0:14 direct index ( smooth temp float ClipDistance) +0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:14 Constant: 0:14 1 (const int) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of uint) -0:18 'uv4' (temp 4-component vector of uint) -0:18 textureGatherOffsets (global 4-component vector of uint) -0:18 'samp2dr' (uniform usampler2DRect) -0:18 'c2D' (smooth in 2-component vector of float) -0:18 'offsets' (temp 4-element array of 2-component vector of int) +0:18 move second child to first child ( temp 4-component vector of uint) +0:18 'uv4' ( temp 4-component vector of uint) +0:18 textureGatherOffsets ( global 4-component vector of uint) +0:18 'samp2dr' ( uniform usampler2DRect) +0:18 'c2D' ( smooth in 2-component vector of float) +0:18 'offsets' ( temp 4-element array of 2-component vector of int) 0:18 Constant: 0:18 2 (const int) -0:19 move second child to first child (temp 4-component vector of uint) -0:19 'uv4' (temp 4-component vector of uint) -0:19 textureGatherOffsets (global 4-component vector of uint) -0:19 'samp2dr' (uniform usampler2DRect) -0:19 'c2D' (smooth in 2-component vector of float) +0:19 move second child to first child ( temp 4-component vector of uint) +0:19 'uv4' ( temp 4-component vector of uint) +0:19 textureGatherOffsets ( global 4-component vector of uint) +0:19 'samp2dr' ( uniform usampler2DRect) +0:19 'c2D' ( smooth in 2-component vector of float) 0:19 Constant: 0:19 1 (const int) 0:19 2 (const int) @@ -568,19 +568,19 @@ ERROR: node is still EOpNull! 0:19 Constant: 0:19 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'v4' (temp 4-component vector of float) -0:20 textureGather (global 4-component vector of float) -0:20 direct index (temp sampler2D) -0:20 'arrayedSampler' (uniform 5-element array of sampler2D) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'v4' ( temp 4-component vector of float) +0:20 textureGather ( global 4-component vector of float) +0:20 direct index ( temp sampler2D) +0:20 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:20 Constant: 0:20 0 (const int) -0:20 'c2D' (smooth in 2-component vector of float) +0:20 'c2D' ( smooth in 2-component vector of float) 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of int) -0:21 'iv4' (temp 4-component vector of int) -0:21 textureGatherOffset (global 4-component vector of int) -0:21 'isamp2DA' (uniform isampler2DArray) +0:21 move second child to first child ( temp 4-component vector of int) +0:21 'iv4' ( temp 4-component vector of int) +0:21 textureGatherOffset ( global 4-component vector of int) +0:21 'isamp2DA' ( uniform isampler2DArray) 0:21 Constant: 0:21 0.100000 0:21 0.100000 @@ -590,10 +590,10 @@ ERROR: node is still EOpNull! 0:21 1 (const int) 0:21 Constant: 0:21 3 (const int) -0:22 move second child to first child (temp 4-component vector of int) -0:22 'iv4' (temp 4-component vector of int) -0:22 textureGatherOffset (global 4-component vector of int) -0:22 'isamp2DA' (uniform isampler2DArray) +0:22 move second child to first child ( temp 4-component vector of int) +0:22 'iv4' ( temp 4-component vector of int) +0:22 textureGatherOffset ( global 4-component vector of int) +0:22 'isamp2DA' ( uniform isampler2DArray) 0:22 Constant: 0:22 0.100000 0:22 0.100000 @@ -601,11 +601,11 @@ ERROR: node is still EOpNull! 0:22 Constant: 0:22 1 (const int) 0:22 1 (const int) -0:22 'i' (flat in int) -0:23 move second child to first child (temp 4-component vector of int) -0:23 'iv4' (temp 4-component vector of int) -0:23 textureGatherOffset (global 4-component vector of int) -0:23 'isamp2DA' (uniform isampler2DArray) +0:22 'i' ( flat in int) +0:23 move second child to first child ( temp 4-component vector of int) +0:23 'iv4' ( temp 4-component vector of int) +0:23 textureGatherOffset ( global 4-component vector of int) +0:23 'isamp2DA' ( uniform isampler2DArray) 0:23 Constant: 0:23 0.100000 0:23 0.100000 @@ -615,10 +615,10 @@ ERROR: node is still EOpNull! 0:23 1 (const int) 0:23 Constant: 0:23 4 (const int) -0:24 move second child to first child (temp 4-component vector of int) -0:24 'iv4' (temp 4-component vector of int) -0:24 textureGatherOffset (global 4-component vector of int) -0:24 'isamp2DA' (uniform isampler2DArray) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'iv4' ( temp 4-component vector of int) +0:24 textureGatherOffset ( global 4-component vector of int) +0:24 'isamp2DA' ( uniform isampler2DArray) 0:24 Constant: 0:24 0.100000 0:24 0.100000 @@ -628,61 +628,61 @@ ERROR: node is still EOpNull! 0:24 1 (const int) 0:24 Constant: 0:24 3 (const int) -0:25 move second child to first child (temp 4-component vector of int) -0:25 'iv4' (temp 4-component vector of int) -0:25 textureGatherOffset (global 4-component vector of int) -0:25 'isamp2DA' (uniform isampler2DArray) +0:25 move second child to first child ( temp 4-component vector of int) +0:25 'iv4' ( temp 4-component vector of int) +0:25 textureGatherOffset ( global 4-component vector of int) +0:25 'isamp2DA' ( uniform isampler2DArray) 0:25 Constant: 0:25 0.100000 0:25 0.100000 0:25 0.100000 -0:25 Construct ivec2 (temp 2-component vector of int) -0:25 'i' (flat in int) +0:25 Construct ivec2 ( temp 2-component vector of int) +0:25 'i' ( flat in int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'c' (temp 4-component vector of float) -0:27 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'c' ( temp 4-component vector of float) +0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:? Linker Objects -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'i' (flat in int) -0:? 'outp' (out 4-component vector of float) -0:? 'arrayedSampler' (uniform 5-element array of sampler2D) -0:? 'samp2dr' (uniform usampler2DRect) -0:? 'isamp2DA' (uniform isampler2DArray) -0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance) -0:? 'vl' (layout(location=4 ) smooth in 4-component vector of float) -0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float) -0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float) -0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'u2drs' (uniform sampler2DRectShadow) -0:? 'patchIn' (smooth patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'in1' (smooth in float) -0:? 'in2' (smooth in 2-component vector of float) -0:? 'in3' (smooth in 3-component vector of float) -0:? 'in4' (smooth in 4-component vector of float) -0:? 'colorSampIn' (smooth sample in 4-component vector of float) -0:? 'colorSampleBad' (sample out 4-component vector of float) -0:? 'colorfsi' (noperspective in 4-component vector of float) -0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) -0:? 'scalarIn' (smooth in float) -0:? 'colorfc' (centroid flat in 2-component vector of float) -0:? 's1' (smooth in structure{global float x}) -0:? 's2' (sample temp structure{global float x}) -0:? 'samp1D' (uniform sampler1D) -0:? 'isamp2D' (uniform isampler2D) -0:? 'usamp3D' (uniform usampler3D) -0:? 'sampCube' (uniform samplerCube) -0:? 'isamp1DA' (uniform isampler1DArray) -0:? 'usamp2DA' (uniform usampler2DArray) -0:? 'isampCubeA' (uniform isamplerCubeArray) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'sampCubes' (uniform samplerCubeShadow) -0:? 'samp1DAs' (uniform sampler1DArrayShadow) -0:? 'samp2DAs' (uniform sampler2DArrayShadow) -0:? 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:? 'sampBuf' (uniform samplerBuffer) -0:? 'sampRect' (uniform sampler2DRect) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'i' ( flat in int) +0:? 'outp' ( out 4-component vector of float) +0:? 'arrayedSampler' ( uniform 5-element array of sampler2D) +0:? 'samp2dr' ( uniform usampler2DRect) +0:? 'isamp2DA' ( uniform isampler2DArray) +0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) +0:? 'vl' (layout( location=4) smooth in 4-component vector of float) +0:? 'vl2' (layout( location=6) smooth in 4-component vector of float) +0:? 'uv3' (layout( location=3) uniform 3-component vector of float) +0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'u2drs' ( uniform sampler2DRectShadow) +0:? 'patchIn' ( smooth patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'in1' ( smooth in float) +0:? 'in2' ( smooth in 2-component vector of float) +0:? 'in3' ( smooth in 3-component vector of float) +0:? 'in4' ( smooth in 4-component vector of float) +0:? 'colorSampIn' ( smooth sample in 4-component vector of float) +0:? 'colorSampleBad' ( sample out 4-component vector of float) +0:? 'colorfsi' ( noperspective in 4-component vector of float) +0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) +0:? 'scalarIn' ( smooth in float) +0:? 'colorfc' ( centroid flat in 2-component vector of float) +0:? 's1' ( smooth in structure{ global float x}) +0:? 's2' ( sample temp structure{ global float x}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'isamp2D' ( uniform isampler2D) +0:? 'usamp3D' ( uniform usampler3D) +0:? 'sampCube' ( uniform samplerCube) +0:? 'isamp1DA' ( uniform isampler1DArray) +0:? 'usamp2DA' ( uniform usampler2DArray) +0:? 'isampCubeA' ( uniform isamplerCubeArray) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'sampCubes' ( uniform samplerCubeShadow) +0:? 'samp1DAs' ( uniform sampler1DArrayShadow) +0:? 'samp2DAs' ( uniform sampler2DArrayShadow) +0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:? 'sampBuf' ( uniform samplerBuffer) +0:? 'sampRect' ( uniform sampler2DRect) diff --git a/Test/baseResults/400.geom.out b/Test/baseResults/400.geom.out index 86e2b8ff..989b439b 100644 --- a/Test/baseResults/400.geom.out +++ b/Test/baseResults/400.geom.out @@ -20,9 +20,9 @@ ERROR: 0:67: 'in' : type must be an array: inbls ERROR: 0:71: 'triangles' : inconsistent input primitive for array size of inbla ERROR: 0:103: 'index' : there is no such layout identifier for this stage taking an assigned value ERROR: 0:115: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:115: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:115: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:116: 'textureQueryLod' : no matching overloaded function found -ERROR: 0:116: 'assign' : cannot convert from 'const float' to 'temp 2-component vector of float' +ERROR: 0:116: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 23 compilation errors. No code generated. @@ -33,41 +33,41 @@ max_vertices = 127 input primitive = triangles output primitive = none ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence -0:5 EmitStreamVertex (global void) +0:5 EmitStreamVertex ( global void) 0:5 Constant: 0:5 1 (const int) -0:6 EndStreamPrimitive (global void) +0:6 EndStreamPrimitive ( global void) 0:6 Constant: 0:6 0 (const int) -0:7 EmitVertex (global void) -0:8 EndPrimitive (global void) +0:7 EmitVertex ( global void) +0:8 EndPrimitive ( global void) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'id' (temp int) -0:9 'gl_InvocationID' (in int InvocationID) -0:23 Function Definition: foo( (global void) +0:9 move second child to first child ( temp int) +0:9 'id' ( temp int) +0:9 'gl_InvocationID' ( in int InvocationID) +0:23 Function Definition: foo( ( global void) 0:23 Function Parameters: 0:25 Sequence 0:25 Constant: 0:25 1 (const int) -0:26 gl_Position: direct index for structure (in 4-component vector of float Position) -0:26 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) -0:26 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) +0:26 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:26 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) +0:26 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) 0:26 Constant: 0:26 1 (const int) 0:26 Constant: 0:26 0 (const int) -0:34 Function Definition: foo2( (global void) +0:34 Function Definition: foo2( ( global void) 0:34 Function Parameters: 0:36 Sequence 0:36 Constant: 0:36 1 (const int) 0:37 Constant: 0:37 3 (const int) -0:46 Function Definition: foo3( (global void) +0:46 Function Definition: foo3( ( global void) 0:46 Function Parameters: 0:48 Sequence 0:48 Constant: @@ -78,970 +78,970 @@ ERROR: node is still EOpNull! 0:50 3 (const int) 0:51 Constant: 0:51 3 (const int) -0:75 Function Definition: bits( (global void) +0:75 Function Definition: bits( ( global void) 0:75 Function Parameters: 0:? Sequence -0:78 move second child to first child (temp 2-component vector of uint) -0:78 'u2' (temp 2-component vector of uint) -0:78 addCarry (global 2-component vector of uint) -0:78 'u2' (temp 2-component vector of uint) -0:78 'u2' (temp 2-component vector of uint) -0:78 'u2' (temp 2-component vector of uint) -0:80 move second child to first child (temp uint) -0:80 'u1' (temp uint) -0:80 subBorrow (global uint) -0:80 'u1' (temp uint) -0:80 'u1' (temp uint) -0:80 'u1' (temp uint) -0:82 uMulExtended (global void) -0:82 'u4' (temp 4-component vector of uint) -0:82 'u4' (temp 4-component vector of uint) -0:82 'u4' (temp 4-component vector of uint) -0:82 'u4' (temp 4-component vector of uint) -0:84 iMulExtended (global void) -0:84 'i4' (temp 4-component vector of int) -0:84 'i4' (temp 4-component vector of int) -0:84 'i4' (temp 4-component vector of int) -0:84 'i4' (temp 4-component vector of int) -0:86 move second child to first child (temp int) -0:86 'i1' (temp int) -0:86 bitfieldExtract (global int) -0:86 'i1' (temp int) +0:78 move second child to first child ( temp 2-component vector of uint) +0:78 'u2' ( temp 2-component vector of uint) +0:78 addCarry ( global 2-component vector of uint) +0:78 'u2' ( temp 2-component vector of uint) +0:78 'u2' ( temp 2-component vector of uint) +0:78 'u2' ( temp 2-component vector of uint) +0:80 move second child to first child ( temp uint) +0:80 'u1' ( temp uint) +0:80 subBorrow ( global uint) +0:80 'u1' ( temp uint) +0:80 'u1' ( temp uint) +0:80 'u1' ( temp uint) +0:82 uMulExtended ( global void) +0:82 'u4' ( temp 4-component vector of uint) +0:82 'u4' ( temp 4-component vector of uint) +0:82 'u4' ( temp 4-component vector of uint) +0:82 'u4' ( temp 4-component vector of uint) +0:84 iMulExtended ( global void) +0:84 'i4' ( temp 4-component vector of int) +0:84 'i4' ( temp 4-component vector of int) +0:84 'i4' ( temp 4-component vector of int) +0:84 'i4' ( temp 4-component vector of int) +0:86 move second child to first child ( temp int) +0:86 'i1' ( temp int) +0:86 bitfieldExtract ( global int) +0:86 'i1' ( temp int) 0:86 Constant: 0:86 4 (const int) 0:86 Constant: 0:86 5 (const int) -0:88 move second child to first child (temp 3-component vector of uint) -0:88 'u3' (temp 3-component vector of uint) -0:88 bitfieldExtract (global 3-component vector of uint) -0:88 'u3' (temp 3-component vector of uint) +0:88 move second child to first child ( temp 3-component vector of uint) +0:88 'u3' ( temp 3-component vector of uint) +0:88 bitfieldExtract ( global 3-component vector of uint) +0:88 'u3' ( temp 3-component vector of uint) 0:88 Constant: 0:88 4 (const int) 0:88 Constant: 0:88 5 (const int) -0:90 move second child to first child (temp 3-component vector of int) -0:90 'i3' (temp 3-component vector of int) -0:90 bitfieldInsert (global 3-component vector of int) -0:90 'i3' (temp 3-component vector of int) -0:90 'i3' (temp 3-component vector of int) +0:90 move second child to first child ( temp 3-component vector of int) +0:90 'i3' ( temp 3-component vector of int) +0:90 bitfieldInsert ( global 3-component vector of int) +0:90 'i3' ( temp 3-component vector of int) +0:90 'i3' ( temp 3-component vector of int) 0:90 Constant: 0:90 4 (const int) 0:90 Constant: 0:90 5 (const int) -0:91 move second child to first child (temp uint) -0:91 'u1' (temp uint) -0:91 bitfieldInsert (global uint) -0:91 'u1' (temp uint) -0:91 'u1' (temp uint) +0:91 move second child to first child ( temp uint) +0:91 'u1' ( temp uint) +0:91 bitfieldInsert ( global uint) +0:91 'u1' ( temp uint) +0:91 'u1' ( temp uint) 0:91 Constant: 0:91 4 (const int) 0:91 Constant: 0:91 5 (const int) -0:93 move second child to first child (temp 2-component vector of int) -0:93 'i2' (temp 2-component vector of int) -0:93 bitFieldReverse (global 2-component vector of int) -0:93 'i2' (temp 2-component vector of int) -0:94 move second child to first child (temp 4-component vector of uint) -0:94 'u4' (temp 4-component vector of uint) -0:94 bitFieldReverse (global 4-component vector of uint) -0:94 'u4' (temp 4-component vector of uint) -0:95 move second child to first child (temp int) -0:95 'i1' (temp int) -0:95 bitCount (global int) -0:95 'i1' (temp int) -0:96 move second child to first child (temp 3-component vector of int) -0:96 'i3' (temp 3-component vector of int) -0:96 bitCount (global 3-component vector of int) -0:96 'u3' (temp 3-component vector of uint) -0:97 move second child to first child (temp 2-component vector of int) -0:97 'i2' (temp 2-component vector of int) -0:97 findLSB (global 2-component vector of int) -0:97 'i2' (temp 2-component vector of int) -0:98 move second child to first child (temp 4-component vector of int) -0:98 'i4' (temp 4-component vector of int) -0:98 findLSB (global 4-component vector of int) -0:98 'u4' (temp 4-component vector of uint) -0:99 move second child to first child (temp int) -0:99 'i1' (temp int) -0:99 findMSB (global int) -0:99 'i1' (temp int) -0:100 move second child to first child (temp 2-component vector of int) -0:100 'i2' (temp 2-component vector of int) -0:100 findMSB (global 2-component vector of int) -0:100 'u2' (temp 2-component vector of uint) -0:108 Function Definition: qlod( (global void) +0:93 move second child to first child ( temp 2-component vector of int) +0:93 'i2' ( temp 2-component vector of int) +0:93 bitFieldReverse ( global 2-component vector of int) +0:93 'i2' ( temp 2-component vector of int) +0:94 move second child to first child ( temp 4-component vector of uint) +0:94 'u4' ( temp 4-component vector of uint) +0:94 bitFieldReverse ( global 4-component vector of uint) +0:94 'u4' ( temp 4-component vector of uint) +0:95 move second child to first child ( temp int) +0:95 'i1' ( temp int) +0:95 bitCount ( global int) +0:95 'i1' ( temp int) +0:96 move second child to first child ( temp 3-component vector of int) +0:96 'i3' ( temp 3-component vector of int) +0:96 bitCount ( global 3-component vector of int) +0:96 'u3' ( temp 3-component vector of uint) +0:97 move second child to first child ( temp 2-component vector of int) +0:97 'i2' ( temp 2-component vector of int) +0:97 findLSB ( global 2-component vector of int) +0:97 'i2' ( temp 2-component vector of int) +0:98 move second child to first child ( temp 4-component vector of int) +0:98 'i4' ( temp 4-component vector of int) +0:98 findLSB ( global 4-component vector of int) +0:98 'u4' ( temp 4-component vector of uint) +0:99 move second child to first child ( temp int) +0:99 'i1' ( temp int) +0:99 findMSB ( global int) +0:99 'i1' ( temp int) +0:100 move second child to first child ( temp 2-component vector of int) +0:100 'i2' ( temp 2-component vector of int) +0:100 findMSB ( global 2-component vector of int) +0:100 'u2' ( temp 2-component vector of uint) +0:108 Function Definition: qlod( ( global void) 0:108 Function Parameters: 0:? Sequence -0:115 'lod' (temp 2-component vector of float) -0:116 'lod' (temp 2-component vector of float) -0:119 Function Definition: doubles( (global void) +0:115 'lod' ( temp 2-component vector of float) +0:116 'lod' ( temp 2-component vector of float) +0:119 Function Definition: doubles( ( global void) 0:119 Function Parameters: 0:? Sequence -0:131 move second child to first child (temp double) -0:131 'doublev' (temp double) +0:131 move second child to first child ( temp double) +0:131 'doublev' ( temp double) 0:131 Constant: 0:131 1.702939 -0:132 move second child to first child (temp 2-component vector of double) -0:132 'dvec2v' (temp 2-component vector of double) +0:132 move second child to first child ( temp 2-component vector of double) +0:132 'dvec2v' ( temp 2-component vector of double) 0:132 Constant: 0:132 1.643168 0:132 1.643168 -0:133 move second child to first child (temp 3-component vector of double) -0:133 'dvec3v' (temp 3-component vector of double) +0:133 move second child to first child ( temp 3-component vector of double) +0:133 'dvec3v' ( temp 3-component vector of double) 0:133 Constant: 0:133 1.414214 0:133 1.414214 0:133 1.414214 -0:134 move second child to first child (temp 4-component vector of double) -0:134 'dvec4v' (temp 4-component vector of double) +0:134 move second child to first child ( temp 4-component vector of double) +0:134 'dvec4v' ( temp 4-component vector of double) 0:134 Constant: 0:134 1.449138 0:134 1.449138 0:134 1.449138 0:134 1.449138 -0:136 add second child into first child (temp double) -0:136 'doublev' (temp double) -0:136 inverse sqrt (global double) -0:136 'doublev' (temp double) -0:137 add second child into first child (temp 2-component vector of double) -0:137 'dvec2v' (temp 2-component vector of double) -0:137 inverse sqrt (global 2-component vector of double) -0:137 'dvec2v' (temp 2-component vector of double) -0:138 add second child into first child (temp 3-component vector of double) -0:138 'dvec3v' (temp 3-component vector of double) -0:138 inverse sqrt (global 3-component vector of double) -0:138 'dvec3v' (temp 3-component vector of double) -0:139 add second child into first child (temp 4-component vector of double) -0:139 'dvec4v' (temp 4-component vector of double) -0:139 inverse sqrt (global 4-component vector of double) -0:139 'dvec4v' (temp 4-component vector of double) -0:141 add second child into first child (temp double) -0:141 'doublev' (temp double) -0:141 Absolute value (global double) -0:141 'doublev' (temp double) -0:142 add second child into first child (temp 2-component vector of double) -0:142 'dvec2v' (temp 2-component vector of double) -0:142 Absolute value (global 2-component vector of double) -0:142 'dvec2v' (temp 2-component vector of double) -0:143 add second child into first child (temp 3-component vector of double) -0:143 'dvec3v' (temp 3-component vector of double) -0:143 Absolute value (global 3-component vector of double) -0:143 'dvec3v' (temp 3-component vector of double) -0:144 add second child into first child (temp 4-component vector of double) -0:144 'dvec4v' (temp 4-component vector of double) -0:144 Absolute value (global 4-component vector of double) -0:144 'dvec4v' (temp 4-component vector of double) -0:146 add second child into first child (temp double) -0:146 'doublev' (temp double) -0:146 Sign (global double) -0:146 'doublev' (temp double) -0:147 add second child into first child (temp 2-component vector of double) -0:147 'dvec2v' (temp 2-component vector of double) -0:147 Sign (global 2-component vector of double) -0:147 'dvec2v' (temp 2-component vector of double) -0:148 add second child into first child (temp 3-component vector of double) -0:148 'dvec3v' (temp 3-component vector of double) -0:148 Sign (global 3-component vector of double) -0:148 'dvec3v' (temp 3-component vector of double) -0:149 add second child into first child (temp 4-component vector of double) -0:149 'dvec4v' (temp 4-component vector of double) -0:149 Sign (global 4-component vector of double) -0:149 'dvec4v' (temp 4-component vector of double) -0:151 add second child into first child (temp double) -0:151 'doublev' (temp double) -0:151 Floor (global double) -0:151 'doublev' (temp double) -0:152 add second child into first child (temp 2-component vector of double) -0:152 'dvec2v' (temp 2-component vector of double) -0:152 Floor (global 2-component vector of double) -0:152 'dvec2v' (temp 2-component vector of double) -0:153 add second child into first child (temp 3-component vector of double) -0:153 'dvec3v' (temp 3-component vector of double) -0:153 Floor (global 3-component vector of double) -0:153 'dvec3v' (temp 3-component vector of double) -0:154 add second child into first child (temp 4-component vector of double) -0:154 'dvec4v' (temp 4-component vector of double) -0:154 Floor (global 4-component vector of double) -0:154 'dvec4v' (temp 4-component vector of double) -0:156 add second child into first child (temp double) -0:156 'doublev' (temp double) -0:156 trunc (global double) -0:156 'doublev' (temp double) -0:157 add second child into first child (temp 2-component vector of double) -0:157 'dvec2v' (temp 2-component vector of double) -0:157 trunc (global 2-component vector of double) -0:157 'dvec2v' (temp 2-component vector of double) -0:158 add second child into first child (temp 3-component vector of double) -0:158 'dvec3v' (temp 3-component vector of double) -0:158 trunc (global 3-component vector of double) -0:158 'dvec3v' (temp 3-component vector of double) -0:159 add second child into first child (temp 4-component vector of double) -0:159 'dvec4v' (temp 4-component vector of double) -0:159 trunc (global 4-component vector of double) -0:159 'dvec4v' (temp 4-component vector of double) -0:161 add second child into first child (temp double) -0:161 'doublev' (temp double) -0:161 round (global double) -0:161 'doublev' (temp double) -0:162 add second child into first child (temp 2-component vector of double) -0:162 'dvec2v' (temp 2-component vector of double) -0:162 round (global 2-component vector of double) -0:162 'dvec2v' (temp 2-component vector of double) -0:163 add second child into first child (temp 3-component vector of double) -0:163 'dvec3v' (temp 3-component vector of double) -0:163 round (global 3-component vector of double) -0:163 'dvec3v' (temp 3-component vector of double) -0:164 add second child into first child (temp 4-component vector of double) -0:164 'dvec4v' (temp 4-component vector of double) -0:164 round (global 4-component vector of double) -0:164 'dvec4v' (temp 4-component vector of double) -0:166 add second child into first child (temp double) -0:166 'doublev' (temp double) -0:166 roundEven (global double) -0:166 'doublev' (temp double) -0:167 add second child into first child (temp 2-component vector of double) -0:167 'dvec2v' (temp 2-component vector of double) -0:167 roundEven (global 2-component vector of double) -0:167 'dvec2v' (temp 2-component vector of double) -0:168 add second child into first child (temp 3-component vector of double) -0:168 'dvec3v' (temp 3-component vector of double) -0:168 roundEven (global 3-component vector of double) -0:168 'dvec3v' (temp 3-component vector of double) -0:169 add second child into first child (temp 4-component vector of double) -0:169 'dvec4v' (temp 4-component vector of double) -0:169 roundEven (global 4-component vector of double) -0:169 'dvec4v' (temp 4-component vector of double) -0:171 add second child into first child (temp double) -0:171 'doublev' (temp double) -0:171 Ceiling (global double) -0:171 'doublev' (temp double) -0:172 add second child into first child (temp 2-component vector of double) -0:172 'dvec2v' (temp 2-component vector of double) -0:172 Ceiling (global 2-component vector of double) -0:172 'dvec2v' (temp 2-component vector of double) -0:173 add second child into first child (temp 3-component vector of double) -0:173 'dvec3v' (temp 3-component vector of double) -0:173 Ceiling (global 3-component vector of double) -0:173 'dvec3v' (temp 3-component vector of double) -0:174 add second child into first child (temp 4-component vector of double) -0:174 'dvec4v' (temp 4-component vector of double) -0:174 Ceiling (global 4-component vector of double) -0:174 'dvec4v' (temp 4-component vector of double) -0:176 add second child into first child (temp double) -0:176 'doublev' (temp double) -0:176 Fraction (global double) -0:176 'doublev' (temp double) -0:177 add second child into first child (temp 2-component vector of double) -0:177 'dvec2v' (temp 2-component vector of double) -0:177 Fraction (global 2-component vector of double) -0:177 'dvec2v' (temp 2-component vector of double) -0:178 add second child into first child (temp 3-component vector of double) -0:178 'dvec3v' (temp 3-component vector of double) -0:178 Fraction (global 3-component vector of double) -0:178 'dvec3v' (temp 3-component vector of double) -0:179 add second child into first child (temp 4-component vector of double) -0:179 'dvec4v' (temp 4-component vector of double) -0:179 Fraction (global 4-component vector of double) -0:179 'dvec4v' (temp 4-component vector of double) -0:181 add second child into first child (temp double) -0:181 'doublev' (temp double) -0:181 mod (global double) -0:181 'doublev' (temp double) -0:181 'doublev' (temp double) -0:182 add second child into first child (temp 2-component vector of double) -0:182 'dvec2v' (temp 2-component vector of double) -0:182 mod (global 2-component vector of double) -0:182 'dvec2v' (temp 2-component vector of double) -0:182 'doublev' (temp double) -0:183 add second child into first child (temp 3-component vector of double) -0:183 'dvec3v' (temp 3-component vector of double) -0:183 mod (global 3-component vector of double) -0:183 'dvec3v' (temp 3-component vector of double) -0:183 'doublev' (temp double) -0:184 add second child into first child (temp 4-component vector of double) -0:184 'dvec4v' (temp 4-component vector of double) -0:184 mod (global 4-component vector of double) -0:184 'dvec4v' (temp 4-component vector of double) -0:184 'doublev' (temp double) -0:185 add second child into first child (temp 2-component vector of double) -0:185 'dvec2v' (temp 2-component vector of double) -0:185 mod (global 2-component vector of double) -0:185 'dvec2v' (temp 2-component vector of double) -0:185 'dvec2v' (temp 2-component vector of double) -0:186 add second child into first child (temp 3-component vector of double) -0:186 'dvec3v' (temp 3-component vector of double) -0:186 mod (global 3-component vector of double) -0:186 'dvec3v' (temp 3-component vector of double) -0:186 'dvec3v' (temp 3-component vector of double) -0:187 add second child into first child (temp 4-component vector of double) -0:187 'dvec4v' (temp 4-component vector of double) -0:187 mod (global 4-component vector of double) -0:187 'dvec4v' (temp 4-component vector of double) -0:187 'dvec4v' (temp 4-component vector of double) -0:189 add second child into first child (temp double) -0:189 'doublev' (temp double) -0:189 modf (global double) -0:189 'doublev' (temp double) -0:189 'doublev' (temp double) -0:190 add second child into first child (temp 2-component vector of double) -0:190 'dvec2v' (temp 2-component vector of double) -0:190 modf (global 2-component vector of double) -0:190 'dvec2v' (temp 2-component vector of double) -0:190 'dvec2v' (temp 2-component vector of double) -0:191 add second child into first child (temp 3-component vector of double) -0:191 'dvec3v' (temp 3-component vector of double) -0:191 modf (global 3-component vector of double) -0:191 'dvec3v' (temp 3-component vector of double) -0:191 'dvec3v' (temp 3-component vector of double) -0:192 add second child into first child (temp 4-component vector of double) -0:192 'dvec4v' (temp 4-component vector of double) -0:192 modf (global 4-component vector of double) -0:192 'dvec4v' (temp 4-component vector of double) -0:192 'dvec4v' (temp 4-component vector of double) -0:194 add second child into first child (temp double) -0:194 'doublev' (temp double) -0:194 min (global double) -0:194 'doublev' (temp double) -0:194 'doublev' (temp double) -0:195 add second child into first child (temp 2-component vector of double) -0:195 'dvec2v' (temp 2-component vector of double) -0:195 min (global 2-component vector of double) -0:195 'dvec2v' (temp 2-component vector of double) -0:195 'doublev' (temp double) -0:196 add second child into first child (temp 3-component vector of double) -0:196 'dvec3v' (temp 3-component vector of double) -0:196 min (global 3-component vector of double) -0:196 'dvec3v' (temp 3-component vector of double) -0:196 'doublev' (temp double) -0:197 add second child into first child (temp 4-component vector of double) -0:197 'dvec4v' (temp 4-component vector of double) -0:197 min (global 4-component vector of double) -0:197 'dvec4v' (temp 4-component vector of double) -0:197 'doublev' (temp double) -0:198 add second child into first child (temp 2-component vector of double) -0:198 'dvec2v' (temp 2-component vector of double) -0:198 min (global 2-component vector of double) -0:198 'dvec2v' (temp 2-component vector of double) -0:198 'dvec2v' (temp 2-component vector of double) -0:199 add second child into first child (temp 3-component vector of double) -0:199 'dvec3v' (temp 3-component vector of double) -0:199 min (global 3-component vector of double) -0:199 'dvec3v' (temp 3-component vector of double) -0:199 'dvec3v' (temp 3-component vector of double) -0:200 add second child into first child (temp 4-component vector of double) -0:200 'dvec4v' (temp 4-component vector of double) -0:200 min (global 4-component vector of double) -0:200 'dvec4v' (temp 4-component vector of double) -0:200 'dvec4v' (temp 4-component vector of double) -0:202 add second child into first child (temp double) -0:202 'doublev' (temp double) -0:202 max (global double) -0:202 'doublev' (temp double) -0:202 'doublev' (temp double) -0:203 add second child into first child (temp 2-component vector of double) -0:203 'dvec2v' (temp 2-component vector of double) -0:203 max (global 2-component vector of double) -0:203 'dvec2v' (temp 2-component vector of double) -0:203 'doublev' (temp double) -0:204 add second child into first child (temp 3-component vector of double) -0:204 'dvec3v' (temp 3-component vector of double) -0:204 max (global 3-component vector of double) -0:204 'dvec3v' (temp 3-component vector of double) -0:204 'doublev' (temp double) -0:205 add second child into first child (temp 4-component vector of double) -0:205 'dvec4v' (temp 4-component vector of double) -0:205 max (global 4-component vector of double) -0:205 'dvec4v' (temp 4-component vector of double) -0:205 'doublev' (temp double) -0:206 add second child into first child (temp 2-component vector of double) -0:206 'dvec2v' (temp 2-component vector of double) -0:206 max (global 2-component vector of double) -0:206 'dvec2v' (temp 2-component vector of double) -0:206 'dvec2v' (temp 2-component vector of double) -0:207 add second child into first child (temp 3-component vector of double) -0:207 'dvec3v' (temp 3-component vector of double) -0:207 max (global 3-component vector of double) -0:207 'dvec3v' (temp 3-component vector of double) -0:207 'dvec3v' (temp 3-component vector of double) -0:208 add second child into first child (temp 4-component vector of double) -0:208 'dvec4v' (temp 4-component vector of double) -0:208 max (global 4-component vector of double) -0:208 'dvec4v' (temp 4-component vector of double) -0:208 'dvec4v' (temp 4-component vector of double) -0:210 add second child into first child (temp double) -0:210 'doublev' (temp double) -0:210 clamp (global double) -0:210 'doublev' (temp double) -0:210 'doublev' (temp double) -0:210 'doublev' (temp double) -0:211 add second child into first child (temp 2-component vector of double) -0:211 'dvec2v' (temp 2-component vector of double) -0:211 clamp (global 2-component vector of double) -0:211 'dvec2v' (temp 2-component vector of double) -0:211 'doublev' (temp double) -0:211 'doublev' (temp double) -0:212 add second child into first child (temp 3-component vector of double) -0:212 'dvec3v' (temp 3-component vector of double) -0:212 clamp (global 3-component vector of double) -0:212 'dvec3v' (temp 3-component vector of double) -0:212 'doublev' (temp double) -0:212 'doublev' (temp double) -0:213 add second child into first child (temp 4-component vector of double) -0:213 'dvec4v' (temp 4-component vector of double) -0:213 clamp (global 4-component vector of double) -0:213 'dvec4v' (temp 4-component vector of double) -0:213 'doublev' (temp double) -0:213 'doublev' (temp double) -0:214 add second child into first child (temp 2-component vector of double) -0:214 'dvec2v' (temp 2-component vector of double) -0:214 clamp (global 2-component vector of double) -0:214 'dvec2v' (temp 2-component vector of double) -0:214 'dvec2v' (temp 2-component vector of double) -0:214 'dvec2v' (temp 2-component vector of double) -0:215 add second child into first child (temp 3-component vector of double) -0:215 'dvec3v' (temp 3-component vector of double) -0:215 clamp (global 3-component vector of double) -0:215 'dvec3v' (temp 3-component vector of double) -0:215 'dvec3v' (temp 3-component vector of double) -0:215 'dvec3v' (temp 3-component vector of double) -0:216 add second child into first child (temp 4-component vector of double) -0:216 'dvec4v' (temp 4-component vector of double) -0:216 clamp (global 4-component vector of double) -0:216 'dvec4v' (temp 4-component vector of double) -0:216 'dvec4v' (temp 4-component vector of double) -0:216 'dvec4v' (temp 4-component vector of double) -0:218 add second child into first child (temp double) -0:218 'doublev' (temp double) -0:218 mix (global double) -0:218 'doublev' (temp double) -0:218 'doublev' (temp double) -0:218 'doublev' (temp double) -0:219 add second child into first child (temp 2-component vector of double) -0:219 'dvec2v' (temp 2-component vector of double) -0:219 mix (global 2-component vector of double) -0:219 'dvec2v' (temp 2-component vector of double) -0:219 'dvec2v' (temp 2-component vector of double) -0:219 'doublev' (temp double) -0:220 add second child into first child (temp 3-component vector of double) -0:220 'dvec3v' (temp 3-component vector of double) -0:220 mix (global 3-component vector of double) -0:220 'dvec3v' (temp 3-component vector of double) -0:220 'dvec3v' (temp 3-component vector of double) -0:220 'doublev' (temp double) -0:221 add second child into first child (temp 4-component vector of double) -0:221 'dvec4v' (temp 4-component vector of double) -0:221 mix (global 4-component vector of double) -0:221 'dvec4v' (temp 4-component vector of double) -0:221 'dvec4v' (temp 4-component vector of double) -0:221 'doublev' (temp double) -0:222 add second child into first child (temp 2-component vector of double) -0:222 'dvec2v' (temp 2-component vector of double) -0:222 mix (global 2-component vector of double) -0:222 'dvec2v' (temp 2-component vector of double) -0:222 'dvec2v' (temp 2-component vector of double) -0:222 'dvec2v' (temp 2-component vector of double) -0:223 add second child into first child (temp 3-component vector of double) -0:223 'dvec3v' (temp 3-component vector of double) -0:223 mix (global 3-component vector of double) -0:223 'dvec3v' (temp 3-component vector of double) -0:223 'dvec3v' (temp 3-component vector of double) -0:223 'dvec3v' (temp 3-component vector of double) -0:224 add second child into first child (temp 4-component vector of double) -0:224 'dvec4v' (temp 4-component vector of double) -0:224 mix (global 4-component vector of double) -0:224 'dvec4v' (temp 4-component vector of double) -0:224 'dvec4v' (temp 4-component vector of double) -0:224 'dvec4v' (temp 4-component vector of double) -0:225 add second child into first child (temp double) -0:225 'doublev' (temp double) -0:225 mix (global double) -0:225 'doublev' (temp double) -0:225 'doublev' (temp double) -0:225 'boolv' (temp bool) -0:226 add second child into first child (temp 2-component vector of double) -0:226 'dvec2v' (temp 2-component vector of double) -0:226 mix (global 2-component vector of double) -0:226 'dvec2v' (temp 2-component vector of double) -0:226 'dvec2v' (temp 2-component vector of double) -0:226 'bvec2v' (temp 2-component vector of bool) -0:227 add second child into first child (temp 3-component vector of double) -0:227 'dvec3v' (temp 3-component vector of double) -0:227 mix (global 3-component vector of double) -0:227 'dvec3v' (temp 3-component vector of double) -0:227 'dvec3v' (temp 3-component vector of double) -0:227 'bvec3v' (temp 3-component vector of bool) -0:228 add second child into first child (temp 4-component vector of double) -0:228 'dvec4v' (temp 4-component vector of double) -0:228 mix (global 4-component vector of double) -0:228 'dvec4v' (temp 4-component vector of double) -0:228 'dvec4v' (temp 4-component vector of double) -0:228 'bvec4v' (temp 4-component vector of bool) -0:230 add second child into first child (temp double) -0:230 'doublev' (temp double) -0:230 step (global double) -0:230 'doublev' (temp double) -0:230 'doublev' (temp double) -0:231 add second child into first child (temp 2-component vector of double) -0:231 'dvec2v' (temp 2-component vector of double) -0:231 step (global 2-component vector of double) -0:231 'dvec2v' (temp 2-component vector of double) -0:231 'dvec2v' (temp 2-component vector of double) -0:232 add second child into first child (temp 3-component vector of double) -0:232 'dvec3v' (temp 3-component vector of double) -0:232 step (global 3-component vector of double) -0:232 'dvec3v' (temp 3-component vector of double) -0:232 'dvec3v' (temp 3-component vector of double) -0:233 add second child into first child (temp 4-component vector of double) -0:233 'dvec4v' (temp 4-component vector of double) -0:233 step (global 4-component vector of double) -0:233 'dvec4v' (temp 4-component vector of double) -0:233 'dvec4v' (temp 4-component vector of double) -0:234 add second child into first child (temp 2-component vector of double) -0:234 'dvec2v' (temp 2-component vector of double) -0:234 step (global 2-component vector of double) -0:234 'doublev' (temp double) -0:234 'dvec2v' (temp 2-component vector of double) -0:235 add second child into first child (temp 3-component vector of double) -0:235 'dvec3v' (temp 3-component vector of double) -0:235 step (global 3-component vector of double) -0:235 'doublev' (temp double) -0:235 'dvec3v' (temp 3-component vector of double) -0:236 add second child into first child (temp 4-component vector of double) -0:236 'dvec4v' (temp 4-component vector of double) -0:236 step (global 4-component vector of double) -0:236 'doublev' (temp double) -0:236 'dvec4v' (temp 4-component vector of double) -0:238 add second child into first child (temp double) -0:238 'doublev' (temp double) -0:238 smoothstep (global double) -0:238 'doublev' (temp double) -0:238 'doublev' (temp double) -0:238 'doublev' (temp double) -0:239 add second child into first child (temp 2-component vector of double) -0:239 'dvec2v' (temp 2-component vector of double) -0:239 smoothstep (global 2-component vector of double) -0:239 'dvec2v' (temp 2-component vector of double) -0:239 'dvec2v' (temp 2-component vector of double) -0:239 'dvec2v' (temp 2-component vector of double) -0:240 add second child into first child (temp 3-component vector of double) -0:240 'dvec3v' (temp 3-component vector of double) -0:240 smoothstep (global 3-component vector of double) -0:240 'dvec3v' (temp 3-component vector of double) -0:240 'dvec3v' (temp 3-component vector of double) -0:240 'dvec3v' (temp 3-component vector of double) -0:241 add second child into first child (temp 4-component vector of double) -0:241 'dvec4v' (temp 4-component vector of double) -0:241 smoothstep (global 4-component vector of double) -0:241 'dvec4v' (temp 4-component vector of double) -0:241 'dvec4v' (temp 4-component vector of double) -0:241 'dvec4v' (temp 4-component vector of double) -0:242 add second child into first child (temp 2-component vector of double) -0:242 'dvec2v' (temp 2-component vector of double) -0:242 smoothstep (global 2-component vector of double) -0:242 'doublev' (temp double) -0:242 'doublev' (temp double) -0:242 'dvec2v' (temp 2-component vector of double) -0:243 add second child into first child (temp 3-component vector of double) -0:243 'dvec3v' (temp 3-component vector of double) -0:243 smoothstep (global 3-component vector of double) -0:243 'doublev' (temp double) -0:243 'doublev' (temp double) -0:243 'dvec3v' (temp 3-component vector of double) -0:244 add second child into first child (temp 4-component vector of double) -0:244 'dvec4v' (temp 4-component vector of double) -0:244 smoothstep (global 4-component vector of double) -0:244 'doublev' (temp double) -0:244 'doublev' (temp double) -0:244 'dvec4v' (temp 4-component vector of double) -0:246 move second child to first child (temp bool) -0:246 'boolv' (temp bool) -0:246 isnan (global bool) -0:246 'doublev' (temp double) -0:247 move second child to first child (temp 2-component vector of bool) -0:247 'bvec2v' (temp 2-component vector of bool) -0:247 isnan (global 2-component vector of bool) -0:247 'dvec2v' (temp 2-component vector of double) -0:248 move second child to first child (temp 3-component vector of bool) -0:248 'bvec3v' (temp 3-component vector of bool) -0:248 isnan (global 3-component vector of bool) -0:248 'dvec3v' (temp 3-component vector of double) -0:249 move second child to first child (temp 4-component vector of bool) -0:249 'bvec4v' (temp 4-component vector of bool) -0:249 isnan (global 4-component vector of bool) -0:249 'dvec4v' (temp 4-component vector of double) -0:251 move second child to first child (temp bool) -0:251 'boolv' (temp bool) -0:251 Test condition and select (temp bool) +0:136 add second child into first child ( temp double) +0:136 'doublev' ( temp double) +0:136 inverse sqrt ( global double) +0:136 'doublev' ( temp double) +0:137 add second child into first child ( temp 2-component vector of double) +0:137 'dvec2v' ( temp 2-component vector of double) +0:137 inverse sqrt ( global 2-component vector of double) +0:137 'dvec2v' ( temp 2-component vector of double) +0:138 add second child into first child ( temp 3-component vector of double) +0:138 'dvec3v' ( temp 3-component vector of double) +0:138 inverse sqrt ( global 3-component vector of double) +0:138 'dvec3v' ( temp 3-component vector of double) +0:139 add second child into first child ( temp 4-component vector of double) +0:139 'dvec4v' ( temp 4-component vector of double) +0:139 inverse sqrt ( global 4-component vector of double) +0:139 'dvec4v' ( temp 4-component vector of double) +0:141 add second child into first child ( temp double) +0:141 'doublev' ( temp double) +0:141 Absolute value ( global double) +0:141 'doublev' ( temp double) +0:142 add second child into first child ( temp 2-component vector of double) +0:142 'dvec2v' ( temp 2-component vector of double) +0:142 Absolute value ( global 2-component vector of double) +0:142 'dvec2v' ( temp 2-component vector of double) +0:143 add second child into first child ( temp 3-component vector of double) +0:143 'dvec3v' ( temp 3-component vector of double) +0:143 Absolute value ( global 3-component vector of double) +0:143 'dvec3v' ( temp 3-component vector of double) +0:144 add second child into first child ( temp 4-component vector of double) +0:144 'dvec4v' ( temp 4-component vector of double) +0:144 Absolute value ( global 4-component vector of double) +0:144 'dvec4v' ( temp 4-component vector of double) +0:146 add second child into first child ( temp double) +0:146 'doublev' ( temp double) +0:146 Sign ( global double) +0:146 'doublev' ( temp double) +0:147 add second child into first child ( temp 2-component vector of double) +0:147 'dvec2v' ( temp 2-component vector of double) +0:147 Sign ( global 2-component vector of double) +0:147 'dvec2v' ( temp 2-component vector of double) +0:148 add second child into first child ( temp 3-component vector of double) +0:148 'dvec3v' ( temp 3-component vector of double) +0:148 Sign ( global 3-component vector of double) +0:148 'dvec3v' ( temp 3-component vector of double) +0:149 add second child into first child ( temp 4-component vector of double) +0:149 'dvec4v' ( temp 4-component vector of double) +0:149 Sign ( global 4-component vector of double) +0:149 'dvec4v' ( temp 4-component vector of double) +0:151 add second child into first child ( temp double) +0:151 'doublev' ( temp double) +0:151 Floor ( global double) +0:151 'doublev' ( temp double) +0:152 add second child into first child ( temp 2-component vector of double) +0:152 'dvec2v' ( temp 2-component vector of double) +0:152 Floor ( global 2-component vector of double) +0:152 'dvec2v' ( temp 2-component vector of double) +0:153 add second child into first child ( temp 3-component vector of double) +0:153 'dvec3v' ( temp 3-component vector of double) +0:153 Floor ( global 3-component vector of double) +0:153 'dvec3v' ( temp 3-component vector of double) +0:154 add second child into first child ( temp 4-component vector of double) +0:154 'dvec4v' ( temp 4-component vector of double) +0:154 Floor ( global 4-component vector of double) +0:154 'dvec4v' ( temp 4-component vector of double) +0:156 add second child into first child ( temp double) +0:156 'doublev' ( temp double) +0:156 trunc ( global double) +0:156 'doublev' ( temp double) +0:157 add second child into first child ( temp 2-component vector of double) +0:157 'dvec2v' ( temp 2-component vector of double) +0:157 trunc ( global 2-component vector of double) +0:157 'dvec2v' ( temp 2-component vector of double) +0:158 add second child into first child ( temp 3-component vector of double) +0:158 'dvec3v' ( temp 3-component vector of double) +0:158 trunc ( global 3-component vector of double) +0:158 'dvec3v' ( temp 3-component vector of double) +0:159 add second child into first child ( temp 4-component vector of double) +0:159 'dvec4v' ( temp 4-component vector of double) +0:159 trunc ( global 4-component vector of double) +0:159 'dvec4v' ( temp 4-component vector of double) +0:161 add second child into first child ( temp double) +0:161 'doublev' ( temp double) +0:161 round ( global double) +0:161 'doublev' ( temp double) +0:162 add second child into first child ( temp 2-component vector of double) +0:162 'dvec2v' ( temp 2-component vector of double) +0:162 round ( global 2-component vector of double) +0:162 'dvec2v' ( temp 2-component vector of double) +0:163 add second child into first child ( temp 3-component vector of double) +0:163 'dvec3v' ( temp 3-component vector of double) +0:163 round ( global 3-component vector of double) +0:163 'dvec3v' ( temp 3-component vector of double) +0:164 add second child into first child ( temp 4-component vector of double) +0:164 'dvec4v' ( temp 4-component vector of double) +0:164 round ( global 4-component vector of double) +0:164 'dvec4v' ( temp 4-component vector of double) +0:166 add second child into first child ( temp double) +0:166 'doublev' ( temp double) +0:166 roundEven ( global double) +0:166 'doublev' ( temp double) +0:167 add second child into first child ( temp 2-component vector of double) +0:167 'dvec2v' ( temp 2-component vector of double) +0:167 roundEven ( global 2-component vector of double) +0:167 'dvec2v' ( temp 2-component vector of double) +0:168 add second child into first child ( temp 3-component vector of double) +0:168 'dvec3v' ( temp 3-component vector of double) +0:168 roundEven ( global 3-component vector of double) +0:168 'dvec3v' ( temp 3-component vector of double) +0:169 add second child into first child ( temp 4-component vector of double) +0:169 'dvec4v' ( temp 4-component vector of double) +0:169 roundEven ( global 4-component vector of double) +0:169 'dvec4v' ( temp 4-component vector of double) +0:171 add second child into first child ( temp double) +0:171 'doublev' ( temp double) +0:171 Ceiling ( global double) +0:171 'doublev' ( temp double) +0:172 add second child into first child ( temp 2-component vector of double) +0:172 'dvec2v' ( temp 2-component vector of double) +0:172 Ceiling ( global 2-component vector of double) +0:172 'dvec2v' ( temp 2-component vector of double) +0:173 add second child into first child ( temp 3-component vector of double) +0:173 'dvec3v' ( temp 3-component vector of double) +0:173 Ceiling ( global 3-component vector of double) +0:173 'dvec3v' ( temp 3-component vector of double) +0:174 add second child into first child ( temp 4-component vector of double) +0:174 'dvec4v' ( temp 4-component vector of double) +0:174 Ceiling ( global 4-component vector of double) +0:174 'dvec4v' ( temp 4-component vector of double) +0:176 add second child into first child ( temp double) +0:176 'doublev' ( temp double) +0:176 Fraction ( global double) +0:176 'doublev' ( temp double) +0:177 add second child into first child ( temp 2-component vector of double) +0:177 'dvec2v' ( temp 2-component vector of double) +0:177 Fraction ( global 2-component vector of double) +0:177 'dvec2v' ( temp 2-component vector of double) +0:178 add second child into first child ( temp 3-component vector of double) +0:178 'dvec3v' ( temp 3-component vector of double) +0:178 Fraction ( global 3-component vector of double) +0:178 'dvec3v' ( temp 3-component vector of double) +0:179 add second child into first child ( temp 4-component vector of double) +0:179 'dvec4v' ( temp 4-component vector of double) +0:179 Fraction ( global 4-component vector of double) +0:179 'dvec4v' ( temp 4-component vector of double) +0:181 add second child into first child ( temp double) +0:181 'doublev' ( temp double) +0:181 mod ( global double) +0:181 'doublev' ( temp double) +0:181 'doublev' ( temp double) +0:182 add second child into first child ( temp 2-component vector of double) +0:182 'dvec2v' ( temp 2-component vector of double) +0:182 mod ( global 2-component vector of double) +0:182 'dvec2v' ( temp 2-component vector of double) +0:182 'doublev' ( temp double) +0:183 add second child into first child ( temp 3-component vector of double) +0:183 'dvec3v' ( temp 3-component vector of double) +0:183 mod ( global 3-component vector of double) +0:183 'dvec3v' ( temp 3-component vector of double) +0:183 'doublev' ( temp double) +0:184 add second child into first child ( temp 4-component vector of double) +0:184 'dvec4v' ( temp 4-component vector of double) +0:184 mod ( global 4-component vector of double) +0:184 'dvec4v' ( temp 4-component vector of double) +0:184 'doublev' ( temp double) +0:185 add second child into first child ( temp 2-component vector of double) +0:185 'dvec2v' ( temp 2-component vector of double) +0:185 mod ( global 2-component vector of double) +0:185 'dvec2v' ( temp 2-component vector of double) +0:185 'dvec2v' ( temp 2-component vector of double) +0:186 add second child into first child ( temp 3-component vector of double) +0:186 'dvec3v' ( temp 3-component vector of double) +0:186 mod ( global 3-component vector of double) +0:186 'dvec3v' ( temp 3-component vector of double) +0:186 'dvec3v' ( temp 3-component vector of double) +0:187 add second child into first child ( temp 4-component vector of double) +0:187 'dvec4v' ( temp 4-component vector of double) +0:187 mod ( global 4-component vector of double) +0:187 'dvec4v' ( temp 4-component vector of double) +0:187 'dvec4v' ( temp 4-component vector of double) +0:189 add second child into first child ( temp double) +0:189 'doublev' ( temp double) +0:189 modf ( global double) +0:189 'doublev' ( temp double) +0:189 'doublev' ( temp double) +0:190 add second child into first child ( temp 2-component vector of double) +0:190 'dvec2v' ( temp 2-component vector of double) +0:190 modf ( global 2-component vector of double) +0:190 'dvec2v' ( temp 2-component vector of double) +0:190 'dvec2v' ( temp 2-component vector of double) +0:191 add second child into first child ( temp 3-component vector of double) +0:191 'dvec3v' ( temp 3-component vector of double) +0:191 modf ( global 3-component vector of double) +0:191 'dvec3v' ( temp 3-component vector of double) +0:191 'dvec3v' ( temp 3-component vector of double) +0:192 add second child into first child ( temp 4-component vector of double) +0:192 'dvec4v' ( temp 4-component vector of double) +0:192 modf ( global 4-component vector of double) +0:192 'dvec4v' ( temp 4-component vector of double) +0:192 'dvec4v' ( temp 4-component vector of double) +0:194 add second child into first child ( temp double) +0:194 'doublev' ( temp double) +0:194 min ( global double) +0:194 'doublev' ( temp double) +0:194 'doublev' ( temp double) +0:195 add second child into first child ( temp 2-component vector of double) +0:195 'dvec2v' ( temp 2-component vector of double) +0:195 min ( global 2-component vector of double) +0:195 'dvec2v' ( temp 2-component vector of double) +0:195 'doublev' ( temp double) +0:196 add second child into first child ( temp 3-component vector of double) +0:196 'dvec3v' ( temp 3-component vector of double) +0:196 min ( global 3-component vector of double) +0:196 'dvec3v' ( temp 3-component vector of double) +0:196 'doublev' ( temp double) +0:197 add second child into first child ( temp 4-component vector of double) +0:197 'dvec4v' ( temp 4-component vector of double) +0:197 min ( global 4-component vector of double) +0:197 'dvec4v' ( temp 4-component vector of double) +0:197 'doublev' ( temp double) +0:198 add second child into first child ( temp 2-component vector of double) +0:198 'dvec2v' ( temp 2-component vector of double) +0:198 min ( global 2-component vector of double) +0:198 'dvec2v' ( temp 2-component vector of double) +0:198 'dvec2v' ( temp 2-component vector of double) +0:199 add second child into first child ( temp 3-component vector of double) +0:199 'dvec3v' ( temp 3-component vector of double) +0:199 min ( global 3-component vector of double) +0:199 'dvec3v' ( temp 3-component vector of double) +0:199 'dvec3v' ( temp 3-component vector of double) +0:200 add second child into first child ( temp 4-component vector of double) +0:200 'dvec4v' ( temp 4-component vector of double) +0:200 min ( global 4-component vector of double) +0:200 'dvec4v' ( temp 4-component vector of double) +0:200 'dvec4v' ( temp 4-component vector of double) +0:202 add second child into first child ( temp double) +0:202 'doublev' ( temp double) +0:202 max ( global double) +0:202 'doublev' ( temp double) +0:202 'doublev' ( temp double) +0:203 add second child into first child ( temp 2-component vector of double) +0:203 'dvec2v' ( temp 2-component vector of double) +0:203 max ( global 2-component vector of double) +0:203 'dvec2v' ( temp 2-component vector of double) +0:203 'doublev' ( temp double) +0:204 add second child into first child ( temp 3-component vector of double) +0:204 'dvec3v' ( temp 3-component vector of double) +0:204 max ( global 3-component vector of double) +0:204 'dvec3v' ( temp 3-component vector of double) +0:204 'doublev' ( temp double) +0:205 add second child into first child ( temp 4-component vector of double) +0:205 'dvec4v' ( temp 4-component vector of double) +0:205 max ( global 4-component vector of double) +0:205 'dvec4v' ( temp 4-component vector of double) +0:205 'doublev' ( temp double) +0:206 add second child into first child ( temp 2-component vector of double) +0:206 'dvec2v' ( temp 2-component vector of double) +0:206 max ( global 2-component vector of double) +0:206 'dvec2v' ( temp 2-component vector of double) +0:206 'dvec2v' ( temp 2-component vector of double) +0:207 add second child into first child ( temp 3-component vector of double) +0:207 'dvec3v' ( temp 3-component vector of double) +0:207 max ( global 3-component vector of double) +0:207 'dvec3v' ( temp 3-component vector of double) +0:207 'dvec3v' ( temp 3-component vector of double) +0:208 add second child into first child ( temp 4-component vector of double) +0:208 'dvec4v' ( temp 4-component vector of double) +0:208 max ( global 4-component vector of double) +0:208 'dvec4v' ( temp 4-component vector of double) +0:208 'dvec4v' ( temp 4-component vector of double) +0:210 add second child into first child ( temp double) +0:210 'doublev' ( temp double) +0:210 clamp ( global double) +0:210 'doublev' ( temp double) +0:210 'doublev' ( temp double) +0:210 'doublev' ( temp double) +0:211 add second child into first child ( temp 2-component vector of double) +0:211 'dvec2v' ( temp 2-component vector of double) +0:211 clamp ( global 2-component vector of double) +0:211 'dvec2v' ( temp 2-component vector of double) +0:211 'doublev' ( temp double) +0:211 'doublev' ( temp double) +0:212 add second child into first child ( temp 3-component vector of double) +0:212 'dvec3v' ( temp 3-component vector of double) +0:212 clamp ( global 3-component vector of double) +0:212 'dvec3v' ( temp 3-component vector of double) +0:212 'doublev' ( temp double) +0:212 'doublev' ( temp double) +0:213 add second child into first child ( temp 4-component vector of double) +0:213 'dvec4v' ( temp 4-component vector of double) +0:213 clamp ( global 4-component vector of double) +0:213 'dvec4v' ( temp 4-component vector of double) +0:213 'doublev' ( temp double) +0:213 'doublev' ( temp double) +0:214 add second child into first child ( temp 2-component vector of double) +0:214 'dvec2v' ( temp 2-component vector of double) +0:214 clamp ( global 2-component vector of double) +0:214 'dvec2v' ( temp 2-component vector of double) +0:214 'dvec2v' ( temp 2-component vector of double) +0:214 'dvec2v' ( temp 2-component vector of double) +0:215 add second child into first child ( temp 3-component vector of double) +0:215 'dvec3v' ( temp 3-component vector of double) +0:215 clamp ( global 3-component vector of double) +0:215 'dvec3v' ( temp 3-component vector of double) +0:215 'dvec3v' ( temp 3-component vector of double) +0:215 'dvec3v' ( temp 3-component vector of double) +0:216 add second child into first child ( temp 4-component vector of double) +0:216 'dvec4v' ( temp 4-component vector of double) +0:216 clamp ( global 4-component vector of double) +0:216 'dvec4v' ( temp 4-component vector of double) +0:216 'dvec4v' ( temp 4-component vector of double) +0:216 'dvec4v' ( temp 4-component vector of double) +0:218 add second child into first child ( temp double) +0:218 'doublev' ( temp double) +0:218 mix ( global double) +0:218 'doublev' ( temp double) +0:218 'doublev' ( temp double) +0:218 'doublev' ( temp double) +0:219 add second child into first child ( temp 2-component vector of double) +0:219 'dvec2v' ( temp 2-component vector of double) +0:219 mix ( global 2-component vector of double) +0:219 'dvec2v' ( temp 2-component vector of double) +0:219 'dvec2v' ( temp 2-component vector of double) +0:219 'doublev' ( temp double) +0:220 add second child into first child ( temp 3-component vector of double) +0:220 'dvec3v' ( temp 3-component vector of double) +0:220 mix ( global 3-component vector of double) +0:220 'dvec3v' ( temp 3-component vector of double) +0:220 'dvec3v' ( temp 3-component vector of double) +0:220 'doublev' ( temp double) +0:221 add second child into first child ( temp 4-component vector of double) +0:221 'dvec4v' ( temp 4-component vector of double) +0:221 mix ( global 4-component vector of double) +0:221 'dvec4v' ( temp 4-component vector of double) +0:221 'dvec4v' ( temp 4-component vector of double) +0:221 'doublev' ( temp double) +0:222 add second child into first child ( temp 2-component vector of double) +0:222 'dvec2v' ( temp 2-component vector of double) +0:222 mix ( global 2-component vector of double) +0:222 'dvec2v' ( temp 2-component vector of double) +0:222 'dvec2v' ( temp 2-component vector of double) +0:222 'dvec2v' ( temp 2-component vector of double) +0:223 add second child into first child ( temp 3-component vector of double) +0:223 'dvec3v' ( temp 3-component vector of double) +0:223 mix ( global 3-component vector of double) +0:223 'dvec3v' ( temp 3-component vector of double) +0:223 'dvec3v' ( temp 3-component vector of double) +0:223 'dvec3v' ( temp 3-component vector of double) +0:224 add second child into first child ( temp 4-component vector of double) +0:224 'dvec4v' ( temp 4-component vector of double) +0:224 mix ( global 4-component vector of double) +0:224 'dvec4v' ( temp 4-component vector of double) +0:224 'dvec4v' ( temp 4-component vector of double) +0:224 'dvec4v' ( temp 4-component vector of double) +0:225 add second child into first child ( temp double) +0:225 'doublev' ( temp double) +0:225 mix ( global double) +0:225 'doublev' ( temp double) +0:225 'doublev' ( temp double) +0:225 'boolv' ( temp bool) +0:226 add second child into first child ( temp 2-component vector of double) +0:226 'dvec2v' ( temp 2-component vector of double) +0:226 mix ( global 2-component vector of double) +0:226 'dvec2v' ( temp 2-component vector of double) +0:226 'dvec2v' ( temp 2-component vector of double) +0:226 'bvec2v' ( temp 2-component vector of bool) +0:227 add second child into first child ( temp 3-component vector of double) +0:227 'dvec3v' ( temp 3-component vector of double) +0:227 mix ( global 3-component vector of double) +0:227 'dvec3v' ( temp 3-component vector of double) +0:227 'dvec3v' ( temp 3-component vector of double) +0:227 'bvec3v' ( temp 3-component vector of bool) +0:228 add second child into first child ( temp 4-component vector of double) +0:228 'dvec4v' ( temp 4-component vector of double) +0:228 mix ( global 4-component vector of double) +0:228 'dvec4v' ( temp 4-component vector of double) +0:228 'dvec4v' ( temp 4-component vector of double) +0:228 'bvec4v' ( temp 4-component vector of bool) +0:230 add second child into first child ( temp double) +0:230 'doublev' ( temp double) +0:230 step ( global double) +0:230 'doublev' ( temp double) +0:230 'doublev' ( temp double) +0:231 add second child into first child ( temp 2-component vector of double) +0:231 'dvec2v' ( temp 2-component vector of double) +0:231 step ( global 2-component vector of double) +0:231 'dvec2v' ( temp 2-component vector of double) +0:231 'dvec2v' ( temp 2-component vector of double) +0:232 add second child into first child ( temp 3-component vector of double) +0:232 'dvec3v' ( temp 3-component vector of double) +0:232 step ( global 3-component vector of double) +0:232 'dvec3v' ( temp 3-component vector of double) +0:232 'dvec3v' ( temp 3-component vector of double) +0:233 add second child into first child ( temp 4-component vector of double) +0:233 'dvec4v' ( temp 4-component vector of double) +0:233 step ( global 4-component vector of double) +0:233 'dvec4v' ( temp 4-component vector of double) +0:233 'dvec4v' ( temp 4-component vector of double) +0:234 add second child into first child ( temp 2-component vector of double) +0:234 'dvec2v' ( temp 2-component vector of double) +0:234 step ( global 2-component vector of double) +0:234 'doublev' ( temp double) +0:234 'dvec2v' ( temp 2-component vector of double) +0:235 add second child into first child ( temp 3-component vector of double) +0:235 'dvec3v' ( temp 3-component vector of double) +0:235 step ( global 3-component vector of double) +0:235 'doublev' ( temp double) +0:235 'dvec3v' ( temp 3-component vector of double) +0:236 add second child into first child ( temp 4-component vector of double) +0:236 'dvec4v' ( temp 4-component vector of double) +0:236 step ( global 4-component vector of double) +0:236 'doublev' ( temp double) +0:236 'dvec4v' ( temp 4-component vector of double) +0:238 add second child into first child ( temp double) +0:238 'doublev' ( temp double) +0:238 smoothstep ( global double) +0:238 'doublev' ( temp double) +0:238 'doublev' ( temp double) +0:238 'doublev' ( temp double) +0:239 add second child into first child ( temp 2-component vector of double) +0:239 'dvec2v' ( temp 2-component vector of double) +0:239 smoothstep ( global 2-component vector of double) +0:239 'dvec2v' ( temp 2-component vector of double) +0:239 'dvec2v' ( temp 2-component vector of double) +0:239 'dvec2v' ( temp 2-component vector of double) +0:240 add second child into first child ( temp 3-component vector of double) +0:240 'dvec3v' ( temp 3-component vector of double) +0:240 smoothstep ( global 3-component vector of double) +0:240 'dvec3v' ( temp 3-component vector of double) +0:240 'dvec3v' ( temp 3-component vector of double) +0:240 'dvec3v' ( temp 3-component vector of double) +0:241 add second child into first child ( temp 4-component vector of double) +0:241 'dvec4v' ( temp 4-component vector of double) +0:241 smoothstep ( global 4-component vector of double) +0:241 'dvec4v' ( temp 4-component vector of double) +0:241 'dvec4v' ( temp 4-component vector of double) +0:241 'dvec4v' ( temp 4-component vector of double) +0:242 add second child into first child ( temp 2-component vector of double) +0:242 'dvec2v' ( temp 2-component vector of double) +0:242 smoothstep ( global 2-component vector of double) +0:242 'doublev' ( temp double) +0:242 'doublev' ( temp double) +0:242 'dvec2v' ( temp 2-component vector of double) +0:243 add second child into first child ( temp 3-component vector of double) +0:243 'dvec3v' ( temp 3-component vector of double) +0:243 smoothstep ( global 3-component vector of double) +0:243 'doublev' ( temp double) +0:243 'doublev' ( temp double) +0:243 'dvec3v' ( temp 3-component vector of double) +0:244 add second child into first child ( temp 4-component vector of double) +0:244 'dvec4v' ( temp 4-component vector of double) +0:244 smoothstep ( global 4-component vector of double) +0:244 'doublev' ( temp double) +0:244 'doublev' ( temp double) +0:244 'dvec4v' ( temp 4-component vector of double) +0:246 move second child to first child ( temp bool) +0:246 'boolv' ( temp bool) +0:246 isnan ( global bool) +0:246 'doublev' ( temp double) +0:247 move second child to first child ( temp 2-component vector of bool) +0:247 'bvec2v' ( temp 2-component vector of bool) +0:247 isnan ( global 2-component vector of bool) +0:247 'dvec2v' ( temp 2-component vector of double) +0:248 move second child to first child ( temp 3-component vector of bool) +0:248 'bvec3v' ( temp 3-component vector of bool) +0:248 isnan ( global 3-component vector of bool) +0:248 'dvec3v' ( temp 3-component vector of double) +0:249 move second child to first child ( temp 4-component vector of bool) +0:249 'bvec4v' ( temp 4-component vector of bool) +0:249 isnan ( global 4-component vector of bool) +0:249 'dvec4v' ( temp 4-component vector of double) +0:251 move second child to first child ( temp bool) +0:251 'boolv' ( temp bool) +0:251 Test condition and select ( temp bool) 0:251 Condition -0:251 'boolv' (temp bool) +0:251 'boolv' ( temp bool) 0:251 true case -0:251 isinf (global bool) -0:251 'doublev' (temp double) +0:251 isinf ( global bool) +0:251 'doublev' ( temp double) 0:251 false case 0:251 Constant: 0:251 false (const bool) -0:252 move second child to first child (temp 2-component vector of bool) -0:252 'bvec2v' (temp 2-component vector of bool) -0:252 Test condition and select (temp 2-component vector of bool) +0:252 move second child to first child ( temp 2-component vector of bool) +0:252 'bvec2v' ( temp 2-component vector of bool) +0:252 Test condition and select ( temp 2-component vector of bool) 0:252 Condition -0:252 'boolv' (temp bool) +0:252 'boolv' ( temp bool) 0:252 true case -0:252 isinf (global 2-component vector of bool) -0:252 'dvec2v' (temp 2-component vector of double) +0:252 isinf ( global 2-component vector of bool) +0:252 'dvec2v' ( temp 2-component vector of double) 0:252 false case 0:252 Constant: 0:252 false (const bool) 0:252 false (const bool) -0:253 move second child to first child (temp 3-component vector of bool) -0:253 'bvec3v' (temp 3-component vector of bool) -0:253 Test condition and select (temp 3-component vector of bool) +0:253 move second child to first child ( temp 3-component vector of bool) +0:253 'bvec3v' ( temp 3-component vector of bool) +0:253 Test condition and select ( temp 3-component vector of bool) 0:253 Condition -0:253 'boolv' (temp bool) +0:253 'boolv' ( temp bool) 0:253 true case -0:253 isinf (global 3-component vector of bool) -0:253 'dvec3v' (temp 3-component vector of double) +0:253 isinf ( global 3-component vector of bool) +0:253 'dvec3v' ( temp 3-component vector of double) 0:253 false case 0:253 Constant: 0:253 false (const bool) 0:253 false (const bool) 0:253 false (const bool) -0:254 move second child to first child (temp 4-component vector of bool) -0:254 'bvec4v' (temp 4-component vector of bool) -0:254 Test condition and select (temp 4-component vector of bool) +0:254 move second child to first child ( temp 4-component vector of bool) +0:254 'bvec4v' ( temp 4-component vector of bool) +0:254 Test condition and select ( temp 4-component vector of bool) 0:254 Condition -0:254 'boolv' (temp bool) +0:254 'boolv' ( temp bool) 0:254 true case -0:254 isinf (global 4-component vector of bool) -0:254 'dvec4v' (temp 4-component vector of double) +0:254 isinf ( global 4-component vector of bool) +0:254 'dvec4v' ( temp 4-component vector of double) 0:254 false case 0:254 Constant: 0:254 false (const bool) 0:254 false (const bool) 0:254 false (const bool) 0:254 false (const bool) -0:256 add second child into first child (temp double) -0:256 'doublev' (temp double) -0:256 length (global double) -0:256 'doublev' (temp double) -0:257 add second child into first child (temp double) -0:257 'doublev' (temp double) -0:257 length (global double) -0:257 'dvec2v' (temp 2-component vector of double) -0:258 add second child into first child (temp double) -0:258 'doublev' (temp double) -0:258 length (global double) -0:258 'dvec3v' (temp 3-component vector of double) -0:259 add second child into first child (temp double) -0:259 'doublev' (temp double) -0:259 length (global double) -0:259 'dvec4v' (temp 4-component vector of double) -0:261 add second child into first child (temp double) -0:261 'doublev' (temp double) -0:261 distance (global double) -0:261 'doublev' (temp double) -0:261 'doublev' (temp double) -0:262 add second child into first child (temp double) -0:262 'doublev' (temp double) -0:262 distance (global double) -0:262 'dvec2v' (temp 2-component vector of double) -0:262 'dvec2v' (temp 2-component vector of double) -0:263 add second child into first child (temp double) -0:263 'doublev' (temp double) -0:263 distance (global double) -0:263 'dvec3v' (temp 3-component vector of double) -0:263 'dvec3v' (temp 3-component vector of double) -0:264 add second child into first child (temp double) -0:264 'doublev' (temp double) -0:264 distance (global double) -0:264 'dvec4v' (temp 4-component vector of double) -0:264 'dvec4v' (temp 4-component vector of double) -0:266 add second child into first child (temp double) -0:266 'doublev' (temp double) -0:266 dot-product (global double) -0:266 'doublev' (temp double) -0:266 'doublev' (temp double) -0:267 add second child into first child (temp double) -0:267 'doublev' (temp double) -0:267 dot-product (global double) -0:267 'dvec2v' (temp 2-component vector of double) -0:267 'dvec2v' (temp 2-component vector of double) -0:268 add second child into first child (temp double) -0:268 'doublev' (temp double) -0:268 dot-product (global double) -0:268 'dvec3v' (temp 3-component vector of double) -0:268 'dvec3v' (temp 3-component vector of double) -0:269 add second child into first child (temp double) -0:269 'doublev' (temp double) -0:269 dot-product (global double) -0:269 'dvec4v' (temp 4-component vector of double) -0:269 'dvec4v' (temp 4-component vector of double) -0:271 add second child into first child (temp 3-component vector of double) -0:271 'dvec3v' (temp 3-component vector of double) -0:271 cross-product (global 3-component vector of double) -0:271 'dvec3v' (temp 3-component vector of double) -0:271 'dvec3v' (temp 3-component vector of double) -0:273 add second child into first child (temp double) -0:273 'doublev' (temp double) -0:273 normalize (global double) -0:273 'doublev' (temp double) -0:274 add second child into first child (temp 2-component vector of double) -0:274 'dvec2v' (temp 2-component vector of double) -0:274 normalize (global 2-component vector of double) -0:274 'dvec2v' (temp 2-component vector of double) -0:275 add second child into first child (temp 3-component vector of double) -0:275 'dvec3v' (temp 3-component vector of double) -0:275 normalize (global 3-component vector of double) -0:275 'dvec3v' (temp 3-component vector of double) -0:276 add second child into first child (temp 4-component vector of double) -0:276 'dvec4v' (temp 4-component vector of double) -0:276 normalize (global 4-component vector of double) -0:276 'dvec4v' (temp 4-component vector of double) -0:278 add second child into first child (temp double) -0:278 'doublev' (temp double) -0:278 face-forward (global double) -0:278 'doublev' (temp double) -0:278 'doublev' (temp double) -0:278 'doublev' (temp double) -0:279 add second child into first child (temp 2-component vector of double) -0:279 'dvec2v' (temp 2-component vector of double) -0:279 face-forward (global 2-component vector of double) -0:279 'dvec2v' (temp 2-component vector of double) -0:279 'dvec2v' (temp 2-component vector of double) -0:279 'dvec2v' (temp 2-component vector of double) -0:280 add second child into first child (temp 3-component vector of double) -0:280 'dvec3v' (temp 3-component vector of double) -0:280 face-forward (global 3-component vector of double) -0:280 'dvec3v' (temp 3-component vector of double) -0:280 'dvec3v' (temp 3-component vector of double) -0:280 'dvec3v' (temp 3-component vector of double) -0:281 add second child into first child (temp 4-component vector of double) -0:281 'dvec4v' (temp 4-component vector of double) -0:281 face-forward (global 4-component vector of double) -0:281 'dvec4v' (temp 4-component vector of double) -0:281 'dvec4v' (temp 4-component vector of double) -0:281 'dvec4v' (temp 4-component vector of double) -0:283 add second child into first child (temp double) -0:283 'doublev' (temp double) -0:283 reflect (global double) -0:283 'doublev' (temp double) -0:283 'doublev' (temp double) -0:284 add second child into first child (temp 2-component vector of double) -0:284 'dvec2v' (temp 2-component vector of double) -0:284 reflect (global 2-component vector of double) -0:284 'dvec2v' (temp 2-component vector of double) -0:284 'dvec2v' (temp 2-component vector of double) -0:285 add second child into first child (temp 3-component vector of double) -0:285 'dvec3v' (temp 3-component vector of double) -0:285 reflect (global 3-component vector of double) -0:285 'dvec3v' (temp 3-component vector of double) -0:285 'dvec3v' (temp 3-component vector of double) -0:286 add second child into first child (temp 4-component vector of double) -0:286 'dvec4v' (temp 4-component vector of double) -0:286 reflect (global 4-component vector of double) -0:286 'dvec4v' (temp 4-component vector of double) -0:286 'dvec4v' (temp 4-component vector of double) -0:288 add second child into first child (temp double) -0:288 'doublev' (temp double) -0:288 refract (global double) -0:288 'doublev' (temp double) -0:288 'doublev' (temp double) -0:288 'doublev' (temp double) -0:289 add second child into first child (temp 2-component vector of double) -0:289 'dvec2v' (temp 2-component vector of double) -0:289 refract (global 2-component vector of double) -0:289 'dvec2v' (temp 2-component vector of double) -0:289 'dvec2v' (temp 2-component vector of double) -0:289 'doublev' (temp double) -0:290 add second child into first child (temp 3-component vector of double) -0:290 'dvec3v' (temp 3-component vector of double) -0:290 refract (global 3-component vector of double) -0:290 'dvec3v' (temp 3-component vector of double) -0:290 'dvec3v' (temp 3-component vector of double) -0:290 'doublev' (temp double) -0:291 add second child into first child (temp 4-component vector of double) -0:291 'dvec4v' (temp 4-component vector of double) -0:291 refract (global 4-component vector of double) -0:291 'dvec4v' (temp 4-component vector of double) -0:291 'dvec4v' (temp 4-component vector of double) -0:291 'doublev' (temp double) +0:256 add second child into first child ( temp double) +0:256 'doublev' ( temp double) +0:256 length ( global double) +0:256 'doublev' ( temp double) +0:257 add second child into first child ( temp double) +0:257 'doublev' ( temp double) +0:257 length ( global double) +0:257 'dvec2v' ( temp 2-component vector of double) +0:258 add second child into first child ( temp double) +0:258 'doublev' ( temp double) +0:258 length ( global double) +0:258 'dvec3v' ( temp 3-component vector of double) +0:259 add second child into first child ( temp double) +0:259 'doublev' ( temp double) +0:259 length ( global double) +0:259 'dvec4v' ( temp 4-component vector of double) +0:261 add second child into first child ( temp double) +0:261 'doublev' ( temp double) +0:261 distance ( global double) +0:261 'doublev' ( temp double) +0:261 'doublev' ( temp double) +0:262 add second child into first child ( temp double) +0:262 'doublev' ( temp double) +0:262 distance ( global double) +0:262 'dvec2v' ( temp 2-component vector of double) +0:262 'dvec2v' ( temp 2-component vector of double) +0:263 add second child into first child ( temp double) +0:263 'doublev' ( temp double) +0:263 distance ( global double) +0:263 'dvec3v' ( temp 3-component vector of double) +0:263 'dvec3v' ( temp 3-component vector of double) +0:264 add second child into first child ( temp double) +0:264 'doublev' ( temp double) +0:264 distance ( global double) +0:264 'dvec4v' ( temp 4-component vector of double) +0:264 'dvec4v' ( temp 4-component vector of double) +0:266 add second child into first child ( temp double) +0:266 'doublev' ( temp double) +0:266 dot-product ( global double) +0:266 'doublev' ( temp double) +0:266 'doublev' ( temp double) +0:267 add second child into first child ( temp double) +0:267 'doublev' ( temp double) +0:267 dot-product ( global double) +0:267 'dvec2v' ( temp 2-component vector of double) +0:267 'dvec2v' ( temp 2-component vector of double) +0:268 add second child into first child ( temp double) +0:268 'doublev' ( temp double) +0:268 dot-product ( global double) +0:268 'dvec3v' ( temp 3-component vector of double) +0:268 'dvec3v' ( temp 3-component vector of double) +0:269 add second child into first child ( temp double) +0:269 'doublev' ( temp double) +0:269 dot-product ( global double) +0:269 'dvec4v' ( temp 4-component vector of double) +0:269 'dvec4v' ( temp 4-component vector of double) +0:271 add second child into first child ( temp 3-component vector of double) +0:271 'dvec3v' ( temp 3-component vector of double) +0:271 cross-product ( global 3-component vector of double) +0:271 'dvec3v' ( temp 3-component vector of double) +0:271 'dvec3v' ( temp 3-component vector of double) +0:273 add second child into first child ( temp double) +0:273 'doublev' ( temp double) +0:273 normalize ( global double) +0:273 'doublev' ( temp double) +0:274 add second child into first child ( temp 2-component vector of double) +0:274 'dvec2v' ( temp 2-component vector of double) +0:274 normalize ( global 2-component vector of double) +0:274 'dvec2v' ( temp 2-component vector of double) +0:275 add second child into first child ( temp 3-component vector of double) +0:275 'dvec3v' ( temp 3-component vector of double) +0:275 normalize ( global 3-component vector of double) +0:275 'dvec3v' ( temp 3-component vector of double) +0:276 add second child into first child ( temp 4-component vector of double) +0:276 'dvec4v' ( temp 4-component vector of double) +0:276 normalize ( global 4-component vector of double) +0:276 'dvec4v' ( temp 4-component vector of double) +0:278 add second child into first child ( temp double) +0:278 'doublev' ( temp double) +0:278 face-forward ( global double) +0:278 'doublev' ( temp double) +0:278 'doublev' ( temp double) +0:278 'doublev' ( temp double) +0:279 add second child into first child ( temp 2-component vector of double) +0:279 'dvec2v' ( temp 2-component vector of double) +0:279 face-forward ( global 2-component vector of double) +0:279 'dvec2v' ( temp 2-component vector of double) +0:279 'dvec2v' ( temp 2-component vector of double) +0:279 'dvec2v' ( temp 2-component vector of double) +0:280 add second child into first child ( temp 3-component vector of double) +0:280 'dvec3v' ( temp 3-component vector of double) +0:280 face-forward ( global 3-component vector of double) +0:280 'dvec3v' ( temp 3-component vector of double) +0:280 'dvec3v' ( temp 3-component vector of double) +0:280 'dvec3v' ( temp 3-component vector of double) +0:281 add second child into first child ( temp 4-component vector of double) +0:281 'dvec4v' ( temp 4-component vector of double) +0:281 face-forward ( global 4-component vector of double) +0:281 'dvec4v' ( temp 4-component vector of double) +0:281 'dvec4v' ( temp 4-component vector of double) +0:281 'dvec4v' ( temp 4-component vector of double) +0:283 add second child into first child ( temp double) +0:283 'doublev' ( temp double) +0:283 reflect ( global double) +0:283 'doublev' ( temp double) +0:283 'doublev' ( temp double) +0:284 add second child into first child ( temp 2-component vector of double) +0:284 'dvec2v' ( temp 2-component vector of double) +0:284 reflect ( global 2-component vector of double) +0:284 'dvec2v' ( temp 2-component vector of double) +0:284 'dvec2v' ( temp 2-component vector of double) +0:285 add second child into first child ( temp 3-component vector of double) +0:285 'dvec3v' ( temp 3-component vector of double) +0:285 reflect ( global 3-component vector of double) +0:285 'dvec3v' ( temp 3-component vector of double) +0:285 'dvec3v' ( temp 3-component vector of double) +0:286 add second child into first child ( temp 4-component vector of double) +0:286 'dvec4v' ( temp 4-component vector of double) +0:286 reflect ( global 4-component vector of double) +0:286 'dvec4v' ( temp 4-component vector of double) +0:286 'dvec4v' ( temp 4-component vector of double) +0:288 add second child into first child ( temp double) +0:288 'doublev' ( temp double) +0:288 refract ( global double) +0:288 'doublev' ( temp double) +0:288 'doublev' ( temp double) +0:288 'doublev' ( temp double) +0:289 add second child into first child ( temp 2-component vector of double) +0:289 'dvec2v' ( temp 2-component vector of double) +0:289 refract ( global 2-component vector of double) +0:289 'dvec2v' ( temp 2-component vector of double) +0:289 'dvec2v' ( temp 2-component vector of double) +0:289 'doublev' ( temp double) +0:290 add second child into first child ( temp 3-component vector of double) +0:290 'dvec3v' ( temp 3-component vector of double) +0:290 refract ( global 3-component vector of double) +0:290 'dvec3v' ( temp 3-component vector of double) +0:290 'dvec3v' ( temp 3-component vector of double) +0:290 'doublev' ( temp double) +0:291 add second child into first child ( temp 4-component vector of double) +0:291 'dvec4v' ( temp 4-component vector of double) +0:291 refract ( global 4-component vector of double) +0:291 'dvec4v' ( temp 4-component vector of double) +0:291 'dvec4v' ( temp 4-component vector of double) +0:291 'doublev' ( temp double) 0:293 Sequence -0:293 move second child to first child (temp 2X2 matrix of double) -0:293 'dmat2v' (temp 2X2 matrix of double) -0:293 outer product (global 2X2 matrix of double) -0:293 'dvec2v' (temp 2-component vector of double) -0:293 'dvec2v' (temp 2-component vector of double) +0:293 move second child to first child ( temp 2X2 matrix of double) +0:293 'dmat2v' ( temp 2X2 matrix of double) +0:293 outer product ( global 2X2 matrix of double) +0:293 'dvec2v' ( temp 2-component vector of double) +0:293 'dvec2v' ( temp 2-component vector of double) 0:294 Sequence -0:294 move second child to first child (temp 3X3 matrix of double) -0:294 'dmat3v' (temp 3X3 matrix of double) -0:294 outer product (global 3X3 matrix of double) -0:294 'dvec3v' (temp 3-component vector of double) -0:294 'dvec3v' (temp 3-component vector of double) +0:294 move second child to first child ( temp 3X3 matrix of double) +0:294 'dmat3v' ( temp 3X3 matrix of double) +0:294 outer product ( global 3X3 matrix of double) +0:294 'dvec3v' ( temp 3-component vector of double) +0:294 'dvec3v' ( temp 3-component vector of double) 0:295 Sequence -0:295 move second child to first child (temp 4X4 matrix of double) -0:295 'dmat4v' (temp 4X4 matrix of double) -0:295 outer product (global 4X4 matrix of double) -0:295 'dvec4v' (temp 4-component vector of double) -0:295 'dvec4v' (temp 4-component vector of double) +0:295 move second child to first child ( temp 4X4 matrix of double) +0:295 'dmat4v' ( temp 4X4 matrix of double) +0:295 outer product ( global 4X4 matrix of double) +0:295 'dvec4v' ( temp 4-component vector of double) +0:295 'dvec4v' ( temp 4-component vector of double) 0:296 Sequence -0:296 move second child to first child (temp 2X3 matrix of double) -0:296 'dmat2x3v' (temp 2X3 matrix of double) -0:296 outer product (global 2X3 matrix of double) -0:296 'dvec3v' (temp 3-component vector of double) -0:296 'dvec2v' (temp 2-component vector of double) +0:296 move second child to first child ( temp 2X3 matrix of double) +0:296 'dmat2x3v' ( temp 2X3 matrix of double) +0:296 outer product ( global 2X3 matrix of double) +0:296 'dvec3v' ( temp 3-component vector of double) +0:296 'dvec2v' ( temp 2-component vector of double) 0:297 Sequence -0:297 move second child to first child (temp 3X2 matrix of double) -0:297 'dmat3x2v' (temp 3X2 matrix of double) -0:297 outer product (global 3X2 matrix of double) -0:297 'dvec2v' (temp 2-component vector of double) -0:297 'dvec3v' (temp 3-component vector of double) +0:297 move second child to first child ( temp 3X2 matrix of double) +0:297 'dmat3x2v' ( temp 3X2 matrix of double) +0:297 outer product ( global 3X2 matrix of double) +0:297 'dvec2v' ( temp 2-component vector of double) +0:297 'dvec3v' ( temp 3-component vector of double) 0:298 Sequence -0:298 move second child to first child (temp 2X4 matrix of double) -0:298 'dmat2x4v' (temp 2X4 matrix of double) -0:298 outer product (global 2X4 matrix of double) -0:298 'dvec4v' (temp 4-component vector of double) -0:298 'dvec2v' (temp 2-component vector of double) +0:298 move second child to first child ( temp 2X4 matrix of double) +0:298 'dmat2x4v' ( temp 2X4 matrix of double) +0:298 outer product ( global 2X4 matrix of double) +0:298 'dvec4v' ( temp 4-component vector of double) +0:298 'dvec2v' ( temp 2-component vector of double) 0:299 Sequence -0:299 move second child to first child (temp 4X2 matrix of double) -0:299 'dmat4x2v' (temp 4X2 matrix of double) -0:299 outer product (global 4X2 matrix of double) -0:299 'dvec2v' (temp 2-component vector of double) -0:299 'dvec4v' (temp 4-component vector of double) +0:299 move second child to first child ( temp 4X2 matrix of double) +0:299 'dmat4x2v' ( temp 4X2 matrix of double) +0:299 outer product ( global 4X2 matrix of double) +0:299 'dvec2v' ( temp 2-component vector of double) +0:299 'dvec4v' ( temp 4-component vector of double) 0:300 Sequence -0:300 move second child to first child (temp 3X4 matrix of double) -0:300 'dmat3x4v' (temp 3X4 matrix of double) -0:300 outer product (global 3X4 matrix of double) -0:300 'dvec4v' (temp 4-component vector of double) -0:300 'dvec3v' (temp 3-component vector of double) +0:300 move second child to first child ( temp 3X4 matrix of double) +0:300 'dmat3x4v' ( temp 3X4 matrix of double) +0:300 outer product ( global 3X4 matrix of double) +0:300 'dvec4v' ( temp 4-component vector of double) +0:300 'dvec3v' ( temp 3-component vector of double) 0:301 Sequence -0:301 move second child to first child (temp 4X3 matrix of double) -0:301 'dmat4x3v' (temp 4X3 matrix of double) -0:301 outer product (global 4X3 matrix of double) -0:301 'dvec3v' (temp 3-component vector of double) -0:301 'dvec4v' (temp 4-component vector of double) -0:303 matrix mult second child into first child (temp 2X2 matrix of double) -0:303 'dmat2v' (temp 2X2 matrix of double) -0:303 component-wise multiply (global 2X2 matrix of double) -0:303 'dmat2v' (temp 2X2 matrix of double) -0:303 'dmat2v' (temp 2X2 matrix of double) -0:304 matrix mult second child into first child (temp 3X3 matrix of double) -0:304 'dmat3v' (temp 3X3 matrix of double) -0:304 component-wise multiply (global 3X3 matrix of double) -0:304 'dmat3v' (temp 3X3 matrix of double) -0:304 'dmat3v' (temp 3X3 matrix of double) -0:305 matrix mult second child into first child (temp 4X4 matrix of double) -0:305 'dmat4v' (temp 4X4 matrix of double) -0:305 component-wise multiply (global 4X4 matrix of double) -0:305 'dmat4v' (temp 4X4 matrix of double) -0:305 'dmat4v' (temp 4X4 matrix of double) -0:306 move second child to first child (temp 2X3 matrix of double) -0:306 'dmat2x3v' (temp 2X3 matrix of double) -0:306 component-wise multiply (global 2X3 matrix of double) -0:306 'dmat2x3v' (temp 2X3 matrix of double) -0:306 'dmat2x3v' (temp 2X3 matrix of double) -0:307 move second child to first child (temp 2X4 matrix of double) -0:307 'dmat2x4v' (temp 2X4 matrix of double) -0:307 component-wise multiply (global 2X4 matrix of double) -0:307 'dmat2x4v' (temp 2X4 matrix of double) -0:307 'dmat2x4v' (temp 2X4 matrix of double) -0:308 move second child to first child (temp 3X2 matrix of double) -0:308 'dmat3x2v' (temp 3X2 matrix of double) -0:308 component-wise multiply (global 3X2 matrix of double) -0:308 'dmat3x2v' (temp 3X2 matrix of double) -0:308 'dmat3x2v' (temp 3X2 matrix of double) -0:309 move second child to first child (temp 3X4 matrix of double) -0:309 'dmat3x4v' (temp 3X4 matrix of double) -0:309 component-wise multiply (global 3X4 matrix of double) -0:309 'dmat3x4v' (temp 3X4 matrix of double) -0:309 'dmat3x4v' (temp 3X4 matrix of double) -0:310 move second child to first child (temp 4X2 matrix of double) -0:310 'dmat4x2v' (temp 4X2 matrix of double) -0:310 component-wise multiply (global 4X2 matrix of double) -0:310 'dmat4x2v' (temp 4X2 matrix of double) -0:310 'dmat4x2v' (temp 4X2 matrix of double) -0:311 move second child to first child (temp 4X3 matrix of double) -0:311 'dmat4x3v' (temp 4X3 matrix of double) -0:311 component-wise multiply (global 4X3 matrix of double) -0:311 'dmat4x3v' (temp 4X3 matrix of double) -0:311 'dmat4x3v' (temp 4X3 matrix of double) -0:313 matrix mult second child into first child (temp 2X2 matrix of double) -0:313 'dmat2v' (temp 2X2 matrix of double) -0:313 transpose (global 2X2 matrix of double) -0:313 'dmat2v' (temp 2X2 matrix of double) -0:314 matrix mult second child into first child (temp 3X3 matrix of double) -0:314 'dmat3v' (temp 3X3 matrix of double) -0:314 transpose (global 3X3 matrix of double) -0:314 'dmat3v' (temp 3X3 matrix of double) -0:315 matrix mult second child into first child (temp 4X4 matrix of double) -0:315 'dmat4v' (temp 4X4 matrix of double) -0:315 transpose (global 4X4 matrix of double) -0:315 'dmat4v' (temp 4X4 matrix of double) -0:316 move second child to first child (temp 2X3 matrix of double) -0:316 'dmat2x3v' (temp 2X3 matrix of double) -0:316 transpose (global 2X3 matrix of double) -0:316 'dmat3x2v' (temp 3X2 matrix of double) -0:317 move second child to first child (temp 3X2 matrix of double) -0:317 'dmat3x2v' (temp 3X2 matrix of double) -0:317 transpose (global 3X2 matrix of double) -0:317 'dmat2x3v' (temp 2X3 matrix of double) -0:318 move second child to first child (temp 2X4 matrix of double) -0:318 'dmat2x4v' (temp 2X4 matrix of double) -0:318 transpose (global 2X4 matrix of double) -0:318 'dmat4x2v' (temp 4X2 matrix of double) -0:319 move second child to first child (temp 4X2 matrix of double) -0:319 'dmat4x2v' (temp 4X2 matrix of double) -0:319 transpose (global 4X2 matrix of double) -0:319 'dmat2x4v' (temp 2X4 matrix of double) -0:320 move second child to first child (temp 3X4 matrix of double) -0:320 'dmat3x4v' (temp 3X4 matrix of double) -0:320 transpose (global 3X4 matrix of double) -0:320 'dmat4x3v' (temp 4X3 matrix of double) -0:321 move second child to first child (temp 4X3 matrix of double) -0:321 'dmat4x3v' (temp 4X3 matrix of double) -0:321 transpose (global 4X3 matrix of double) -0:321 'dmat3x4v' (temp 3X4 matrix of double) -0:323 add second child into first child (temp double) -0:323 'doublev' (temp double) -0:323 determinant (global double) -0:323 'dmat2v' (temp 2X2 matrix of double) -0:324 add second child into first child (temp double) -0:324 'doublev' (temp double) -0:324 determinant (global double) -0:324 'dmat3v' (temp 3X3 matrix of double) -0:325 add second child into first child (temp double) -0:325 'doublev' (temp double) -0:325 determinant (global double) -0:325 'dmat4v' (temp 4X4 matrix of double) -0:327 matrix mult second child into first child (temp 2X2 matrix of double) -0:327 'dmat2v' (temp 2X2 matrix of double) -0:327 inverse (global 2X2 matrix of double) -0:327 'dmat2v' (temp 2X2 matrix of double) -0:328 matrix mult second child into first child (temp 3X3 matrix of double) -0:328 'dmat3v' (temp 3X3 matrix of double) -0:328 inverse (global 3X3 matrix of double) -0:328 'dmat3v' (temp 3X3 matrix of double) -0:329 matrix mult second child into first child (temp 4X4 matrix of double) -0:329 'dmat4v' (temp 4X4 matrix of double) -0:329 inverse (global 4X4 matrix of double) -0:329 'dmat4v' (temp 4X4 matrix of double) +0:301 move second child to first child ( temp 4X3 matrix of double) +0:301 'dmat4x3v' ( temp 4X3 matrix of double) +0:301 outer product ( global 4X3 matrix of double) +0:301 'dvec3v' ( temp 3-component vector of double) +0:301 'dvec4v' ( temp 4-component vector of double) +0:303 matrix mult second child into first child ( temp 2X2 matrix of double) +0:303 'dmat2v' ( temp 2X2 matrix of double) +0:303 component-wise multiply ( global 2X2 matrix of double) +0:303 'dmat2v' ( temp 2X2 matrix of double) +0:303 'dmat2v' ( temp 2X2 matrix of double) +0:304 matrix mult second child into first child ( temp 3X3 matrix of double) +0:304 'dmat3v' ( temp 3X3 matrix of double) +0:304 component-wise multiply ( global 3X3 matrix of double) +0:304 'dmat3v' ( temp 3X3 matrix of double) +0:304 'dmat3v' ( temp 3X3 matrix of double) +0:305 matrix mult second child into first child ( temp 4X4 matrix of double) +0:305 'dmat4v' ( temp 4X4 matrix of double) +0:305 component-wise multiply ( global 4X4 matrix of double) +0:305 'dmat4v' ( temp 4X4 matrix of double) +0:305 'dmat4v' ( temp 4X4 matrix of double) +0:306 move second child to first child ( temp 2X3 matrix of double) +0:306 'dmat2x3v' ( temp 2X3 matrix of double) +0:306 component-wise multiply ( global 2X3 matrix of double) +0:306 'dmat2x3v' ( temp 2X3 matrix of double) +0:306 'dmat2x3v' ( temp 2X3 matrix of double) +0:307 move second child to first child ( temp 2X4 matrix of double) +0:307 'dmat2x4v' ( temp 2X4 matrix of double) +0:307 component-wise multiply ( global 2X4 matrix of double) +0:307 'dmat2x4v' ( temp 2X4 matrix of double) +0:307 'dmat2x4v' ( temp 2X4 matrix of double) +0:308 move second child to first child ( temp 3X2 matrix of double) +0:308 'dmat3x2v' ( temp 3X2 matrix of double) +0:308 component-wise multiply ( global 3X2 matrix of double) +0:308 'dmat3x2v' ( temp 3X2 matrix of double) +0:308 'dmat3x2v' ( temp 3X2 matrix of double) +0:309 move second child to first child ( temp 3X4 matrix of double) +0:309 'dmat3x4v' ( temp 3X4 matrix of double) +0:309 component-wise multiply ( global 3X4 matrix of double) +0:309 'dmat3x4v' ( temp 3X4 matrix of double) +0:309 'dmat3x4v' ( temp 3X4 matrix of double) +0:310 move second child to first child ( temp 4X2 matrix of double) +0:310 'dmat4x2v' ( temp 4X2 matrix of double) +0:310 component-wise multiply ( global 4X2 matrix of double) +0:310 'dmat4x2v' ( temp 4X2 matrix of double) +0:310 'dmat4x2v' ( temp 4X2 matrix of double) +0:311 move second child to first child ( temp 4X3 matrix of double) +0:311 'dmat4x3v' ( temp 4X3 matrix of double) +0:311 component-wise multiply ( global 4X3 matrix of double) +0:311 'dmat4x3v' ( temp 4X3 matrix of double) +0:311 'dmat4x3v' ( temp 4X3 matrix of double) +0:313 matrix mult second child into first child ( temp 2X2 matrix of double) +0:313 'dmat2v' ( temp 2X2 matrix of double) +0:313 transpose ( global 2X2 matrix of double) +0:313 'dmat2v' ( temp 2X2 matrix of double) +0:314 matrix mult second child into first child ( temp 3X3 matrix of double) +0:314 'dmat3v' ( temp 3X3 matrix of double) +0:314 transpose ( global 3X3 matrix of double) +0:314 'dmat3v' ( temp 3X3 matrix of double) +0:315 matrix mult second child into first child ( temp 4X4 matrix of double) +0:315 'dmat4v' ( temp 4X4 matrix of double) +0:315 transpose ( global 4X4 matrix of double) +0:315 'dmat4v' ( temp 4X4 matrix of double) +0:316 move second child to first child ( temp 2X3 matrix of double) +0:316 'dmat2x3v' ( temp 2X3 matrix of double) +0:316 transpose ( global 2X3 matrix of double) +0:316 'dmat3x2v' ( temp 3X2 matrix of double) +0:317 move second child to first child ( temp 3X2 matrix of double) +0:317 'dmat3x2v' ( temp 3X2 matrix of double) +0:317 transpose ( global 3X2 matrix of double) +0:317 'dmat2x3v' ( temp 2X3 matrix of double) +0:318 move second child to first child ( temp 2X4 matrix of double) +0:318 'dmat2x4v' ( temp 2X4 matrix of double) +0:318 transpose ( global 2X4 matrix of double) +0:318 'dmat4x2v' ( temp 4X2 matrix of double) +0:319 move second child to first child ( temp 4X2 matrix of double) +0:319 'dmat4x2v' ( temp 4X2 matrix of double) +0:319 transpose ( global 4X2 matrix of double) +0:319 'dmat2x4v' ( temp 2X4 matrix of double) +0:320 move second child to first child ( temp 3X4 matrix of double) +0:320 'dmat3x4v' ( temp 3X4 matrix of double) +0:320 transpose ( global 3X4 matrix of double) +0:320 'dmat4x3v' ( temp 4X3 matrix of double) +0:321 move second child to first child ( temp 4X3 matrix of double) +0:321 'dmat4x3v' ( temp 4X3 matrix of double) +0:321 transpose ( global 4X3 matrix of double) +0:321 'dmat3x4v' ( temp 3X4 matrix of double) +0:323 add second child into first child ( temp double) +0:323 'doublev' ( temp double) +0:323 determinant ( global double) +0:323 'dmat2v' ( temp 2X2 matrix of double) +0:324 add second child into first child ( temp double) +0:324 'doublev' ( temp double) +0:324 determinant ( global double) +0:324 'dmat3v' ( temp 3X3 matrix of double) +0:325 add second child into first child ( temp double) +0:325 'doublev' ( temp double) +0:325 determinant ( global double) +0:325 'dmat4v' ( temp 4X4 matrix of double) +0:327 matrix mult second child into first child ( temp 2X2 matrix of double) +0:327 'dmat2v' ( temp 2X2 matrix of double) +0:327 inverse ( global 2X2 matrix of double) +0:327 'dmat2v' ( temp 2X2 matrix of double) +0:328 matrix mult second child into first child ( temp 3X3 matrix of double) +0:328 'dmat3v' ( temp 3X3 matrix of double) +0:328 inverse ( global 3X3 matrix of double) +0:328 'dmat3v' ( temp 3X3 matrix of double) +0:329 matrix mult second child into first child ( temp 4X4 matrix of double) +0:329 'dmat4v' ( temp 4X4 matrix of double) +0:329 inverse ( global 4X4 matrix of double) +0:329 'dmat4v' ( temp 4X4 matrix of double) 0:? Linker Objects -0:? 'bn' (in 3-element array of block{in int a}) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) -0:? 'color' (in 3-element array of 4-component vector of float) -0:? 'color2' (in 3-element array of 4-component vector of float) -0:? 'colorS' (in 3-element array of 4-component vector of float) -0:? 'colorBad' (in 4-element array of 4-component vector of float) -0:? 'colorbad2' (in 2-element array of 4-component vector of float) -0:? 'cva' (layout(location=4 ) in 3-element array of 4-component vector of float) -0:? 'cvb' (layout(location=5 ) in 3-element array of 4-component vector of float) -0:? 'cmc' (layout(location=2 ) in 3-element array of 3X3 matrix of float) -0:? 'patchIn' (patch in 3-element array of 4-component vector of float) -0:? 'patchOut' (layout(stream=0 ) patch out 4-component vector of float) -0:? 'scalar' (in float) -0:? 'inbls' (in block{in int a}) -0:? 'inbla' (in 17-element array of block{in int a}) -0:? 'indexedOut' (layout(location=7 stream=0 ) out 4-component vector of float) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp2Ds' (uniform sampler2DShadow) +0:? 'bn' ( in 3-element array of block{ in int a}) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) +0:? 'color' ( in 3-element array of 4-component vector of float) +0:? 'color2' ( in 3-element array of 4-component vector of float) +0:? 'colorS' ( in 3-element array of 4-component vector of float) +0:? 'colorBad' ( in 4-element array of 4-component vector of float) +0:? 'colorbad2' ( in 2-element array of 4-component vector of float) +0:? 'cva' (layout( location=4) in 3-element array of 4-component vector of float) +0:? 'cvb' (layout( location=5) in 3-element array of 4-component vector of float) +0:? 'cmc' (layout( location=2) in 3-element array of 3X3 matrix of float) +0:? 'patchIn' ( patch in 3-element array of 4-component vector of float) +0:? 'patchOut' (layout( stream=0) patch out 4-component vector of float) +0:? 'scalar' ( in float) +0:? 'inbls' ( in block{ in int a}) +0:? 'inbla' ( in 17-element array of block{ in int a}) +0:? 'indexedOut' (layout( location=7 stream=0) out 4-component vector of float) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp2Ds' ( uniform sampler2DShadow) Linked geometry stage: @@ -1055,38 +1055,38 @@ max_vertices = 127 input primitive = triangles output primitive = none ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence -0:5 EmitStreamVertex (global void) +0:5 EmitStreamVertex ( global void) 0:5 Constant: 0:5 1 (const int) -0:6 EndStreamPrimitive (global void) +0:6 EndStreamPrimitive ( global void) 0:6 Constant: 0:6 0 (const int) -0:7 EmitVertex (global void) -0:8 EndPrimitive (global void) +0:7 EmitVertex ( global void) +0:8 EndPrimitive ( global void) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'id' (temp int) -0:9 'gl_InvocationID' (in int InvocationID) +0:9 move second child to first child ( temp int) +0:9 'id' ( temp int) +0:9 'gl_InvocationID' ( in int InvocationID) 0:? Linker Objects -0:? 'bn' (in 3-element array of block{in int a}) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) -0:? 'color' (in 3-element array of 4-component vector of float) -0:? 'color2' (in 3-element array of 4-component vector of float) -0:? 'colorS' (in 3-element array of 4-component vector of float) -0:? 'colorBad' (in 4-element array of 4-component vector of float) -0:? 'colorbad2' (in 2-element array of 4-component vector of float) -0:? 'cva' (layout(location=4 ) in 3-element array of 4-component vector of float) -0:? 'cvb' (layout(location=5 ) in 3-element array of 4-component vector of float) -0:? 'cmc' (layout(location=2 ) in 3-element array of 3X3 matrix of float) -0:? 'patchIn' (patch in 3-element array of 4-component vector of float) -0:? 'patchOut' (layout(stream=0 ) patch out 4-component vector of float) -0:? 'scalar' (in float) -0:? 'inbls' (in block{in int a}) -0:? 'inbla' (in 17-element array of block{in int a}) -0:? 'indexedOut' (layout(location=7 stream=0 ) out 4-component vector of float) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp2Ds' (uniform sampler2DShadow) +0:? 'bn' ( in 3-element array of block{ in int a}) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize}) +0:? 'color' ( in 3-element array of 4-component vector of float) +0:? 'color2' ( in 3-element array of 4-component vector of float) +0:? 'colorS' ( in 3-element array of 4-component vector of float) +0:? 'colorBad' ( in 4-element array of 4-component vector of float) +0:? 'colorbad2' ( in 2-element array of 4-component vector of float) +0:? 'cva' (layout( location=4) in 3-element array of 4-component vector of float) +0:? 'cvb' (layout( location=5) in 3-element array of 4-component vector of float) +0:? 'cmc' (layout( location=2) in 3-element array of 3X3 matrix of float) +0:? 'patchIn' ( patch in 3-element array of 4-component vector of float) +0:? 'patchOut' (layout( stream=0) patch out 4-component vector of float) +0:? 'scalar' ( in float) +0:? 'inbls' ( in block{ in int a}) +0:? 'inbla' ( in 17-element array of block{ in int a}) +0:? 'indexedOut' (layout( location=7 stream=0) out 4-component vector of float) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp2Ds' ( uniform sampler2DShadow) diff --git a/Test/baseResults/400.tesc.out b/Test/baseResults/400.tesc.out index 027d58f8..434079e9 100644 --- a/Test/baseResults/400.tesc.out +++ b/Test/baseResults/400.tesc.out @@ -32,42 +32,42 @@ Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 Barrier (global void) +0:15 Barrier ( global void) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'a' (temp int) +0:17 move second child to first child ( temp int) +0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'p' (temp 4-component vector of float) -0:23 gl_Position: direct index for structure (in 4-component vector of float Position) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'p' ( temp 4-component vector of float) +0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'ps' (temp float) -0:24 gl_PointSize: direct index for structure (in float PointSize) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'ps' ( temp float) +0:24 gl_PointSize: direct index for structure ( in float PointSize) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'cd' (temp float) -0:25 direct index (temp float ClipDistance) -0:25 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:25 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:25 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:25 move second child to first child ( temp float) +0:25 'cd' ( temp float) +0:25 direct index ( temp float ClipDistance) +0:25 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: @@ -75,160 +75,160 @@ ERROR: node is still EOpNull! 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pvi' (temp int) -0:27 'gl_PatchVerticesIn' (in int PatchVertices) +0:27 move second child to first child ( temp int) +0:27 'pvi' ( temp int) +0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'pid' (temp int) -0:28 'gl_PrimitiveID' (in int PrimitiveID) +0:28 move second child to first child ( temp int) +0:28 'pid' ( temp int) +0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'iid' (temp int) -0:29 'gl_InvocationID' (in int InvocationID) -0:31 move second child to first child (temp 4-component vector of float) -0:31 gl_Position: direct index for structure (out 4-component vector of float Position) -0:31 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:31 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:31 'gl_InvocationID' (in int InvocationID) +0:29 move second child to first child ( temp int) +0:29 'iid' ( temp int) +0:29 'gl_InvocationID' ( in int InvocationID) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) -0:31 'p' (temp 4-component vector of float) -0:32 move second child to first child (temp float) -0:32 gl_PointSize: direct index for structure (out float PointSize) -0:32 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_InvocationID' (in int InvocationID) +0:31 'p' ( temp 4-component vector of float) +0:32 move second child to first child ( temp float) +0:32 gl_PointSize: direct index for structure ( out float PointSize) +0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) -0:32 'ps' (temp float) -0:33 move second child to first child (temp float) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:33 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_InvocationID' (in int InvocationID) +0:32 'ps' ( temp float) +0:33 move second child to first child ( temp float) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 'cd' (temp float) -0:35 move second child to first child (temp float) -0:35 direct index (patch temp float TessLevelOuter) -0:35 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:33 'cd' ( temp float) +0:35 move second child to first child ( temp float) +0:35 direct index ( patch temp float TessLevelOuter) +0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 -0:36 move second child to first child (temp float) -0:36 direct index (patch temp float TessLevelInner) -0:36 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:36 move second child to first child ( temp float) +0:36 direct index ( patch temp float TessLevelInner) +0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Greater Than (temp bool) -0:38 'a' (temp int) +0:38 Compare Greater Than ( temp bool) +0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case -0:39 Barrier (global void) +0:39 Barrier ( global void) 0:38 false case -0:41 Barrier (global void) -0:43 Barrier (global void) +0:41 Barrier ( global void) +0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition -0:47 Compare Greater Than (temp bool) -0:47 'a' (temp int) +0:47 Compare Greater Than ( temp bool) +0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence -0:46 Barrier (global void) +0:46 Barrier ( global void) 0:49 switch 0:49 condition -0:49 'a' (temp int) +0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence -0:51 Barrier (global void) +0:51 Barrier ( global void) 0:52 Branch: Break -0:54 Test condition and select (temp int) +0:54 Test condition and select ( temp int) 0:54 Condition -0:54 Compare Less Than (temp bool) -0:54 'a' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case -0:54 'a' (temp int) +0:54 'a' ( temp int) 0:54 false case -0:54 Comma (temp int) -0:54 Barrier (global void) -0:54 'a' (temp int) +0:54 Comma ( temp int) +0:54 Barrier ( global void) +0:54 'a' ( temp int) 0:56 Sequence -0:56 Barrier (global void) +0:56 Barrier ( global void) 0:59 Branch: Return -0:61 Barrier (global void) -0:67 Function Definition: foo( (global void) +0:61 Barrier ( global void) +0:67 Function Definition: foo( ( global void) 0:67 Function Parameters: 0:69 Sequence -0:69 gl_PointSize: direct index for structure (out float PointSize) -0:69 direct index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:69 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:69 gl_PointSize: direct index for structure ( out float PointSize) +0:69 direct index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:69 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:69 Constant: 0:69 4 (const int) 0:69 Constant: 0:69 1 (const int) -0:71 Barrier (global void) -0:91 Function Definition: foop( (global void) +0:71 Barrier ( global void) +0:91 Function Definition: foop( ( global void) 0:91 Function Parameters: 0:? Sequence -0:95 multiply second child into first child (temp 3-component vector of float) -0:95 'pv3' (noContraction temp 3-component vector of float) -0:95 'pv3' (noContraction temp 3-component vector of float) -0:96 move second child to first child (temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 fma (global 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:96 'pv3' (noContraction temp 3-component vector of float) -0:97 move second child to first child (temp double) -0:97 'd' (noContraction temp double) -0:97 fma (global double) -0:97 'd' (noContraction temp double) -0:97 'd' (noContraction temp double) -0:97 'd' (noContraction temp double) -0:107 Function Definition: devi( (global void) +0:95 multiply second child into first child ( temp 3-component vector of float) +0:95 'pv3' ( noContraction temp 3-component vector of float) +0:95 'pv3' ( noContraction temp 3-component vector of float) +0:96 move second child to first child ( temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 fma ( global 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:96 'pv3' ( noContraction temp 3-component vector of float) +0:97 move second child to first child ( temp double) +0:97 'd' ( noContraction temp double) +0:97 fma ( global double) +0:97 'd' ( noContraction temp double) +0:97 'd' ( noContraction temp double) +0:97 'd' ( noContraction temp double) +0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence -0:109 'gl_DeviceIndex' (in int DeviceIndex) -0:110 'gl_ViewIndex' (in int ViewIndex) -0:121 Function Definition: devie( (global void) +0:109 'gl_DeviceIndex' ( in int DeviceIndex) +0:110 'gl_ViewIndex' ( in int ViewIndex) +0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence -0:123 'gl_DeviceIndex' (in int DeviceIndex) -0:124 'gl_ViewIndex' (in int ViewIndex) +0:123 'gl_DeviceIndex' ( in int DeviceIndex) +0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 4-element array of int) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'pv3' (noContraction temp 3-component vector of float) -0:? 'pinbi' (patch out block{out int a}) -0:? 'badOrder' (invariant noContraction out 4-element array of 4-component vector of float) +0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 4-element array of int) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'pv3' ( noContraction temp 3-component vector of float) +0:? 'pinbi' ( patch out block{ out int a}) +0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) Linked tessellation control stage: @@ -240,42 +240,42 @@ Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 ERROR: node is still EOpNull! -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence -0:15 Barrier (global void) +0:15 Barrier ( global void) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'a' (temp int) +0:17 move second child to first child ( temp int) +0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'p' (temp 4-component vector of float) -0:23 gl_Position: direct index for structure (in 4-component vector of float Position) -0:23 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:23 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'p' ( temp 4-component vector of float) +0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'ps' (temp float) -0:24 gl_PointSize: direct index for structure (in float PointSize) -0:24 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:24 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 move second child to first child ( temp float) +0:24 'ps' ( temp float) +0:24 gl_PointSize: direct index for structure ( in float PointSize) +0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'cd' (temp float) -0:25 direct index (temp float ClipDistance) -0:25 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:25 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:25 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:25 move second child to first child ( temp float) +0:25 'cd' ( temp float) +0:25 direct index ( temp float ClipDistance) +0:25 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: @@ -283,119 +283,119 @@ ERROR: node is still EOpNull! 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'pvi' (temp int) -0:27 'gl_PatchVerticesIn' (in int PatchVertices) +0:27 move second child to first child ( temp int) +0:27 'pvi' ( temp int) +0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'pid' (temp int) -0:28 'gl_PrimitiveID' (in int PrimitiveID) +0:28 move second child to first child ( temp int) +0:28 'pid' ( temp int) +0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'iid' (temp int) -0:29 'gl_InvocationID' (in int InvocationID) -0:31 move second child to first child (temp 4-component vector of float) -0:31 gl_Position: direct index for structure (out 4-component vector of float Position) -0:31 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:31 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:31 'gl_InvocationID' (in int InvocationID) +0:29 move second child to first child ( temp int) +0:29 'iid' ( temp int) +0:29 'gl_InvocationID' ( in int InvocationID) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) -0:31 'p' (temp 4-component vector of float) -0:32 move second child to first child (temp float) -0:32 gl_PointSize: direct index for structure (out float PointSize) -0:32 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_InvocationID' (in int InvocationID) +0:31 'p' ( temp 4-component vector of float) +0:32 move second child to first child ( temp float) +0:32 gl_PointSize: direct index for structure ( out float PointSize) +0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) -0:32 'ps' (temp float) -0:33 move second child to first child (temp float) -0:33 direct index (temp float ClipDistance) -0:33 gl_ClipDistance: direct index for structure (out 2-element array of float ClipDistance) -0:33 indirect index (temp block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_InvocationID' (in int InvocationID) +0:32 'ps' ( temp float) +0:33 move second child to first child ( temp float) +0:33 direct index ( temp float ClipDistance) +0:33 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance) +0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 'cd' (temp float) -0:35 move second child to first child (temp float) -0:35 direct index (patch temp float TessLevelOuter) -0:35 'gl_TessLevelOuter' (patch out 4-element array of float TessLevelOuter) +0:33 'cd' ( temp float) +0:35 move second child to first child ( temp float) +0:35 direct index ( patch temp float TessLevelOuter) +0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 -0:36 move second child to first child (temp float) -0:36 direct index (patch temp float TessLevelInner) -0:36 'gl_TessLevelInner' (patch out 2-element array of float TessLevelInner) +0:36 move second child to first child ( temp float) +0:36 direct index ( patch temp float TessLevelInner) +0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Greater Than (temp bool) -0:38 'a' (temp int) +0:38 Compare Greater Than ( temp bool) +0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case -0:39 Barrier (global void) +0:39 Barrier ( global void) 0:38 false case -0:41 Barrier (global void) -0:43 Barrier (global void) +0:41 Barrier ( global void) +0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition -0:47 Compare Greater Than (temp bool) -0:47 'a' (temp int) +0:47 Compare Greater Than ( temp bool) +0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence -0:46 Barrier (global void) +0:46 Barrier ( global void) 0:49 switch 0:49 condition -0:49 'a' (temp int) +0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence -0:51 Barrier (global void) +0:51 Barrier ( global void) 0:52 Branch: Break -0:54 Test condition and select (temp int) +0:54 Test condition and select ( temp int) 0:54 Condition -0:54 Compare Less Than (temp bool) -0:54 'a' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case -0:54 'a' (temp int) +0:54 'a' ( temp int) 0:54 false case -0:54 Comma (temp int) -0:54 Barrier (global void) -0:54 'a' (temp int) +0:54 Comma ( temp int) +0:54 Barrier ( global void) +0:54 'a' ( temp int) 0:56 Sequence -0:56 Barrier (global void) +0:56 Barrier ( global void) 0:59 Branch: Return -0:61 Barrier (global void) +0:61 Barrier ( global void) 0:? Linker Objects -0:? 'gl_out' (out 4-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 4-element array of int) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float) -0:? 'pv3' (noContraction temp 3-component vector of float) -0:? 'pinbi' (patch out block{out int a}) -0:? 'badOrder' (invariant noContraction out 4-element array of 4-component vector of float) +0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 4-element array of int) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) +0:? 'pv3' ( noContraction temp 3-component vector of float) +0:? 'pinbi' ( patch out block{ out int a}) +0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) diff --git a/Test/baseResults/400.tese.out b/Test/baseResults/400.tese.out index 363ad96d..2f1c97c0 100644 --- a/Test/baseResults/400.tese.out +++ b/Test/baseResults/400.tese.out @@ -44,43 +44,43 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'a' (temp int) +0:24 move second child to first child ( temp int) +0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 'p' (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (in 4-component vector of float Position) -0:32 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:32 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'p' ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'ps' (temp float) -0:33 gl_PointSize: direct index for structure (in float PointSize) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 'ps' ( temp float) +0:33 gl_PointSize: direct index for structure ( in float PointSize) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'cd' (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp float) +0:34 'cd' ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -88,85 +88,85 @@ ERROR: node is still EOpNull! 0:34 Constant: 0:34 2 (const int) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'pvi' (temp int) -0:36 'gl_PatchVerticesIn' (in int PatchVertices) +0:36 move second child to first child ( temp int) +0:36 'pvi' ( temp int) +0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence -0:37 move second child to first child (temp int) -0:37 'pid' (temp int) -0:37 'gl_PrimitiveID' (in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'pid' ( temp int) +0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence -0:38 move second child to first child (temp 3-component vector of float) -0:38 'tc' (temp 3-component vector of float) -0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:38 move second child to first child ( temp 3-component vector of float) +0:38 'tc' ( temp 3-component vector of float) +0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'tlo' (temp float) -0:39 direct index (patch temp float TessLevelOuter) -0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:39 move second child to first child ( temp float) +0:39 'tlo' ( temp float) +0:39 direct index ( patch temp float TessLevelOuter) +0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'tli' (temp float) -0:40 direct index (patch temp float TessLevelInner) -0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:40 move second child to first child ( temp float) +0:40 'tli' ( temp float) +0:40 direct index ( patch temp float TessLevelInner) +0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) -0:42 'p' (temp 4-component vector of float) -0:43 move second child to first child (temp float) -0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:42 'p' ( temp 4-component vector of float) +0:43 move second child to first child ( temp float) +0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) -0:43 'ps' (temp float) -0:44 move second child to first child (temp float) -0:44 direct index (temp float ClipDistance) -0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:43 'ps' ( temp float) +0:44 move second child to first child ( temp float) +0:44 direct index ( temp float ClipDistance) +0:44 gl_ClipDistance: direct index for structure ( out implicitly-sized array of float ClipDistance) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) -0:44 'cd' (temp float) -0:107 Function Definition: devi( (global void) +0:44 'cd' ( temp float) +0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence -0:109 'gl_DeviceIndex' (in int DeviceIndex) -0:110 'gl_ViewIndex' (in int ViewIndex) -0:121 Function Definition: devie( (global void) +0:109 'gl_DeviceIndex' ( in int DeviceIndex) +0:110 'gl_ViewIndex' ( in int ViewIndex) +0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence -0:123 'gl_DeviceIndex' (in int DeviceIndex) -0:124 'gl_ViewIndex' (in int ViewIndex) +0:123 'gl_DeviceIndex' ( in int DeviceIndex) +0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'badp1' (smooth patch in 4-component vector of float) -0:? 'badp2' (flat patch in 4-component vector of float) -0:? 'badp3' (noperspective patch in 4-component vector of float) -0:? 'badp4' (patch sample in 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'bla' (in block{in int f}) -0:? 'blb' (in 32-element array of block{in int f}) -0:? 'blc' (in 32-element array of block{in int f}) -0:? 'bld' (in 32-element array of block{in int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) -0:? 'pinbi' (patch in block{in int a}) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'badp1' ( smooth patch in 4-component vector of float) +0:? 'badp2' ( flat patch in 4-component vector of float) +0:? 'badp3' ( noperspective patch in 4-component vector of float) +0:? 'badp4' ( patch sample in 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'bla' ( in block{ in int f}) +0:? 'blb' ( in 32-element array of block{ in int f}) +0:? 'blc' ( in 32-element array of block{ in int f}) +0:? 'bld' ( in 32-element array of block{ in int f}) +0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) +0:? 'pinbi' ( patch in block{ in int a}) Linked tessellation evaluation stage: @@ -181,43 +181,43 @@ vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'a' (temp int) +0:24 move second child to first child ( temp int) +0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 'p' (temp 4-component vector of float) -0:32 gl_Position: direct index for structure (in 4-component vector of float Position) -0:32 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:32 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'p' ( temp 4-component vector of float) +0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'ps' (temp float) -0:33 gl_PointSize: direct index for structure (in float PointSize) -0:33 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:33 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 move second child to first child ( temp float) +0:33 'ps' ( temp float) +0:33 gl_PointSize: direct index for structure ( in float PointSize) +0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'cd' (temp float) -0:34 direct index (temp float ClipDistance) -0:34 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:34 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:34 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 move second child to first child ( temp float) +0:34 'cd' ( temp float) +0:34 direct index ( temp float ClipDistance) +0:34 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -225,73 +225,73 @@ ERROR: node is still EOpNull! 0:34 Constant: 0:34 2 (const int) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'pvi' (temp int) -0:36 'gl_PatchVerticesIn' (in int PatchVertices) +0:36 move second child to first child ( temp int) +0:36 'pvi' ( temp int) +0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence -0:37 move second child to first child (temp int) -0:37 'pid' (temp int) -0:37 'gl_PrimitiveID' (in int PrimitiveID) +0:37 move second child to first child ( temp int) +0:37 'pid' ( temp int) +0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence -0:38 move second child to first child (temp 3-component vector of float) -0:38 'tc' (temp 3-component vector of float) -0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) +0:38 move second child to first child ( temp 3-component vector of float) +0:38 'tc' ( temp 3-component vector of float) +0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'tlo' (temp float) -0:39 direct index (patch temp float TessLevelOuter) -0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) +0:39 move second child to first child ( temp float) +0:39 'tlo' ( temp float) +0:39 direct index ( patch temp float TessLevelOuter) +0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'tli' (temp float) -0:40 direct index (patch temp float TessLevelInner) -0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) +0:40 move second child to first child ( temp float) +0:40 'tli' ( temp float) +0:40 direct index ( patch temp float TessLevelInner) +0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) -0:42 'p' (temp 4-component vector of float) -0:43 move second child to first child (temp float) -0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) -0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:42 'p' ( temp 4-component vector of float) +0:43 move second child to first child ( temp float) +0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) +0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) -0:43 'ps' (temp float) -0:44 move second child to first child (temp float) -0:44 direct index (temp float ClipDistance) -0:44 gl_ClipDistance: direct index for structure (out 3-element array of float ClipDistance) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:43 'ps' ( temp float) +0:44 move second child to first child ( temp float) +0:44 direct index ( temp float ClipDistance) +0:44 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) -0:44 'cd' (temp float) +0:44 'cd' ( temp float) 0:? Linker Objects -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (patch out 4-component vector of float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) -0:? 'badp1' (smooth patch in 4-component vector of float) -0:? 'badp2' (flat patch in 4-component vector of float) -0:? 'badp3' (noperspective patch in 4-component vector of float) -0:? 'badp4' (patch sample in 3-component vector of float) -0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'ina' (in 2-component vector of float) -0:? 'inb' (in 32-element array of 2-component vector of float) -0:? 'inc' (in 32-element array of 2-component vector of float) -0:? 'ind' (in 32-element array of 2-component vector of float) -0:? 'bla' (in block{in int f}) -0:? 'blb' (in 32-element array of block{in int f}) -0:? 'blc' (in 32-element array of block{in int f}) -0:? 'bld' (in 32-element array of block{in int f}) -0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) -0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) -0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) -0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) -0:? 'pinbi' (patch in block{in int a}) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( patch out 4-component vector of float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) +0:? 'badp1' ( smooth patch in 4-component vector of float) +0:? 'badp2' ( flat patch in 4-component vector of float) +0:? 'badp3' ( noperspective patch in 4-component vector of float) +0:? 'badp4' ( patch sample in 3-component vector of float) +0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'ina' ( in 2-component vector of float) +0:? 'inb' ( in 32-element array of 2-component vector of float) +0:? 'inc' ( in 32-element array of 2-component vector of float) +0:? 'ind' ( in 32-element array of 2-component vector of float) +0:? 'bla' ( in block{ in int f}) +0:? 'blb' ( in 32-element array of block{ in int f}) +0:? 'blc' ( in 32-element array of block{ in int f}) +0:? 'bld' ( in 32-element array of block{ in int f}) +0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) +0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) +0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) +0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) +0:? 'pinbi' ( patch in block{ in int a}) diff --git a/Test/baseResults/400.vert.out b/Test/baseResults/400.vert.out index bf078875..0fd453d8 100755 --- a/Test/baseResults/400.vert.out +++ b/Test/baseResults/400.vert.out @@ -18,279 +18,279 @@ ERROR: 13 compilation errors. No code generated. Shader version: 400 ERROR: node is still EOpNull! -0:8 Function Definition: foo1(d1;u1; (global void) +0:8 Function Definition: foo1(d1;u1; ( global void) 0:8 Function Parameters: -0:8 'a' (in double) -0:8 'b' (in uint) -0:9 Function Definition: foo1(d1;i1; (global void) +0:8 'a' ( in double) +0:8 'b' ( in uint) +0:9 Function Definition: foo1(d1;i1; ( global void) 0:9 Function Parameters: -0:9 'a' (in double) -0:9 'b' (in int) -0:10 Function Definition: foo1(d1;f1; (global void) +0:9 'a' ( in double) +0:9 'b' ( in int) +0:10 Function Definition: foo1(d1;f1; ( global void) 0:10 Function Parameters: -0:10 'a' (in double) -0:10 'b' (in float) -0:11 Function Definition: foo1(d1;d1; (global void) +0:10 'a' ( in double) +0:10 'b' ( in float) +0:11 Function Definition: foo1(d1;d1; ( global void) 0:11 Function Parameters: -0:11 'a' (in double) -0:11 'b' (in double) -0:13 Function Definition: foo2(d1;f1; (global void) +0:11 'a' ( in double) +0:11 'b' ( in double) +0:13 Function Definition: foo2(d1;f1; ( global void) 0:13 Function Parameters: -0:13 'a' (in double) -0:13 'b' (in float) -0:14 Function Definition: foo2(d1;d1; (global void) +0:13 'a' ( in double) +0:13 'b' ( in float) +0:14 Function Definition: foo2(d1;d1; ( global void) 0:14 Function Parameters: -0:14 'a' (in double) -0:14 'b' (in double) -0:16 Function Definition: foo3(d1;f1; (global void) +0:14 'a' ( in double) +0:14 'b' ( in double) +0:16 Function Definition: foo3(d1;f1; ( global void) 0:16 Function Parameters: -0:16 'a' (in double) -0:16 'b' (in float) -0:17 Function Definition: foo3(f1;d1; (global void) +0:16 'a' ( in double) +0:16 'b' ( in float) +0:17 Function Definition: foo3(f1;d1; ( global void) 0:17 Function Parameters: -0:17 'a' (in float) -0:17 'b' (in double) -0:19 Function Definition: ftd(i1;f1;d1; (global void) +0:17 'a' ( in float) +0:17 'b' ( in double) +0:19 Function Definition: ftd(i1;f1;d1; ( global void) 0:19 Function Parameters: -0:19 '' (in int) -0:19 '' (in float) -0:19 '' (in double) -0:20 Function Definition: ftd(u1;f1;d1; (global void) +0:19 '' ( in int) +0:19 '' ( in float) +0:19 '' ( in double) +0:20 Function Definition: ftd(u1;f1;d1; ( global void) 0:20 Function Parameters: -0:20 '' (in uint) -0:20 '' (in float) -0:20 '' (in double) -0:21 Function Definition: ftd(f1;d1;d1; (global void) +0:20 '' ( in uint) +0:20 '' ( in float) +0:20 '' ( in double) +0:21 Function Definition: ftd(f1;d1;d1; ( global void) 0:21 Function Parameters: -0:21 '' (in float) -0:21 '' (in double) -0:21 '' (in double) -0:23 Function Definition: main( (global void) +0:21 '' ( in float) +0:21 '' ( in double) +0:21 '' ( in double) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence -0:30 Function Call: foo1(d1;d1; (global void) -0:30 'd' (temp double) -0:30 'd' (temp double) -0:31 Function Call: foo1(d1;u1; (global void) -0:31 'd' (temp double) -0:31 'u' (temp uint) -0:32 Function Call: foo1(d1;i1; (global void) -0:32 'd' (temp double) -0:32 'i' (temp int) -0:33 Function Call: foo1(d1;f1; (global void) -0:33 'd' (temp double) -0:33 'f' (temp float) -0:35 Function Call: foo1(d1;d1; (global void) -0:35 Convert float to double (temp double) -0:35 'f' (temp float) -0:35 'd' (temp double) -0:36 Function Call: foo1(d1;u1; (global void) -0:36 Convert float to double (temp double) -0:36 'f' (temp float) -0:36 'u' (temp uint) -0:37 Function Call: foo1(d1;i1; (global void) -0:37 Convert float to double (temp double) -0:37 'f' (temp float) -0:37 'i' (temp int) -0:38 Function Call: foo1(d1;f1; (global void) -0:38 Convert float to double (temp double) -0:38 'f' (temp float) -0:38 'f' (temp float) -0:40 Function Call: foo1(d1;d1; (global void) -0:40 Convert uint to double (temp double) -0:40 'u' (temp uint) -0:40 'd' (temp double) -0:41 Function Call: foo1(d1;u1; (global void) -0:41 Convert uint to double (temp double) -0:41 'u' (temp uint) -0:41 'u' (temp uint) -0:42 Function Call: foo1(d1;i1; (global void) -0:42 Convert uint to double (temp double) -0:42 'u' (temp uint) -0:42 'i' (temp int) -0:43 Function Call: foo1(d1;f1; (global void) -0:43 Convert uint to double (temp double) -0:43 'u' (temp uint) -0:43 'f' (temp float) -0:45 Function Call: foo1(d1;d1; (global void) -0:45 Convert int to double (temp double) -0:45 'i' (temp int) -0:45 'd' (temp double) -0:46 Function Call: foo1(d1;u1; (global void) -0:46 Convert int to double (temp double) -0:46 'i' (temp int) -0:46 'u' (temp uint) -0:47 Function Call: foo1(d1;i1; (global void) -0:47 Convert int to double (temp double) -0:47 'i' (temp int) -0:47 'i' (temp int) -0:48 Function Call: foo1(d1;f1; (global void) -0:48 Convert int to double (temp double) -0:48 'i' (temp int) -0:48 'f' (temp float) -0:50 Function Call: foo2(d1;d1; (global void) -0:50 'd' (temp double) -0:50 'd' (temp double) -0:51 Function Call: foo2(d1;f1; (global void) -0:51 'd' (temp double) -0:51 Convert uint to float (temp float) -0:51 'u' (temp uint) -0:52 Function Call: foo2(d1;f1; (global void) -0:52 'd' (temp double) -0:52 Convert int to float (temp float) -0:52 'i' (temp int) -0:53 Function Call: foo2(d1;f1; (global void) -0:53 'd' (temp double) -0:53 'f' (temp float) -0:55 Function Call: foo2(d1;d1; (global void) -0:55 Convert float to double (temp double) -0:55 'f' (temp float) -0:55 'd' (temp double) -0:56 Function Call: foo2(d1;f1; (global void) -0:56 Convert float to double (temp double) -0:56 'f' (temp float) -0:56 Convert uint to float (temp float) -0:56 'u' (temp uint) -0:57 Function Call: foo2(d1;f1; (global void) -0:57 Convert float to double (temp double) -0:57 'f' (temp float) -0:57 Convert int to float (temp float) -0:57 'i' (temp int) -0:58 Function Call: foo2(d1;f1; (global void) -0:58 Convert float to double (temp double) -0:58 'f' (temp float) -0:58 'f' (temp float) -0:60 Function Call: foo2(d1;d1; (global void) -0:60 Convert uint to double (temp double) -0:60 'u' (temp uint) -0:60 'd' (temp double) -0:61 Function Call: foo2(d1;f1; (global void) -0:61 Convert uint to double (temp double) -0:61 'u' (temp uint) -0:61 Convert uint to float (temp float) -0:61 'u' (temp uint) -0:62 Function Call: foo2(d1;f1; (global void) -0:62 Convert uint to double (temp double) -0:62 'u' (temp uint) -0:62 Convert int to float (temp float) -0:62 'i' (temp int) -0:63 Function Call: foo2(d1;f1; (global void) -0:63 Convert uint to double (temp double) -0:63 'u' (temp uint) -0:63 'f' (temp float) -0:65 Function Call: foo2(d1;d1; (global void) -0:65 Convert int to double (temp double) -0:65 'i' (temp int) -0:65 'd' (temp double) -0:66 Function Call: foo2(d1;f1; (global void) -0:66 Convert int to double (temp double) -0:66 'i' (temp int) -0:66 Convert uint to float (temp float) -0:66 'u' (temp uint) -0:67 Function Call: foo2(d1;f1; (global void) -0:67 Convert int to double (temp double) -0:67 'i' (temp int) -0:67 Convert int to float (temp float) -0:67 'i' (temp int) -0:68 Function Call: foo2(d1;f1; (global void) -0:68 Convert int to double (temp double) -0:68 'i' (temp int) -0:68 'f' (temp float) +0:30 Function Call: foo1(d1;d1; ( global void) +0:30 'd' ( temp double) +0:30 'd' ( temp double) +0:31 Function Call: foo1(d1;u1; ( global void) +0:31 'd' ( temp double) +0:31 'u' ( temp uint) +0:32 Function Call: foo1(d1;i1; ( global void) +0:32 'd' ( temp double) +0:32 'i' ( temp int) +0:33 Function Call: foo1(d1;f1; ( global void) +0:33 'd' ( temp double) +0:33 'f' ( temp float) +0:35 Function Call: foo1(d1;d1; ( global void) +0:35 Convert float to double ( temp double) +0:35 'f' ( temp float) +0:35 'd' ( temp double) +0:36 Function Call: foo1(d1;u1; ( global void) +0:36 Convert float to double ( temp double) +0:36 'f' ( temp float) +0:36 'u' ( temp uint) +0:37 Function Call: foo1(d1;i1; ( global void) +0:37 Convert float to double ( temp double) +0:37 'f' ( temp float) +0:37 'i' ( temp int) +0:38 Function Call: foo1(d1;f1; ( global void) +0:38 Convert float to double ( temp double) +0:38 'f' ( temp float) +0:38 'f' ( temp float) +0:40 Function Call: foo1(d1;d1; ( global void) +0:40 Convert uint to double ( temp double) +0:40 'u' ( temp uint) +0:40 'd' ( temp double) +0:41 Function Call: foo1(d1;u1; ( global void) +0:41 Convert uint to double ( temp double) +0:41 'u' ( temp uint) +0:41 'u' ( temp uint) +0:42 Function Call: foo1(d1;i1; ( global void) +0:42 Convert uint to double ( temp double) +0:42 'u' ( temp uint) +0:42 'i' ( temp int) +0:43 Function Call: foo1(d1;f1; ( global void) +0:43 Convert uint to double ( temp double) +0:43 'u' ( temp uint) +0:43 'f' ( temp float) +0:45 Function Call: foo1(d1;d1; ( global void) +0:45 Convert int to double ( temp double) +0:45 'i' ( temp int) +0:45 'd' ( temp double) +0:46 Function Call: foo1(d1;u1; ( global void) +0:46 Convert int to double ( temp double) +0:46 'i' ( temp int) +0:46 'u' ( temp uint) +0:47 Function Call: foo1(d1;i1; ( global void) +0:47 Convert int to double ( temp double) +0:47 'i' ( temp int) +0:47 'i' ( temp int) +0:48 Function Call: foo1(d1;f1; ( global void) +0:48 Convert int to double ( temp double) +0:48 'i' ( temp int) +0:48 'f' ( temp float) +0:50 Function Call: foo2(d1;d1; ( global void) +0:50 'd' ( temp double) +0:50 'd' ( temp double) +0:51 Function Call: foo2(d1;f1; ( global void) +0:51 'd' ( temp double) +0:51 Convert uint to float ( temp float) +0:51 'u' ( temp uint) +0:52 Function Call: foo2(d1;f1; ( global void) +0:52 'd' ( temp double) +0:52 Convert int to float ( temp float) +0:52 'i' ( temp int) +0:53 Function Call: foo2(d1;f1; ( global void) +0:53 'd' ( temp double) +0:53 'f' ( temp float) +0:55 Function Call: foo2(d1;d1; ( global void) +0:55 Convert float to double ( temp double) +0:55 'f' ( temp float) +0:55 'd' ( temp double) +0:56 Function Call: foo2(d1;f1; ( global void) +0:56 Convert float to double ( temp double) +0:56 'f' ( temp float) +0:56 Convert uint to float ( temp float) +0:56 'u' ( temp uint) +0:57 Function Call: foo2(d1;f1; ( global void) +0:57 Convert float to double ( temp double) +0:57 'f' ( temp float) +0:57 Convert int to float ( temp float) +0:57 'i' ( temp int) +0:58 Function Call: foo2(d1;f1; ( global void) +0:58 Convert float to double ( temp double) +0:58 'f' ( temp float) +0:58 'f' ( temp float) +0:60 Function Call: foo2(d1;d1; ( global void) +0:60 Convert uint to double ( temp double) +0:60 'u' ( temp uint) +0:60 'd' ( temp double) +0:61 Function Call: foo2(d1;f1; ( global void) +0:61 Convert uint to double ( temp double) +0:61 'u' ( temp uint) +0:61 Convert uint to float ( temp float) +0:61 'u' ( temp uint) +0:62 Function Call: foo2(d1;f1; ( global void) +0:62 Convert uint to double ( temp double) +0:62 'u' ( temp uint) +0:62 Convert int to float ( temp float) +0:62 'i' ( temp int) +0:63 Function Call: foo2(d1;f1; ( global void) +0:63 Convert uint to double ( temp double) +0:63 'u' ( temp uint) +0:63 'f' ( temp float) +0:65 Function Call: foo2(d1;d1; ( global void) +0:65 Convert int to double ( temp double) +0:65 'i' ( temp int) +0:65 'd' ( temp double) +0:66 Function Call: foo2(d1;f1; ( global void) +0:66 Convert int to double ( temp double) +0:66 'i' ( temp int) +0:66 Convert uint to float ( temp float) +0:66 'u' ( temp uint) +0:67 Function Call: foo2(d1;f1; ( global void) +0:67 Convert int to double ( temp double) +0:67 'i' ( temp int) +0:67 Convert int to float ( temp float) +0:67 'i' ( temp int) +0:68 Function Call: foo2(d1;f1; ( global void) +0:68 Convert int to double ( temp double) +0:68 'i' ( temp int) +0:68 'f' ( temp float) 0:70 Constant: 0:70 0.000000 -0:71 Function Call: foo3(d1;f1; (global void) -0:71 'd' (temp double) -0:71 Convert uint to float (temp float) -0:71 'u' (temp uint) -0:72 Function Call: foo3(d1;f1; (global void) -0:72 'd' (temp double) -0:72 Convert int to float (temp float) -0:72 'i' (temp int) -0:73 Function Call: foo3(d1;f1; (global void) -0:73 'd' (temp double) -0:73 'f' (temp float) -0:75 Function Call: foo3(f1;d1; (global void) -0:75 'f' (temp float) -0:75 'd' (temp double) -0:76 Function Call: foo3(d1;f1; (global void) -0:76 Convert float to double (temp double) -0:76 'f' (temp float) -0:76 Convert uint to float (temp float) -0:76 'u' (temp uint) -0:77 Function Call: foo3(d1;f1; (global void) -0:77 Convert float to double (temp double) -0:77 'f' (temp float) -0:77 Convert int to float (temp float) -0:77 'i' (temp int) -0:78 Function Call: foo3(d1;f1; (global void) -0:78 Convert float to double (temp double) -0:78 'f' (temp float) -0:78 'f' (temp float) -0:80 Function Call: foo3(f1;d1; (global void) -0:80 Convert uint to float (temp float) -0:80 'u' (temp uint) -0:80 'd' (temp double) -0:81 Function Call: foo3(d1;f1; (global void) -0:81 Convert uint to double (temp double) -0:81 'u' (temp uint) -0:81 Convert uint to float (temp float) -0:81 'u' (temp uint) -0:82 Function Call: foo3(d1;f1; (global void) -0:82 Convert uint to double (temp double) -0:82 'u' (temp uint) -0:82 Convert int to float (temp float) -0:82 'i' (temp int) -0:83 Function Call: foo3(d1;f1; (global void) -0:83 Convert uint to double (temp double) -0:83 'u' (temp uint) -0:83 'f' (temp float) -0:85 Function Call: foo3(f1;d1; (global void) -0:85 Convert int to float (temp float) -0:85 'i' (temp int) -0:85 'd' (temp double) -0:86 Function Call: foo3(d1;f1; (global void) -0:86 Convert int to double (temp double) -0:86 'i' (temp int) -0:86 Convert uint to float (temp float) -0:86 'u' (temp uint) -0:87 Function Call: foo3(d1;f1; (global void) -0:87 Convert int to double (temp double) -0:87 'i' (temp int) -0:87 Convert int to float (temp float) -0:87 'i' (temp int) -0:88 Function Call: foo3(d1;f1; (global void) -0:88 Convert int to double (temp double) -0:88 'i' (temp int) -0:88 'f' (temp float) -0:90 Function Call: ftd(i1;f1;d1; (global void) -0:90 'i' (temp int) -0:90 'f' (temp float) -0:90 Convert float to double (temp double) -0:90 'f' (temp float) -0:91 Function Call: ftd(u1;f1;d1; (global void) -0:91 'u' (temp uint) -0:91 'f' (temp float) -0:91 Convert float to double (temp double) -0:91 'f' (temp float) -0:97 Function Definition: tf( (global void) +0:71 Function Call: foo3(d1;f1; ( global void) +0:71 'd' ( temp double) +0:71 Convert uint to float ( temp float) +0:71 'u' ( temp uint) +0:72 Function Call: foo3(d1;f1; ( global void) +0:72 'd' ( temp double) +0:72 Convert int to float ( temp float) +0:72 'i' ( temp int) +0:73 Function Call: foo3(d1;f1; ( global void) +0:73 'd' ( temp double) +0:73 'f' ( temp float) +0:75 Function Call: foo3(f1;d1; ( global void) +0:75 'f' ( temp float) +0:75 'd' ( temp double) +0:76 Function Call: foo3(d1;f1; ( global void) +0:76 Convert float to double ( temp double) +0:76 'f' ( temp float) +0:76 Convert uint to float ( temp float) +0:76 'u' ( temp uint) +0:77 Function Call: foo3(d1;f1; ( global void) +0:77 Convert float to double ( temp double) +0:77 'f' ( temp float) +0:77 Convert int to float ( temp float) +0:77 'i' ( temp int) +0:78 Function Call: foo3(d1;f1; ( global void) +0:78 Convert float to double ( temp double) +0:78 'f' ( temp float) +0:78 'f' ( temp float) +0:80 Function Call: foo3(f1;d1; ( global void) +0:80 Convert uint to float ( temp float) +0:80 'u' ( temp uint) +0:80 'd' ( temp double) +0:81 Function Call: foo3(d1;f1; ( global void) +0:81 Convert uint to double ( temp double) +0:81 'u' ( temp uint) +0:81 Convert uint to float ( temp float) +0:81 'u' ( temp uint) +0:82 Function Call: foo3(d1;f1; ( global void) +0:82 Convert uint to double ( temp double) +0:82 'u' ( temp uint) +0:82 Convert int to float ( temp float) +0:82 'i' ( temp int) +0:83 Function Call: foo3(d1;f1; ( global void) +0:83 Convert uint to double ( temp double) +0:83 'u' ( temp uint) +0:83 'f' ( temp float) +0:85 Function Call: foo3(f1;d1; ( global void) +0:85 Convert int to float ( temp float) +0:85 'i' ( temp int) +0:85 'd' ( temp double) +0:86 Function Call: foo3(d1;f1; ( global void) +0:86 Convert int to double ( temp double) +0:86 'i' ( temp int) +0:86 Convert uint to float ( temp float) +0:86 'u' ( temp uint) +0:87 Function Call: foo3(d1;f1; ( global void) +0:87 Convert int to double ( temp double) +0:87 'i' ( temp int) +0:87 Convert int to float ( temp float) +0:87 'i' ( temp int) +0:88 Function Call: foo3(d1;f1; ( global void) +0:88 Convert int to double ( temp double) +0:88 'i' ( temp int) +0:88 'f' ( temp float) +0:90 Function Call: ftd(i1;f1;d1; ( global void) +0:90 'i' ( temp int) +0:90 'f' ( temp float) +0:90 Convert float to double ( temp double) +0:90 'f' ( temp float) +0:91 Function Call: ftd(u1;f1;d1; ( global void) +0:91 'u' ( temp uint) +0:91 'f' ( temp float) +0:91 Convert float to double ( temp double) +0:91 'f' ( temp float) +0:97 Function Definition: tf( ( global void) 0:97 Function Parameters: 0:? Sequence -0:104 Function Call: itf(i1;f1;i1; (global void) -0:104 'i' (temp int) -0:104 Convert int to float (temp float) -0:104 'i' (temp int) -0:104 'i' (temp int) -0:105 Function Call: itf(i1;f1;i1; (global void) -0:105 'i' (temp int) -0:105 Convert uint to float (temp float) -0:105 'u' (temp uint) -0:105 'i' (temp int) +0:104 Function Call: itf(i1;f1;i1; ( global void) +0:104 'i' ( temp int) +0:104 Convert int to float ( temp float) +0:104 'i' ( temp int) +0:104 'i' ( temp int) +0:105 Function Call: itf(i1;f1;i1; ( global void) +0:105 'i' ( temp int) +0:105 Convert uint to float ( temp float) +0:105 'u' ( temp uint) +0:105 'i' ( temp int) 0:? Linker Objects -0:? 'd' (in double) -0:? 'd3' (in 3-component vector of double) -0:? 'dm4' (in 4X4 matrix of double) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'd' ( in double) +0:? 'd3' ( in 3-component vector of double) +0:? 'dm4' ( in 4X4 matrix of double) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -298,259 +298,259 @@ Linked vertex stage: Shader version: 400 ERROR: node is still EOpNull! -0:8 Function Definition: foo1(d1;u1; (global void) +0:8 Function Definition: foo1(d1;u1; ( global void) 0:8 Function Parameters: -0:8 'a' (in double) -0:8 'b' (in uint) -0:9 Function Definition: foo1(d1;i1; (global void) +0:8 'a' ( in double) +0:8 'b' ( in uint) +0:9 Function Definition: foo1(d1;i1; ( global void) 0:9 Function Parameters: -0:9 'a' (in double) -0:9 'b' (in int) -0:10 Function Definition: foo1(d1;f1; (global void) +0:9 'a' ( in double) +0:9 'b' ( in int) +0:10 Function Definition: foo1(d1;f1; ( global void) 0:10 Function Parameters: -0:10 'a' (in double) -0:10 'b' (in float) -0:11 Function Definition: foo1(d1;d1; (global void) +0:10 'a' ( in double) +0:10 'b' ( in float) +0:11 Function Definition: foo1(d1;d1; ( global void) 0:11 Function Parameters: -0:11 'a' (in double) -0:11 'b' (in double) -0:13 Function Definition: foo2(d1;f1; (global void) +0:11 'a' ( in double) +0:11 'b' ( in double) +0:13 Function Definition: foo2(d1;f1; ( global void) 0:13 Function Parameters: -0:13 'a' (in double) -0:13 'b' (in float) -0:14 Function Definition: foo2(d1;d1; (global void) +0:13 'a' ( in double) +0:13 'b' ( in float) +0:14 Function Definition: foo2(d1;d1; ( global void) 0:14 Function Parameters: -0:14 'a' (in double) -0:14 'b' (in double) -0:16 Function Definition: foo3(d1;f1; (global void) +0:14 'a' ( in double) +0:14 'b' ( in double) +0:16 Function Definition: foo3(d1;f1; ( global void) 0:16 Function Parameters: -0:16 'a' (in double) -0:16 'b' (in float) -0:17 Function Definition: foo3(f1;d1; (global void) +0:16 'a' ( in double) +0:16 'b' ( in float) +0:17 Function Definition: foo3(f1;d1; ( global void) 0:17 Function Parameters: -0:17 'a' (in float) -0:17 'b' (in double) -0:19 Function Definition: ftd(i1;f1;d1; (global void) +0:17 'a' ( in float) +0:17 'b' ( in double) +0:19 Function Definition: ftd(i1;f1;d1; ( global void) 0:19 Function Parameters: -0:19 '' (in int) -0:19 '' (in float) -0:19 '' (in double) -0:20 Function Definition: ftd(u1;f1;d1; (global void) +0:19 '' ( in int) +0:19 '' ( in float) +0:19 '' ( in double) +0:20 Function Definition: ftd(u1;f1;d1; ( global void) 0:20 Function Parameters: -0:20 '' (in uint) -0:20 '' (in float) -0:20 '' (in double) -0:23 Function Definition: main( (global void) +0:20 '' ( in uint) +0:20 '' ( in float) +0:20 '' ( in double) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence -0:30 Function Call: foo1(d1;d1; (global void) -0:30 'd' (temp double) -0:30 'd' (temp double) -0:31 Function Call: foo1(d1;u1; (global void) -0:31 'd' (temp double) -0:31 'u' (temp uint) -0:32 Function Call: foo1(d1;i1; (global void) -0:32 'd' (temp double) -0:32 'i' (temp int) -0:33 Function Call: foo1(d1;f1; (global void) -0:33 'd' (temp double) -0:33 'f' (temp float) -0:35 Function Call: foo1(d1;d1; (global void) -0:35 Convert float to double (temp double) -0:35 'f' (temp float) -0:35 'd' (temp double) -0:36 Function Call: foo1(d1;u1; (global void) -0:36 Convert float to double (temp double) -0:36 'f' (temp float) -0:36 'u' (temp uint) -0:37 Function Call: foo1(d1;i1; (global void) -0:37 Convert float to double (temp double) -0:37 'f' (temp float) -0:37 'i' (temp int) -0:38 Function Call: foo1(d1;f1; (global void) -0:38 Convert float to double (temp double) -0:38 'f' (temp float) -0:38 'f' (temp float) -0:40 Function Call: foo1(d1;d1; (global void) -0:40 Convert uint to double (temp double) -0:40 'u' (temp uint) -0:40 'd' (temp double) -0:41 Function Call: foo1(d1;u1; (global void) -0:41 Convert uint to double (temp double) -0:41 'u' (temp uint) -0:41 'u' (temp uint) -0:42 Function Call: foo1(d1;i1; (global void) -0:42 Convert uint to double (temp double) -0:42 'u' (temp uint) -0:42 'i' (temp int) -0:43 Function Call: foo1(d1;f1; (global void) -0:43 Convert uint to double (temp double) -0:43 'u' (temp uint) -0:43 'f' (temp float) -0:45 Function Call: foo1(d1;d1; (global void) -0:45 Convert int to double (temp double) -0:45 'i' (temp int) -0:45 'd' (temp double) -0:46 Function Call: foo1(d1;u1; (global void) -0:46 Convert int to double (temp double) -0:46 'i' (temp int) -0:46 'u' (temp uint) -0:47 Function Call: foo1(d1;i1; (global void) -0:47 Convert int to double (temp double) -0:47 'i' (temp int) -0:47 'i' (temp int) -0:48 Function Call: foo1(d1;f1; (global void) -0:48 Convert int to double (temp double) -0:48 'i' (temp int) -0:48 'f' (temp float) -0:50 Function Call: foo2(d1;d1; (global void) -0:50 'd' (temp double) -0:50 'd' (temp double) -0:51 Function Call: foo2(d1;f1; (global void) -0:51 'd' (temp double) -0:51 Convert uint to float (temp float) -0:51 'u' (temp uint) -0:52 Function Call: foo2(d1;f1; (global void) -0:52 'd' (temp double) -0:52 Convert int to float (temp float) -0:52 'i' (temp int) -0:53 Function Call: foo2(d1;f1; (global void) -0:53 'd' (temp double) -0:53 'f' (temp float) -0:55 Function Call: foo2(d1;d1; (global void) -0:55 Convert float to double (temp double) -0:55 'f' (temp float) -0:55 'd' (temp double) -0:56 Function Call: foo2(d1;f1; (global void) -0:56 Convert float to double (temp double) -0:56 'f' (temp float) -0:56 Convert uint to float (temp float) -0:56 'u' (temp uint) -0:57 Function Call: foo2(d1;f1; (global void) -0:57 Convert float to double (temp double) -0:57 'f' (temp float) -0:57 Convert int to float (temp float) -0:57 'i' (temp int) -0:58 Function Call: foo2(d1;f1; (global void) -0:58 Convert float to double (temp double) -0:58 'f' (temp float) -0:58 'f' (temp float) -0:60 Function Call: foo2(d1;d1; (global void) -0:60 Convert uint to double (temp double) -0:60 'u' (temp uint) -0:60 'd' (temp double) -0:61 Function Call: foo2(d1;f1; (global void) -0:61 Convert uint to double (temp double) -0:61 'u' (temp uint) -0:61 Convert uint to float (temp float) -0:61 'u' (temp uint) -0:62 Function Call: foo2(d1;f1; (global void) -0:62 Convert uint to double (temp double) -0:62 'u' (temp uint) -0:62 Convert int to float (temp float) -0:62 'i' (temp int) -0:63 Function Call: foo2(d1;f1; (global void) -0:63 Convert uint to double (temp double) -0:63 'u' (temp uint) -0:63 'f' (temp float) -0:65 Function Call: foo2(d1;d1; (global void) -0:65 Convert int to double (temp double) -0:65 'i' (temp int) -0:65 'd' (temp double) -0:66 Function Call: foo2(d1;f1; (global void) -0:66 Convert int to double (temp double) -0:66 'i' (temp int) -0:66 Convert uint to float (temp float) -0:66 'u' (temp uint) -0:67 Function Call: foo2(d1;f1; (global void) -0:67 Convert int to double (temp double) -0:67 'i' (temp int) -0:67 Convert int to float (temp float) -0:67 'i' (temp int) -0:68 Function Call: foo2(d1;f1; (global void) -0:68 Convert int to double (temp double) -0:68 'i' (temp int) -0:68 'f' (temp float) +0:30 Function Call: foo1(d1;d1; ( global void) +0:30 'd' ( temp double) +0:30 'd' ( temp double) +0:31 Function Call: foo1(d1;u1; ( global void) +0:31 'd' ( temp double) +0:31 'u' ( temp uint) +0:32 Function Call: foo1(d1;i1; ( global void) +0:32 'd' ( temp double) +0:32 'i' ( temp int) +0:33 Function Call: foo1(d1;f1; ( global void) +0:33 'd' ( temp double) +0:33 'f' ( temp float) +0:35 Function Call: foo1(d1;d1; ( global void) +0:35 Convert float to double ( temp double) +0:35 'f' ( temp float) +0:35 'd' ( temp double) +0:36 Function Call: foo1(d1;u1; ( global void) +0:36 Convert float to double ( temp double) +0:36 'f' ( temp float) +0:36 'u' ( temp uint) +0:37 Function Call: foo1(d1;i1; ( global void) +0:37 Convert float to double ( temp double) +0:37 'f' ( temp float) +0:37 'i' ( temp int) +0:38 Function Call: foo1(d1;f1; ( global void) +0:38 Convert float to double ( temp double) +0:38 'f' ( temp float) +0:38 'f' ( temp float) +0:40 Function Call: foo1(d1;d1; ( global void) +0:40 Convert uint to double ( temp double) +0:40 'u' ( temp uint) +0:40 'd' ( temp double) +0:41 Function Call: foo1(d1;u1; ( global void) +0:41 Convert uint to double ( temp double) +0:41 'u' ( temp uint) +0:41 'u' ( temp uint) +0:42 Function Call: foo1(d1;i1; ( global void) +0:42 Convert uint to double ( temp double) +0:42 'u' ( temp uint) +0:42 'i' ( temp int) +0:43 Function Call: foo1(d1;f1; ( global void) +0:43 Convert uint to double ( temp double) +0:43 'u' ( temp uint) +0:43 'f' ( temp float) +0:45 Function Call: foo1(d1;d1; ( global void) +0:45 Convert int to double ( temp double) +0:45 'i' ( temp int) +0:45 'd' ( temp double) +0:46 Function Call: foo1(d1;u1; ( global void) +0:46 Convert int to double ( temp double) +0:46 'i' ( temp int) +0:46 'u' ( temp uint) +0:47 Function Call: foo1(d1;i1; ( global void) +0:47 Convert int to double ( temp double) +0:47 'i' ( temp int) +0:47 'i' ( temp int) +0:48 Function Call: foo1(d1;f1; ( global void) +0:48 Convert int to double ( temp double) +0:48 'i' ( temp int) +0:48 'f' ( temp float) +0:50 Function Call: foo2(d1;d1; ( global void) +0:50 'd' ( temp double) +0:50 'd' ( temp double) +0:51 Function Call: foo2(d1;f1; ( global void) +0:51 'd' ( temp double) +0:51 Convert uint to float ( temp float) +0:51 'u' ( temp uint) +0:52 Function Call: foo2(d1;f1; ( global void) +0:52 'd' ( temp double) +0:52 Convert int to float ( temp float) +0:52 'i' ( temp int) +0:53 Function Call: foo2(d1;f1; ( global void) +0:53 'd' ( temp double) +0:53 'f' ( temp float) +0:55 Function Call: foo2(d1;d1; ( global void) +0:55 Convert float to double ( temp double) +0:55 'f' ( temp float) +0:55 'd' ( temp double) +0:56 Function Call: foo2(d1;f1; ( global void) +0:56 Convert float to double ( temp double) +0:56 'f' ( temp float) +0:56 Convert uint to float ( temp float) +0:56 'u' ( temp uint) +0:57 Function Call: foo2(d1;f1; ( global void) +0:57 Convert float to double ( temp double) +0:57 'f' ( temp float) +0:57 Convert int to float ( temp float) +0:57 'i' ( temp int) +0:58 Function Call: foo2(d1;f1; ( global void) +0:58 Convert float to double ( temp double) +0:58 'f' ( temp float) +0:58 'f' ( temp float) +0:60 Function Call: foo2(d1;d1; ( global void) +0:60 Convert uint to double ( temp double) +0:60 'u' ( temp uint) +0:60 'd' ( temp double) +0:61 Function Call: foo2(d1;f1; ( global void) +0:61 Convert uint to double ( temp double) +0:61 'u' ( temp uint) +0:61 Convert uint to float ( temp float) +0:61 'u' ( temp uint) +0:62 Function Call: foo2(d1;f1; ( global void) +0:62 Convert uint to double ( temp double) +0:62 'u' ( temp uint) +0:62 Convert int to float ( temp float) +0:62 'i' ( temp int) +0:63 Function Call: foo2(d1;f1; ( global void) +0:63 Convert uint to double ( temp double) +0:63 'u' ( temp uint) +0:63 'f' ( temp float) +0:65 Function Call: foo2(d1;d1; ( global void) +0:65 Convert int to double ( temp double) +0:65 'i' ( temp int) +0:65 'd' ( temp double) +0:66 Function Call: foo2(d1;f1; ( global void) +0:66 Convert int to double ( temp double) +0:66 'i' ( temp int) +0:66 Convert uint to float ( temp float) +0:66 'u' ( temp uint) +0:67 Function Call: foo2(d1;f1; ( global void) +0:67 Convert int to double ( temp double) +0:67 'i' ( temp int) +0:67 Convert int to float ( temp float) +0:67 'i' ( temp int) +0:68 Function Call: foo2(d1;f1; ( global void) +0:68 Convert int to double ( temp double) +0:68 'i' ( temp int) +0:68 'f' ( temp float) 0:70 Constant: 0:70 0.000000 -0:71 Function Call: foo3(d1;f1; (global void) -0:71 'd' (temp double) -0:71 Convert uint to float (temp float) -0:71 'u' (temp uint) -0:72 Function Call: foo3(d1;f1; (global void) -0:72 'd' (temp double) -0:72 Convert int to float (temp float) -0:72 'i' (temp int) -0:73 Function Call: foo3(d1;f1; (global void) -0:73 'd' (temp double) -0:73 'f' (temp float) -0:75 Function Call: foo3(f1;d1; (global void) -0:75 'f' (temp float) -0:75 'd' (temp double) -0:76 Function Call: foo3(d1;f1; (global void) -0:76 Convert float to double (temp double) -0:76 'f' (temp float) -0:76 Convert uint to float (temp float) -0:76 'u' (temp uint) -0:77 Function Call: foo3(d1;f1; (global void) -0:77 Convert float to double (temp double) -0:77 'f' (temp float) -0:77 Convert int to float (temp float) -0:77 'i' (temp int) -0:78 Function Call: foo3(d1;f1; (global void) -0:78 Convert float to double (temp double) -0:78 'f' (temp float) -0:78 'f' (temp float) -0:80 Function Call: foo3(f1;d1; (global void) -0:80 Convert uint to float (temp float) -0:80 'u' (temp uint) -0:80 'd' (temp double) -0:81 Function Call: foo3(d1;f1; (global void) -0:81 Convert uint to double (temp double) -0:81 'u' (temp uint) -0:81 Convert uint to float (temp float) -0:81 'u' (temp uint) -0:82 Function Call: foo3(d1;f1; (global void) -0:82 Convert uint to double (temp double) -0:82 'u' (temp uint) -0:82 Convert int to float (temp float) -0:82 'i' (temp int) -0:83 Function Call: foo3(d1;f1; (global void) -0:83 Convert uint to double (temp double) -0:83 'u' (temp uint) -0:83 'f' (temp float) -0:85 Function Call: foo3(f1;d1; (global void) -0:85 Convert int to float (temp float) -0:85 'i' (temp int) -0:85 'd' (temp double) -0:86 Function Call: foo3(d1;f1; (global void) -0:86 Convert int to double (temp double) -0:86 'i' (temp int) -0:86 Convert uint to float (temp float) -0:86 'u' (temp uint) -0:87 Function Call: foo3(d1;f1; (global void) -0:87 Convert int to double (temp double) -0:87 'i' (temp int) -0:87 Convert int to float (temp float) -0:87 'i' (temp int) -0:88 Function Call: foo3(d1;f1; (global void) -0:88 Convert int to double (temp double) -0:88 'i' (temp int) -0:88 'f' (temp float) -0:90 Function Call: ftd(i1;f1;d1; (global void) -0:90 'i' (temp int) -0:90 'f' (temp float) -0:90 Convert float to double (temp double) -0:90 'f' (temp float) -0:91 Function Call: ftd(u1;f1;d1; (global void) -0:91 'u' (temp uint) -0:91 'f' (temp float) -0:91 Convert float to double (temp double) -0:91 'f' (temp float) +0:71 Function Call: foo3(d1;f1; ( global void) +0:71 'd' ( temp double) +0:71 Convert uint to float ( temp float) +0:71 'u' ( temp uint) +0:72 Function Call: foo3(d1;f1; ( global void) +0:72 'd' ( temp double) +0:72 Convert int to float ( temp float) +0:72 'i' ( temp int) +0:73 Function Call: foo3(d1;f1; ( global void) +0:73 'd' ( temp double) +0:73 'f' ( temp float) +0:75 Function Call: foo3(f1;d1; ( global void) +0:75 'f' ( temp float) +0:75 'd' ( temp double) +0:76 Function Call: foo3(d1;f1; ( global void) +0:76 Convert float to double ( temp double) +0:76 'f' ( temp float) +0:76 Convert uint to float ( temp float) +0:76 'u' ( temp uint) +0:77 Function Call: foo3(d1;f1; ( global void) +0:77 Convert float to double ( temp double) +0:77 'f' ( temp float) +0:77 Convert int to float ( temp float) +0:77 'i' ( temp int) +0:78 Function Call: foo3(d1;f1; ( global void) +0:78 Convert float to double ( temp double) +0:78 'f' ( temp float) +0:78 'f' ( temp float) +0:80 Function Call: foo3(f1;d1; ( global void) +0:80 Convert uint to float ( temp float) +0:80 'u' ( temp uint) +0:80 'd' ( temp double) +0:81 Function Call: foo3(d1;f1; ( global void) +0:81 Convert uint to double ( temp double) +0:81 'u' ( temp uint) +0:81 Convert uint to float ( temp float) +0:81 'u' ( temp uint) +0:82 Function Call: foo3(d1;f1; ( global void) +0:82 Convert uint to double ( temp double) +0:82 'u' ( temp uint) +0:82 Convert int to float ( temp float) +0:82 'i' ( temp int) +0:83 Function Call: foo3(d1;f1; ( global void) +0:83 Convert uint to double ( temp double) +0:83 'u' ( temp uint) +0:83 'f' ( temp float) +0:85 Function Call: foo3(f1;d1; ( global void) +0:85 Convert int to float ( temp float) +0:85 'i' ( temp int) +0:85 'd' ( temp double) +0:86 Function Call: foo3(d1;f1; ( global void) +0:86 Convert int to double ( temp double) +0:86 'i' ( temp int) +0:86 Convert uint to float ( temp float) +0:86 'u' ( temp uint) +0:87 Function Call: foo3(d1;f1; ( global void) +0:87 Convert int to double ( temp double) +0:87 'i' ( temp int) +0:87 Convert int to float ( temp float) +0:87 'i' ( temp int) +0:88 Function Call: foo3(d1;f1; ( global void) +0:88 Convert int to double ( temp double) +0:88 'i' ( temp int) +0:88 'f' ( temp float) +0:90 Function Call: ftd(i1;f1;d1; ( global void) +0:90 'i' ( temp int) +0:90 'f' ( temp float) +0:90 Convert float to double ( temp double) +0:90 'f' ( temp float) +0:91 Function Call: ftd(u1;f1;d1; ( global void) +0:91 'u' ( temp uint) +0:91 'f' ( temp float) +0:91 Convert float to double ( temp double) +0:91 'f' ( temp float) 0:? Linker Objects -0:? 'd' (in double) -0:? 'd3' (in 3-component vector of double) -0:? 'dm4' (in 4X4 matrix of double) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'd' ( in double) +0:? 'd3' ( in 3-component vector of double) +0:? 'dm4' ( in 4X4 matrix of double) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/410.geom.out b/Test/baseResults/410.geom.out index aa421dbe..7219e4de 100644 --- a/Test/baseResults/410.geom.out +++ b/Test/baseResults/410.geom.out @@ -4,9 +4,9 @@ ERROR: 0:8: 'myIn' : cannot redeclare a built-in block with a user name ERROR: 0:12: 'gl_myIn' : no declaration found for redeclaration ERROR: 0:20: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use ERROR: 0:32: 'gl_Position' : no such field in structure -ERROR: 0:32: '=' : cannot convert from 'temp block{in float PointSize gl_PointSize}' to 'temp 4-component vector of float' +ERROR: 0:32: '=' : cannot convert from ' temp block{ in float PointSize gl_PointSize}' to ' temp 4-component vector of float' ERROR: 0:33: 'gl_Position' : member of nameless block was not redeclared -ERROR: 0:33: 'assign' : cannot convert from 'const 4-component vector of float' to 'layout(stream=0 ) gl_Position void Position' +ERROR: 0:33: 'assign' : cannot convert from ' const 4-component vector of float' to 'layout( stream=0) gl_Position void Position' WARNING: 0:38: 'return' : type conversion on return values was not explicitly allowed until version 420 ERROR: 7 compilation errors. No code generated. @@ -17,45 +17,45 @@ max_vertices = -1 input primitive = none output primitive = none ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'gl_ViewportIndex' (layout(stream=0 ) out int ViewportIndex) +0:5 move second child to first child ( temp int) +0:5 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex) 0:5 Constant: 0:5 7 (const int) -0:28 Function Definition: foo( (global void) +0:28 Function Definition: foo( ( global void) 0:28 Function Parameters: 0:30 Sequence 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'p' (temp float) -0:30 gl_PointSize: direct index for structure (in float PointSize) -0:30 direct index (temp block{in float PointSize gl_PointSize}) -0:30 'gl_in' (in implicitly-sized array of block{in float PointSize gl_PointSize}) +0:30 move second child to first child ( temp float) +0:30 'p' ( temp float) +0:30 gl_PointSize: direct index for structure ( in float PointSize) +0:30 direct index ( temp block{ in float PointSize gl_PointSize}) +0:30 'gl_in' ( in implicitly-sized array of block{ in float PointSize gl_PointSize}) 0:30 Constant: 0:30 1 (const int) 0:30 Constant: 0:30 0 (const int) -0:31 move second child to first child (temp float) -0:31 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float PointSize) -0:31 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, }) +0:31 move second child to first child ( temp float) +0:31 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize) +0:31 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, }) 0:31 Constant: 0:31 1 (const uint) -0:31 'p' (temp float) -0:33 gl_Position: direct index for structure (layout(stream=0 ) gl_Position void Position) -0:33 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, }) +0:31 'p' ( temp float) +0:33 gl_Position: direct index for structure (layout( stream=0) gl_Position void Position) +0:33 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, }) 0:33 Constant: 0:33 0 (const uint) -0:36 Function Definition: foo5( (global float) +0:36 Function Definition: foo5( ( global float) 0:36 Function Parameters: 0:38 Sequence 0:38 Branch: Return with expression 0:38 Constant: 0:38 4.000000 0:? Linker Objects -0:? 'gl_in' (in implicitly-sized array of block{in float PointSize gl_PointSize}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, }) +0:? 'gl_in' ( in implicitly-sized array of block{ in float PointSize gl_PointSize}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, }) Linked geometry stage: @@ -70,14 +70,14 @@ max_vertices = -1 input primitive = none output primitive = none ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'gl_ViewportIndex' (layout(stream=0 ) out int ViewportIndex) +0:5 move second child to first child ( temp int) +0:5 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex) 0:5 Constant: 0:5 7 (const int) 0:? Linker Objects -0:? 'gl_in' (in 2-element array of block{in float PointSize gl_PointSize}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, }) +0:? 'gl_in' ( in 2-element array of block{ in float PointSize gl_PointSize}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, }) diff --git a/Test/baseResults/410.tesc.out b/Test/baseResults/410.tesc.out index 3305c407..9b459b17 100644 --- a/Test/baseResults/410.tesc.out +++ b/Test/baseResults/410.tesc.out @@ -7,12 +7,12 @@ ERROR: 1 compilation errors. No code generated. Shader version: 400 vertices = -1 ERROR: node is still EOpNull! -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects -0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 1-element array of int) -0:? 'patchOut' (patch out 4-component vector of float) +0:? 'gl_out' ( out implicitly-sized array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 1-element array of int) +0:? 'patchOut' ( patch out 4-component vector of float) Linked tessellation control stage: @@ -22,10 +22,10 @@ ERROR: Linking tessellation control stage: At least one shader must specify an o Shader version: 400 vertices = -1 ERROR: node is still EOpNull! -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects -0:? 'gl_out' (out 1-element array of block{out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'outa' (global 1-element array of int) -0:? 'patchOut' (patch out 4-component vector of float) +0:? 'gl_out' ( out 1-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'outa' ( global 1-element array of int) +0:? 'patchOut' ( patch out 4-component vector of float) diff --git a/Test/baseResults/410.vert.out b/Test/baseResults/410.vert.out index eb4f43a2..0e2c87e7 100755 --- a/Test/baseResults/410.vert.out +++ b/Test/baseResults/410.vert.out @@ -3,14 +3,14 @@ Warning, version 410 is not yet complete; most version-specific features are pre Shader version: 410 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects -0:? 'd' (in double) -0:? 'd3' (in 3-component vector of double) -0:? 'dm4' (in 4X4 matrix of double) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'd' ( in double) +0:? 'd3' ( in 3-component vector of double) +0:? 'dm4' ( in 4X4 matrix of double) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -18,12 +18,12 @@ Linked vertex stage: Shader version: 410 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects -0:? 'd' (in double) -0:? 'd3' (in 3-component vector of double) -0:? 'dm4' (in 4X4 matrix of double) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'd' ( in double) +0:? 'd3' ( in 3-component vector of double) +0:? 'dm4' ( in 4X4 matrix of double) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/420.comp.out b/Test/baseResults/420.comp.out index a2311d5a..07944de8 100755 --- a/Test/baseResults/420.comp.out +++ b/Test/baseResults/420.comp.out @@ -8,57 +8,57 @@ Shader version: 420 Requested GL_ARB_compute_shader local_size = (2, 4, 6) ERROR: node is still EOpNull! -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 'sfoo' (shared 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 'sfoo' ( shared 3-component vector of float) 0:13 Constant: 0:13 2.000000 0:13 4.000000 0:13 6.000000 -0:14 add second child into first child (temp 3-component vector of float) -0:14 'sfoo' (shared 3-component vector of float) -0:14 Convert uint to float (temp 3-component vector of float) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) +0:14 add second child into first child ( temp 3-component vector of float) +0:14 'sfoo' ( shared 3-component vector of float) +0:14 Convert uint to float ( temp 3-component vector of float) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) 0:14 Constant: 0:14 2 (const uint) 0:14 4 (const uint) 0:14 6 (const uint) -0:14 'gl_NumWorkGroups' (in 3-component vector of uint NumWorkGroups) -0:14 'gl_WorkGroupID' (in 3-component vector of uint WorkGroupID) -0:14 'gl_LocalInvocationID' (in 3-component vector of uint LocalInvocationID) -0:14 'gl_GlobalInvocationID' (in 3-component vector of uint GlobalInvocationID) -0:15 vector scale second child into first child (temp 3-component vector of float) -0:15 'sfoo' (shared 3-component vector of float) -0:15 Convert uint to float (temp float) -0:15 'gl_LocalInvocationIndex' (in uint LocalInvocationIndex) -0:16 add second child into first child (temp 3-component vector of float) -0:16 'sfoo' (shared 3-component vector of float) +0:14 'gl_NumWorkGroups' ( in 3-component vector of uint NumWorkGroups) +0:14 'gl_WorkGroupID' ( in 3-component vector of uint WorkGroupID) +0:14 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID) +0:14 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID) +0:15 vector scale second child into first child ( temp 3-component vector of float) +0:15 'sfoo' ( shared 3-component vector of float) +0:15 Convert uint to float ( temp float) +0:15 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex) +0:16 add second child into first child ( temp 3-component vector of float) +0:16 'sfoo' ( shared 3-component vector of float) 0:16 Constant: 0:16 66559.000000 0:16 66559.000000 0:16 65599.000000 -0:17 vector scale second child into first child (temp 3-component vector of float) -0:17 'sfoo' (shared 3-component vector of float) +0:17 vector scale second child into first child ( temp 3-component vector of float) +0:17 'sfoo' ( shared 3-component vector of float) 0:17 Constant: 0:17 1057.000000 -0:23 Barrier (global void) -0:24 MemoryBarrier (global void) -0:25 MemoryBarrierAtomicCounter (global void) -0:26 MemoryBarrierBuffer (global void) -0:27 MemoryBarrierImage (global void) -0:28 MemoryBarrierShared (global void) -0:29 GroupMemoryBarrier (global void) +0:23 Barrier ( global void) +0:24 MemoryBarrier ( global void) +0:25 MemoryBarrierAtomicCounter ( global void) +0:26 MemoryBarrierBuffer ( global void) +0:27 MemoryBarrierImage ( global void) +0:28 MemoryBarrierShared ( global void) +0:29 GroupMemoryBarrier ( global void) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 4 (const uint) 0:? 6 (const uint) -0:? 'sfoo' (shared 3-component vector of float) +0:? 'sfoo' ( shared 3-component vector of float) Linked compute stage: @@ -68,55 +68,55 @@ Shader version: 420 Requested GL_ARB_compute_shader local_size = (2, 4, 6) ERROR: node is still EOpNull! -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 'sfoo' (shared 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 'sfoo' ( shared 3-component vector of float) 0:13 Constant: 0:13 2.000000 0:13 4.000000 0:13 6.000000 -0:14 add second child into first child (temp 3-component vector of float) -0:14 'sfoo' (shared 3-component vector of float) -0:14 Convert uint to float (temp 3-component vector of float) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) -0:14 add (temp 3-component vector of uint) +0:14 add second child into first child ( temp 3-component vector of float) +0:14 'sfoo' ( shared 3-component vector of float) +0:14 Convert uint to float ( temp 3-component vector of float) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) +0:14 add ( temp 3-component vector of uint) 0:14 Constant: 0:14 2 (const uint) 0:14 4 (const uint) 0:14 6 (const uint) -0:14 'gl_NumWorkGroups' (in 3-component vector of uint NumWorkGroups) -0:14 'gl_WorkGroupID' (in 3-component vector of uint WorkGroupID) -0:14 'gl_LocalInvocationID' (in 3-component vector of uint LocalInvocationID) -0:14 'gl_GlobalInvocationID' (in 3-component vector of uint GlobalInvocationID) -0:15 vector scale second child into first child (temp 3-component vector of float) -0:15 'sfoo' (shared 3-component vector of float) -0:15 Convert uint to float (temp float) -0:15 'gl_LocalInvocationIndex' (in uint LocalInvocationIndex) -0:16 add second child into first child (temp 3-component vector of float) -0:16 'sfoo' (shared 3-component vector of float) +0:14 'gl_NumWorkGroups' ( in 3-component vector of uint NumWorkGroups) +0:14 'gl_WorkGroupID' ( in 3-component vector of uint WorkGroupID) +0:14 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID) +0:14 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID) +0:15 vector scale second child into first child ( temp 3-component vector of float) +0:15 'sfoo' ( shared 3-component vector of float) +0:15 Convert uint to float ( temp float) +0:15 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex) +0:16 add second child into first child ( temp 3-component vector of float) +0:16 'sfoo' ( shared 3-component vector of float) 0:16 Constant: 0:16 66559.000000 0:16 66559.000000 0:16 65599.000000 -0:17 vector scale second child into first child (temp 3-component vector of float) -0:17 'sfoo' (shared 3-component vector of float) +0:17 vector scale second child into first child ( temp 3-component vector of float) +0:17 'sfoo' ( shared 3-component vector of float) 0:17 Constant: 0:17 1057.000000 -0:23 Barrier (global void) -0:24 MemoryBarrier (global void) -0:25 MemoryBarrierAtomicCounter (global void) -0:26 MemoryBarrierBuffer (global void) -0:27 MemoryBarrierImage (global void) -0:28 MemoryBarrierShared (global void) -0:29 GroupMemoryBarrier (global void) +0:23 Barrier ( global void) +0:24 MemoryBarrier ( global void) +0:25 MemoryBarrierAtomicCounter ( global void) +0:26 MemoryBarrierBuffer ( global void) +0:27 MemoryBarrierImage ( global void) +0:28 MemoryBarrierShared ( global void) +0:29 GroupMemoryBarrier ( global void) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 4 (const uint) 0:? 6 (const uint) -0:? 'sfoo' (shared 3-component vector of float) +0:? 'sfoo' ( shared 3-component vector of float) diff --git a/Test/baseResults/420.frag.out b/Test/baseResults/420.frag.out index 3b4c9be3..31fe7f96 100644 --- a/Test/baseResults/420.frag.out +++ b/Test/baseResults/420.frag.out @@ -10,17 +10,17 @@ ERROR: 3 compilation errors. No code generated. Shader version: 420 using depth_any ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'gl_FragDepth' (gl_FragDepth float FragDepth) +0:8 move second child to first child ( temp float) +0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth) 0:8 Constant: 0:8 0.300000 0:? Linker Objects -0:? 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:? 'depth' (smooth in float) -0:? 'a' (layout(binding=0 offset=0 ) uniform implicitly-sized array of atomic_uint) +0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:? 'depth' ( smooth in float) +0:? 'a' (layout( binding=0 offset=0) uniform implicitly-sized array of atomic_uint) Linked fragment stage: @@ -29,15 +29,15 @@ Linked fragment stage: Shader version: 420 using depth_any ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'gl_FragDepth' (gl_FragDepth float FragDepth) +0:8 move second child to first child ( temp float) +0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth) 0:8 Constant: 0:8 0.300000 0:? Linker Objects -0:? 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:? 'depth' (smooth in float) -0:? 'a' (layout(binding=0 offset=0 ) uniform 1-element array of atomic_uint) +0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:? 'depth' ( smooth in float) +0:? 'a' (layout( binding=0 offset=0) uniform 1-element array of atomic_uint) diff --git a/Test/baseResults/420.geom.out b/Test/baseResults/420.geom.out index ca459a64..0fccfe0f 100644 --- a/Test/baseResults/420.geom.out +++ b/Test/baseResults/420.geom.out @@ -15,51 +15,51 @@ max_vertices = -1 input primitive = triangles output primitive = none ERROR: node is still EOpNull! -0:7 Function Definition: foo( (global void) +0:7 Function Definition: foo( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Constant: 0:9 1 (const int) -0:10 gl_Position: direct index for structure (in 4-component vector of float Position) -0:10 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:10 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:10 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:10 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0 (const int) -0:11 gl_Position: direct index for structure (in 4-component vector of float Position) -0:11 indirect index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:11 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:11 'i' (global int) +0:11 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:11 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:11 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:11 'i' ( global int) 0:11 Constant: 0:11 0 (const int) -0:18 Function Definition: foo3( (global void) +0:18 Function Definition: foo3( ( global void) 0:18 Function Parameters: 0:20 Sequence 0:20 Constant: 0:20 3 (const int) -0:21 gl_Position: direct index for structure (in 4-component vector of float Position) -0:21 indirect index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:21 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:21 'i' (global int) +0:21 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:21 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:21 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:21 'i' ( global int) 0:21 Constant: 0:21 0 (const int) 0:22 Constant: 0:22 3 (const int) -0:29 Function Definition: foo4( (global void) +0:29 Function Definition: foo4( ( global void) 0:29 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 textureGatherOffset (global 4-component vector of float) -0:40 's2D' (uniform sampler2D) -0:40 direct index (temp 2-component vector of float) -0:40 'coord' (in 3-element array of 2-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 textureGatherOffset ( global 4-component vector of float) +0:40 's2D' ( uniform sampler2D) +0:40 direct index ( temp 2-component vector of float) +0:40 'coord' ( in 3-element array of 2-component vector of float) 0:40 Constant: 0:40 0 (const int) -0:40 vector swizzle (temp 2-component vector of int) -0:40 indirect index (temp 2-component vector of int) +0:40 vector swizzle ( temp 2-component vector of int) +0:40 indirect index ( temp 2-component vector of int) 0:40 Constant: 0:40 0 (const int) 0:40 1 (const int) @@ -71,15 +71,15 @@ ERROR: node is still EOpNull! 0:40 0 (const int) 0:40 2 (const int) 0:40 1 (const int) -0:40 'i' (global int) +0:40 'i' ( global int) 0:40 Sequence 0:40 Constant: 0:40 0 (const int) 0:40 Constant: 0:40 1 (const int) -0:42 move second child to first child (temp 2-component vector of int) -0:42 vector swizzle (temp 2-component vector of int) -0:42 indirect index (temp 2-component vector of int) +0:42 move second child to first child ( temp 2-component vector of int) +0:42 vector swizzle ( temp 2-component vector of int) +0:42 indirect index ( temp 2-component vector of int) 0:42 Constant: 0:42 0 (const int) 0:42 1 (const int) @@ -91,7 +91,7 @@ ERROR: node is still EOpNull! 0:42 0 (const int) 0:42 2 (const int) 0:42 1 (const int) -0:42 'i' (global int) +0:42 'i' ( global int) 0:42 Sequence 0:42 Constant: 0:42 0 (const int) @@ -100,34 +100,34 @@ ERROR: node is still EOpNull! 0:42 Constant: 0:42 3 (const int) 0:42 3 (const int) -0:43 move second child to first child (temp float) -0:43 direct index (temp float) -0:43 'v4' (uniform 4-component vector of float) +0:43 move second child to first child ( temp float) +0:43 direct index ( temp float) +0:43 'v4' ( uniform 4-component vector of float) 0:43 Constant: 0:43 0 (const int) 0:43 Constant: 0:43 3.200000 -0:44 vector swizzle (temp 2-component vector of float) -0:44 'v4' (uniform 4-component vector of float) +0:44 vector swizzle ( temp 2-component vector of float) +0:44 'v4' ( uniform 4-component vector of float) 0:44 Sequence 0:44 Constant: 0:44 0 (const int) 0:44 Constant: 0:44 1 (const int) -0:52 Function Definition: foo5( (global float) +0:52 Function Definition: foo5( ( global float) 0:52 Function Parameters: 0:54 Sequence 0:54 Branch: Return with expression -0:54 Convert int to float (temp float) -0:54 'i' (global int) +0:54 Convert int to float ( temp float) +0:54 'i' ( global int) 0:? Linker Objects -0:? 'i' (global int) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:? 'color3' (in 3-element array of 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'coord' (in 3-element array of 2-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'i' ( global int) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'color3' ( in 3-element array of 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'coord' ( in 3-element array of 2-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out implicitly-sized array of float ClipDistance gl_ClipDistance}) Linked geometry stage: @@ -143,11 +143,11 @@ input primitive = triangles output primitive = none ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'i' (global int) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) -0:? 'color3' (in 3-element array of 4-component vector of float) -0:? 's2D' (uniform sampler2D) -0:? 'coord' (in 3-element array of 2-component vector of float) -0:? 'v4' (uniform 4-component vector of float) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float PointSize gl_PointSize, layout(stream=0 ) out 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'i' ( global int) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'color3' ( in 3-element array of 4-component vector of float) +0:? 's2D' ( uniform sampler2D) +0:? 'coord' ( in 3-element array of 2-component vector of float) +0:? 'v4' ( uniform 4-component vector of float) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance}) diff --git a/Test/baseResults/420.tesc.out b/Test/baseResults/420.tesc.out index 30839ec8..83816f30 100644 --- a/Test/baseResults/420.tesc.out +++ b/Test/baseResults/420.tesc.out @@ -4,7 +4,7 @@ ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size o ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb ERROR: 0:26: 'gl_PointSize' : no such field in structure -ERROR: 0:26: 'assign' : cannot convert from 'temp float' to 'temp block{out 4-component vector of float Position gl_Position}' +ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}' ERROR: 0:29: 'out' : type must be an array: outf ERROR: 0:43: 'vertices' : must be greater than 0 ERROR: 7 compilation errors. No code generated. @@ -14,36 +14,36 @@ Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'p' (temp 4-component vector of float) -0:17 gl_Position: direct index for structure (in 4-component vector of float Position) -0:17 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:17 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'p' ( temp 4-component vector of float) +0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'ps' (temp float) -0:18 gl_PointSize: direct index for structure (in float PointSize) -0:18 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:18 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:18 move second child to first child ( temp float) +0:18 'ps' ( temp float) +0:18 gl_PointSize: direct index for structure ( in float PointSize) +0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'cd' (temp float) -0:19 direct index (temp float ClipDistance) -0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) -0:19 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:19 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:19 move second child to first child ( temp float) +0:19 'cd' ( temp float) +0:19 direct index ( temp float ClipDistance) +0:19 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) +0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: @@ -51,35 +51,35 @@ ERROR: node is still EOpNull! 0:19 Constant: 0:19 2 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'pvi' (temp int) -0:21 'gl_PatchVerticesIn' (in int PatchVertices) +0:21 move second child to first child ( temp int) +0:21 'pvi' ( temp int) +0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'pid' (temp int) -0:22 'gl_PrimitiveID' (in int PrimitiveID) +0:22 move second child to first child ( temp int) +0:22 'pid' ( temp int) +0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'iid' (temp int) -0:23 'gl_InvocationID' (in int InvocationID) -0:25 move second child to first child (temp 4-component vector of float) -0:25 gl_Position: direct index for structure (out 4-component vector of float Position) -0:25 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:25 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:25 'gl_InvocationID' (in int InvocationID) +0:23 move second child to first child ( temp int) +0:23 'iid' ( temp int) +0:23 'gl_InvocationID' ( in int InvocationID) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) -0:25 'p' (temp 4-component vector of float) -0:26 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:26 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:26 'gl_InvocationID' (in int InvocationID) -0:34 Function Definition: foo( (global void) +0:25 'p' ( temp 4-component vector of float) +0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_InvocationID' ( in int InvocationID) +0:34 Function Definition: foo( ( global void) 0:34 Function Parameters: 0:36 Sequence -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 logical-or (temp bool) -0:36 Compare Not Equal (temp bool) +0:36 logical-or ( temp bool) +0:36 Compare Not Equal ( temp bool) 0:36 Constant: 0:36 -0.625000 0:36 -0.500000 @@ -89,11 +89,11 @@ ERROR: node is still EOpNull! 0:36 -0.250000 0:36 -0.125000 0:36 0.000000 -0:36 direct index (layout(location=0 ) temp 2X4 matrix of double) -0:36 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) +0:36 direct index (layout( location=0) temp 2X4 matrix of double) +0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:36 Constant: 0:36 0 (const int) -0:37 Compare Not Equal (temp bool) +0:37 Compare Not Equal ( temp bool) 0:37 Constant: 0:37 0.375000 0:37 0.500000 @@ -103,19 +103,19 @@ ERROR: node is still EOpNull! 0:37 0.750000 0:37 0.875000 0:37 -0.625000 -0:37 direct index (layout(location=12 ) temp 2X4 matrix of double) -0:37 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:37 direct index (layout( location=12) temp 2X4 matrix of double) +0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 0:37 Constant: 0:37 0 (const int) 0:36 true case is null 0:? Linker Objects -0:? 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:? 'a' (out 3-element array of int) -0:? 'outb' (out 5-element array of int) -0:? 'outc' (out 4-element array of int) -0:? 'outf' (out float) -0:? 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) -0:? 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:? 'a' ( out 3-element array of int) +0:? 'outb' ( out 5-element array of int) +0:? 'outc' ( out 4-element array of int) +0:? 'outf' ( out float) +0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) +0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) Linked tessellation control stage: @@ -125,36 +125,36 @@ Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'p' (temp 4-component vector of float) -0:17 gl_Position: direct index for structure (in 4-component vector of float Position) -0:17 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:17 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'p' ( temp 4-component vector of float) +0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'ps' (temp float) -0:18 gl_PointSize: direct index for structure (in float PointSize) -0:18 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:18 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:18 move second child to first child ( temp float) +0:18 'ps' ( temp float) +0:18 gl_PointSize: direct index for structure ( in float PointSize) +0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'cd' (temp float) -0:19 direct index (temp float ClipDistance) -0:19 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) -0:19 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) -0:19 'gl_in' (in 32-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:19 move second child to first child ( temp float) +0:19 'cd' ( temp float) +0:19 direct index ( temp float ClipDistance) +0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) +0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) +0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: @@ -162,34 +162,34 @@ ERROR: node is still EOpNull! 0:19 Constant: 0:19 2 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'pvi' (temp int) -0:21 'gl_PatchVerticesIn' (in int PatchVertices) +0:21 move second child to first child ( temp int) +0:21 'pvi' ( temp int) +0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'pid' (temp int) -0:22 'gl_PrimitiveID' (in int PrimitiveID) +0:22 move second child to first child ( temp int) +0:22 'pid' ( temp int) +0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'iid' (temp int) -0:23 'gl_InvocationID' (in int InvocationID) -0:25 move second child to first child (temp 4-component vector of float) -0:25 gl_Position: direct index for structure (out 4-component vector of float Position) -0:25 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:25 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:25 'gl_InvocationID' (in int InvocationID) +0:23 move second child to first child ( temp int) +0:23 'iid' ( temp int) +0:23 'gl_InvocationID' ( in int InvocationID) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) +0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) -0:25 'p' (temp 4-component vector of float) -0:26 indirect index (temp block{out 4-component vector of float Position gl_Position}) -0:26 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:26 'gl_InvocationID' (in int InvocationID) +0:25 'p' ( temp 4-component vector of float) +0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:26 'gl_InvocationID' ( in int InvocationID) 0:? Linker Objects -0:? 'gl_out' (out 3-element array of block{out 4-component vector of float Position gl_Position}) -0:? 'a' (out 3-element array of int) -0:? 'outb' (out 5-element array of int) -0:? 'outc' (out 4-element array of int) -0:? 'outf' (out float) -0:? 'vs_tcs_first' (layout(location=0 ) in 32-element array of 2X4 matrix of double) -0:? 'vs_tcs_last' (layout(location=12 ) in 32-element array of 2X4 matrix of double) +0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) +0:? 'a' ( out 3-element array of int) +0:? 'outb' ( out 5-element array of int) +0:? 'outc' ( out 4-element array of int) +0:? 'outf' ( out float) +0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) +0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) diff --git a/Test/baseResults/420.tese.out b/Test/baseResults/420.tese.out index b8379d15..9986c2a2 100644 --- a/Test/baseResults/420.tese.out +++ b/Test/baseResults/420.tese.out @@ -1,17 +1,17 @@ 420.tese Warning, version 420 is not yet complete; most version-specific features are present, but some are missing. -ERROR: 0:7: '=' : cannot convert from 'const 3-element array of float' to 'global 2-element array of float' -ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float -ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float -ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float +ERROR: 0:7: '=' : cannot convert from ' const 3-element array of float' to ' global 2-element array of float' +ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float +ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float +ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float ERROR: 0:25: 'initializer list' : wrong number of structure members -ERROR: 0:27: '=' : cannot convert from 'const bool' to 'global int' -ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to 'temp 4-component vector of float' -ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix of float' to 'const 4-component vector of float' -ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments -ERROR: 0:29: '=' : cannot convert from 'const float' to 'global 2-element array of 4-component vector of float' -ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float -ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'temp float' to 'temp structure{global float s, global float t}' +ERROR: 0:27: '=' : cannot convert from ' const bool' to ' global int' +ERROR: 0:28: 'constructor' : cannot convert parameter 2 from ' const float' to ' temp 4-component vector of float' +ERROR: 0:29: 'constructor' : cannot convert parameter 2 from ' const 2X2 matrix of float' to ' const 4-component vector of float' +ERROR: 0:29: ' const 2-element array of 4-component vector of float' : cannot construct with these arguments +ERROR: 0:29: '=' : cannot convert from ' const float' to ' global 2-element array of 4-component vector of float' +ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float +ERROR: 0:40: 'constructor' : cannot convert parameter 1 from ' temp float' to ' temp structure{ global float s, global float t}' ERROR: 0:70: 'initializer list' : wrong number of structure members ERROR: 13 compilation errors. No code generated. @@ -22,28 +22,28 @@ vertex spacing = none triangle order = none ERROR: node is still EOpNull! 0:4 Sequence -0:4 move second child to first child (temp 2X2 matrix of float) -0:4 'b' (global 2X2 matrix of float) +0:4 move second child to first child ( temp 2X2 matrix of float) +0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence -0:15 move second child to first child (temp structure{global float a, global int b}) -0:15 'e' (global structure{global float a, global int b}) +0:15 move second child to first child ( temp structure{ global float a, global int b}) +0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp structure{global float a, global int b}) -0:20 'e2' (global structure{global float a, global int b}) +0:20 move second child to first child ( temp structure{ global float a, global int b}) +0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence -0:42 move second child to first child (temp 5-element array of float) -0:42 'b5' (global 5-element array of float) +0:42 move second child to first child ( temp 5-element array of float) +0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 @@ -51,48 +51,48 @@ ERROR: node is still EOpNull! 0:42 5.200000 0:42 1.100000 0:55 Sequence -0:55 move second child to first child (temp structure{global int f}) -0:55 'single1' (global structure{global int f}) +0:55 move second child to first child ( temp structure{ global int f}) +0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence -0:58 move second child to first child (temp structure{global 2-component vector of uint v}) -0:58 'single2' (global structure{global 2-component vector of uint v}) +0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) +0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence -0:61 move second child to first child (temp structure{global structure{global int f} s1}) -0:61 'single3' (global structure{global structure{global int f} s1}) +0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) +0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp structure{global structure{global 2-component vector of uint v} s1}) -0:64 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) +0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) +0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence -0:79 move second child to first child (temp 3-component vector of float) -0:79 'av3' (global 3-component vector of float) -0:79 Construct vec3 (global 3-component vector of float) -0:79 'vc1' (global float) -0:79 'vc2' (global float) -0:79 'vc3' (global float) +0:79 move second child to first child ( temp 3-component vector of float) +0:79 'av3' ( global 3-component vector of float) +0:79 Construct vec3 ( global 3-component vector of float) +0:79 'vc1' ( global float) +0:79 'vc2' ( global float) +0:79 'vc3' ( global float) 0:80 Sequence -0:80 move second child to first child (temp 3-component vector of float) -0:80 'bv3' (global 3-component vector of float) -0:80 Construct vec3 (temp 3-component vector of float) -0:80 'vc1' (global float) -0:80 'vc2' (global float) -0:80 'vc3' (global float) -0:82 Function Definition: main( (global void) +0:80 move second child to first child ( temp 3-component vector of float) +0:80 'bv3' ( global 3-component vector of float) +0:80 Construct vec3 ( temp 3-component vector of float) +0:80 'vc1' ( global float) +0:80 'vc2' ( global float) +0:80 'vc3' ( global float) +0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence -0:84 MemoryBarrier (global void) -0:86 Test condition and select (temp void) +0:84 MemoryBarrier ( global void) +0:86 Test condition and select ( temp void) 0:86 Condition -0:86 Compare Equal (temp bool) +0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) @@ -110,43 +110,43 @@ ERROR: node is still EOpNull! 0:86 0.000000 0:86 6.000000 0:86 0.000000 -0:86 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects -0:? 'a' (const 2X2 matrix of float) +0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'b' (global 2X2 matrix of float) -0:? 'c' (const 2X2 matrix of float) +0:? 'b' ( global 2X2 matrix of float) +0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'a2' (global 2-element array of float) -0:? 'b2' (global 2-component vector of float) -0:? 'c2' (global 3X3 matrix of float) -0:? 'd' (global 2X2 matrix of float) -0:? 'e' (global structure{global float a, global int b}) -0:? 'e2' (global structure{global float a, global int b}) -0:? 'e3' (global structure{global float a, global int b}) -0:? 'a3' (global int) -0:? 'b3' (global 2-element array of 4-component vector of float) -0:? 'b4' (global 2-element array of 4-component vector of float) -0:? 'c3' (global 4X2 matrix of float) -0:? 'd2' (global implicitly-sized array of structure{global float s, global float t}) -0:? 'b5' (global 5-element array of float) -0:? 'single1' (global structure{global int f}) -0:? 'single2' (global structure{global 2-component vector of uint v}) -0:? 'single3' (global structure{global structure{global int f} s1}) -0:? 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) -0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'a2' ( global 2-element array of float) +0:? 'b2' ( global 2-component vector of float) +0:? 'c2' ( global 3X3 matrix of float) +0:? 'd' ( global 2X2 matrix of float) +0:? 'e' ( global structure{ global float a, global int b}) +0:? 'e2' ( global structure{ global float a, global int b}) +0:? 'e3' ( global structure{ global float a, global int b}) +0:? 'a3' ( global int) +0:? 'b3' ( global 2-element array of 4-component vector of float) +0:? 'b4' ( global 2-element array of 4-component vector of float) +0:? 'c3' ( global 4X2 matrix of float) +0:? 'd2' ( global implicitly-sized array of structure{ global float s, global float t}) +0:? 'b5' ( global 5-element array of float) +0:? 'single1' ( global structure{ global int f}) +0:? 'single2' ( global structure{ global 2-component vector of uint v}) +0:? 'single3' ( global structure{ global structure{ global int f} s1}) +0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) +0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -163,8 +163,8 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) -0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) +0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -181,11 +181,11 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'vc1' (global float) -0:? 'vc2' (global float) -0:? 'vc3' (global float) -0:? 'av3' (global 3-component vector of float) -0:? 'bv3' (global 3-component vector of float) +0:? 'vc1' ( global float) +0:? 'vc2' ( global float) +0:? 'vc3' ( global float) +0:? 'av3' ( global 3-component vector of float) +0:? 'bv3' ( global 3-component vector of float) Linked tessellation evaluation stage: @@ -198,28 +198,28 @@ vertex spacing = equal_spacing triangle order = ccw ERROR: node is still EOpNull! 0:4 Sequence -0:4 move second child to first child (temp 2X2 matrix of float) -0:4 'b' (global 2X2 matrix of float) +0:4 move second child to first child ( temp 2X2 matrix of float) +0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence -0:15 move second child to first child (temp structure{global float a, global int b}) -0:15 'e' (global structure{global float a, global int b}) +0:15 move second child to first child ( temp structure{ global float a, global int b}) +0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp structure{global float a, global int b}) -0:20 'e2' (global structure{global float a, global int b}) +0:20 move second child to first child ( temp structure{ global float a, global int b}) +0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence -0:42 move second child to first child (temp 5-element array of float) -0:42 'b5' (global 5-element array of float) +0:42 move second child to first child ( temp 5-element array of float) +0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 @@ -227,48 +227,48 @@ ERROR: node is still EOpNull! 0:42 5.200000 0:42 1.100000 0:55 Sequence -0:55 move second child to first child (temp structure{global int f}) -0:55 'single1' (global structure{global int f}) +0:55 move second child to first child ( temp structure{ global int f}) +0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence -0:58 move second child to first child (temp structure{global 2-component vector of uint v}) -0:58 'single2' (global structure{global 2-component vector of uint v}) +0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) +0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence -0:61 move second child to first child (temp structure{global structure{global int f} s1}) -0:61 'single3' (global structure{global structure{global int f} s1}) +0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) +0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp structure{global structure{global 2-component vector of uint v} s1}) -0:64 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) +0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) +0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence -0:79 move second child to first child (temp 3-component vector of float) -0:79 'av3' (global 3-component vector of float) -0:79 Construct vec3 (global 3-component vector of float) -0:79 'vc1' (global float) -0:79 'vc2' (global float) -0:79 'vc3' (global float) +0:79 move second child to first child ( temp 3-component vector of float) +0:79 'av3' ( global 3-component vector of float) +0:79 Construct vec3 ( global 3-component vector of float) +0:79 'vc1' ( global float) +0:79 'vc2' ( global float) +0:79 'vc3' ( global float) 0:80 Sequence -0:80 move second child to first child (temp 3-component vector of float) -0:80 'bv3' (global 3-component vector of float) -0:80 Construct vec3 (temp 3-component vector of float) -0:80 'vc1' (global float) -0:80 'vc2' (global float) -0:80 'vc3' (global float) -0:82 Function Definition: main( (global void) +0:80 move second child to first child ( temp 3-component vector of float) +0:80 'bv3' ( global 3-component vector of float) +0:80 Construct vec3 ( temp 3-component vector of float) +0:80 'vc1' ( global float) +0:80 'vc2' ( global float) +0:80 'vc3' ( global float) +0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence -0:84 MemoryBarrier (global void) -0:86 Test condition and select (temp void) +0:84 MemoryBarrier ( global void) +0:86 Test condition and select ( temp void) 0:86 Condition -0:86 Compare Equal (temp bool) +0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) @@ -286,43 +286,43 @@ ERROR: node is still EOpNull! 0:86 0.000000 0:86 6.000000 0:86 0.000000 -0:86 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects -0:? 'a' (const 2X2 matrix of float) +0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'b' (global 2X2 matrix of float) -0:? 'c' (const 2X2 matrix of float) +0:? 'b' ( global 2X2 matrix of float) +0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'a2' (global 2-element array of float) -0:? 'b2' (global 2-component vector of float) -0:? 'c2' (global 3X3 matrix of float) -0:? 'd' (global 2X2 matrix of float) -0:? 'e' (global structure{global float a, global int b}) -0:? 'e2' (global structure{global float a, global int b}) -0:? 'e3' (global structure{global float a, global int b}) -0:? 'a3' (global int) -0:? 'b3' (global 2-element array of 4-component vector of float) -0:? 'b4' (global 2-element array of 4-component vector of float) -0:? 'c3' (global 4X2 matrix of float) -0:? 'd2' (global 1-element array of structure{global float s, global float t}) -0:? 'b5' (global 5-element array of float) -0:? 'single1' (global structure{global int f}) -0:? 'single2' (global structure{global 2-component vector of uint v}) -0:? 'single3' (global structure{global structure{global int f} s1}) -0:? 'single4' (global structure{global structure{global 2-component vector of uint v} s1}) -0:? 'constructed' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'a2' ( global 2-element array of float) +0:? 'b2' ( global 2-component vector of float) +0:? 'c2' ( global 3X3 matrix of float) +0:? 'd' ( global 2X2 matrix of float) +0:? 'e' ( global structure{ global float a, global int b}) +0:? 'e2' ( global structure{ global float a, global int b}) +0:? 'e3' ( global structure{ global float a, global int b}) +0:? 'a3' ( global int) +0:? 'b3' ( global 2-element array of 4-component vector of float) +0:? 'b4' ( global 2-element array of 4-component vector of float) +0:? 'c3' ( global 4X2 matrix of float) +0:? 'd2' ( global 1-element array of structure{ global float s, global float t}) +0:? 'b5' ( global 5-element array of float) +0:? 'single1' ( global structure{ global int f}) +0:? 'single2' ( global structure{ global 2-component vector of uint v}) +0:? 'single3' ( global structure{ global structure{ global int f} s1}) +0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) +0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -339,8 +339,8 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'curlybad1' (temp structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) -0:? 'curlyInit' (const structure{global 2-component vector of uint uv2, global 2-element array of structure{global float f, global 2X3 matrix of float m23} s}) +0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) +0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 @@ -357,9 +357,9 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 6.000000 0:? 0.000000 -0:? 'vc1' (global float) -0:? 'vc2' (global float) -0:? 'vc3' (global float) -0:? 'av3' (global 3-component vector of float) -0:? 'bv3' (global 3-component vector of float) +0:? 'vc1' ( global float) +0:? 'vc2' ( global float) +0:? 'vc3' ( global float) +0:? 'av3' ( global 3-component vector of float) +0:? 'bv3' ( global 3-component vector of float) diff --git a/Test/baseResults/420.vert.out b/Test/baseResults/420.vert.out index 9de843fa..8fb8546e 100644 --- a/Test/baseResults/420.vert.out +++ b/Test/baseResults/420.vert.out @@ -7,17 +7,17 @@ ERROR: 0:7: '' : vertex input cannot be further qualified ERROR: 0:11: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD) ERROR: 0:12: '' : can only have one auxiliary qualifier (centroid, patch, and sample) ERROR: 0:13: 'uniform' : too many storage qualifiers -ERROR: 0:18: '=' : global const initializers must be constant 'const int' +ERROR: 0:18: '=' : global const initializers must be constant ' const int' ERROR: 0:20: 'const' : no qualifiers allowed for function return ERROR: 0:27: '' : array size must be a constant integer expression ERROR: 0:38: 'j' : undeclared identifier -ERROR: 0:38: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:38: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:39: 'k' : undeclared identifier -ERROR: 0:39: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:39: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:40: 'j' : undeclared identifier -ERROR: 0:40: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:40: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:44: 'jj' : undeclared identifier -ERROR: 0:44: '=' : cannot convert from 'temp float' to 'temp int' +ERROR: 0:44: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:54: 'y' : vector swizzle selection out of range ERROR: 0:62: 'xxxxx' : vector swizzle too long ERROR: 0:63: 'xxy' : vector swizzle selection out of range @@ -31,7 +31,7 @@ ERROR: 0:76: 'binding' : sampler binding not less than gl_MaxCombinedTextureImag ERROR: 0:85: 'patch' : not supported in this stage: vertex ERROR: 0:85: '' : vertex input cannot be further qualified ERROR: 0:86: 'patch' : not supported in this stage: vertex -ERROR: 0:100: '=' : global const initializers must be constant 'const int' +ERROR: 0:100: '=' : global const initializers must be constant ' const int' ERROR: 0:101: '' : array size must be a constant integer expression ERROR: 0:107: 'image variables declared 'writeonly' without a format layout qualifier' : not supported for this version or the enabled extensions ERROR: 0:114: 'imageAtomicMin' : only supported on image with format r32i or r32ui @@ -49,59 +49,59 @@ ERROR: 0:144: 'r8ui' : does not apply to signed integer images ERROR: 0:147: 'offset on block member' : not supported for this version or the enabled extensions ERROR: 0:147: 'offset/align' : can only be used with std140 or std430 layout packing ERROR: 0:157: 'textureQueryLevels' : no matching overloaded function found -ERROR: 0:157: 'assign' : cannot convert from 'const float' to 'temp int' +ERROR: 0:157: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 0:158: 'textureQueryLevels' : no matching overloaded function found -ERROR: 0:158: 'assign' : cannot convert from 'const float' to 'temp int' +ERROR: 0:158: 'assign' : cannot convert from ' const float' to ' temp int' WARNING: 0:161: '[]' : assuming array size of one for compile-time checking of binding numbers for implicitly-sized array ERROR: 51 compilation errors. No code generated. Shader version: 420 ERROR: node is still EOpNull! -0:20 Function Definition: foo( (const int) +0:20 Function Definition: foo( ( const int) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'b' (const (read only) int) -0:23 'anonconst' (global int) +0:23 move second child to first child ( temp int) +0:23 'b' ( const (read only) int) +0:23 'anonconst' ( global int) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'd' (const (read only) int) -0:25 'b' (const (read only) int) +0:25 move second child to first child ( temp int) +0:25 'd' ( const (read only) int) +0:25 'b' ( const (read only) int) 0:29 Branch: Return with expression -0:29 'b' (const (read only) int) -0:32 Function Definition: main( (global void) +0:29 'b' ( const (read only) int) +0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:? Sequence -0:35 Test condition and select (temp void) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 Compare Equal (temp bool) -0:35 'i' (temp int) +0:35 Compare Equal ( temp bool) +0:35 'i' ( temp int) 0:35 Constant: 0:35 3 (const int) 0:35 true case 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'j' (temp int) -0:36 'i' (temp int) +0:36 move second child to first child ( temp int) +0:36 'j' ( temp int) +0:36 'i' ( temp int) 0:42 Loop with condition tested first 0:42 Loop Condition 0:42 Constant: 0:42 true (const bool) 0:42 No loop body -0:50 Function Definition: bar(vf4; (global void) +0:50 Function Definition: bar(vf4; ( global void) 0:50 Function Parameters: -0:50 'v' (volatile in 4-component vector of float) +0:50 'v' ( volatile in 4-component vector of float) 0:? Sequence -0:53 's' (temp int) -0:54 's' (temp int) -0:55 Test condition and select (temp void) +0:53 's' ( temp int) +0:54 's' ( temp int) +0:55 Test condition and select ( temp void) 0:55 Condition -0:55 Compare Equal (temp bool) -0:55 direct index (temp float) -0:55 direct index (temp 4-component vector of float) -0:55 'bad' (in 10-element array of 4-component vector of float) +0:55 Compare Equal ( temp bool) +0:55 direct index ( temp float) +0:55 direct index ( temp 4-component vector of float) +0:55 'bad' ( in 10-element array of 4-component vector of float) 0:55 Constant: 0:55 0 (const int) 0:55 Constant: @@ -109,203 +109,203 @@ ERROR: node is still EOpNull! 0:55 Constant: 0:55 4.200000 0:55 true case is null -0:57 Test condition and select (temp void) +0:57 Test condition and select ( temp void) 0:57 Condition 0:57 Constant: 0:57 true (const bool) 0:57 true case -0:58 move second child to first child (temp 4-component vector of float) -0:58 'badorder3' (flat out 4-component vector of float) -0:58 direct index (temp 4-component vector of float) -0:58 'bad' (in 10-element array of 4-component vector of float) +0:58 move second child to first child ( temp 4-component vector of float) +0:58 'badorder3' ( flat out 4-component vector of float) +0:58 direct index ( temp 4-component vector of float) +0:58 'bad' ( in 10-element array of 4-component vector of float) 0:58 Constant: 0:58 0 (const int) 0:61 Sequence -0:61 move second child to first child (temp 3-component vector of float) -0:61 'smeared' (temp 3-component vector of float) -0:61 Construct vec3 (temp 3-component vector of float) -0:61 'f' (temp float) -0:62 Construct vec4 (temp 4-component vector of float) -0:62 'f' (temp float) -0:63 Construct vec2 (temp 2-component vector of float) -0:63 'f' (temp float) -0:88 Function Definition: bar23444( (global void) +0:61 move second child to first child ( temp 3-component vector of float) +0:61 'smeared' ( temp 3-component vector of float) +0:61 Construct vec3 ( temp 3-component vector of float) +0:61 'f' ( temp float) +0:62 Construct vec4 ( temp 4-component vector of float) +0:62 'f' ( temp float) +0:63 Construct vec2 ( temp 2-component vector of float) +0:63 'f' ( temp float) +0:88 Function Definition: bar23444( ( global void) 0:88 Function Parameters: 0:? Sequence 0:91 Sequence -0:91 move second child to first child (temp float) -0:91 'a1' (temp float) -0:91 direct index (temp float) -0:91 direct index (temp 3-component vector of float) -0:91 'm43' (temp 4X3 matrix of float) +0:91 move second child to first child ( temp float) +0:91 'a1' ( temp float) +0:91 direct index ( temp float) +0:91 direct index ( temp 3-component vector of float) +0:91 'm43' ( temp 4X3 matrix of float) 0:91 Constant: 0:91 3 (const int) 0:91 Constant: 0:91 1 (const int) 0:93 Sequence -0:93 move second child to first child (temp int) -0:93 'a2' (temp int) +0:93 move second child to first child ( temp int) +0:93 'a2' ( temp int) 0:93 Constant: 0:93 4 (const int) -0:94 add second child into first child (temp int) -0:94 'a2' (temp int) +0:94 add second child into first child ( temp int) +0:94 'a2' ( temp int) 0:94 Constant: 0:94 3 (const int) -0:95 add second child into first child (temp int) -0:95 'a2' (temp int) +0:95 add second child into first child ( temp int) +0:95 'a2' ( temp int) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence -0:96 move second child to first child (temp float) -0:96 'b' (const (read only) float) -0:96 component-wise multiply (temp float) +0:96 move second child to first child ( temp float) +0:96 'b' ( const (read only) float) +0:96 component-wise multiply ( temp float) 0:96 Constant: 0:96 2.000000 -0:96 'a1' (temp float) +0:96 'a1' ( temp float) 0:97 Sequence -0:97 move second child to first child (temp int) -0:97 'a' (temp int) +0:97 move second child to first child ( temp int) +0:97 'a' ( temp int) 0:97 Constant: 0:97 -1 (const int) -0:109 Function Definition: qux( (global void) +0:109 Function Definition: qux( ( global void) 0:109 Function Parameters: 0:111 Sequence 0:111 Sequence -0:111 move second child to first child (temp int) -0:111 'i' (temp int) -0:111 aoeu: direct index for structure (layout(column_major shared ) uniform int) -0:111 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu}) +0:111 move second child to first child ( temp int) +0:111 'i' ( temp int) +0:111 aoeu: direct index for structure (layout( column_major shared) uniform int) +0:111 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:111 Constant: 0:111 0 (const uint) -0:112 imageAtomicCompSwap (global int) -0:112 'iimg2D' (layout(r32i ) uniform iimage2D) -0:112 Construct ivec2 (temp 2-component vector of int) -0:112 'i' (temp int) -0:112 'i' (temp int) -0:112 'i' (temp int) -0:112 'i' (temp int) -0:113 imageAtomicAdd (global uint) -0:113 'uimg2D' (layout(r32ui ) uniform uimage2D) -0:113 Construct ivec2 (temp 2-component vector of int) -0:113 'i' (temp int) -0:113 'i' (temp int) -0:113 Convert int to uint (temp uint) -0:113 'i' (temp int) -0:114 imageAtomicMin (global int) -0:114 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D) -0:114 Construct ivec2 (temp 2-component vector of int) -0:114 'i' (temp int) -0:114 'i' (temp int) -0:114 'i' (temp int) +0:112 imageAtomicCompSwap ( global int) +0:112 'iimg2D' (layout( r32i) uniform iimage2D) +0:112 Construct ivec2 ( temp 2-component vector of int) +0:112 'i' ( temp int) +0:112 'i' ( temp int) +0:112 'i' ( temp int) +0:112 'i' ( temp int) +0:113 imageAtomicAdd ( global uint) +0:113 'uimg2D' (layout( r32ui) uniform uimage2D) +0:113 Construct ivec2 ( temp 2-component vector of int) +0:113 'i' ( temp int) +0:113 'i' ( temp int) +0:113 Convert int to uint ( temp uint) +0:113 'i' ( temp int) +0:114 imageAtomicMin ( global int) +0:114 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) +0:114 Construct ivec2 ( temp 2-component vector of int) +0:114 'i' ( temp int) +0:114 'i' ( temp int) +0:114 'i' ( temp int) 0:115 Constant: 0:115 0.000000 0:116 Sequence -0:116 move second child to first child (temp 4-component vector of int) -0:116 'pos' (temp 4-component vector of int) -0:116 imageLoad (global 4-component vector of int) -0:116 'iimg2D' (layout(r32i ) uniform iimage2D) -0:116 Construct ivec2 (temp 2-component vector of int) -0:116 'i' (temp int) -0:116 'i' (temp int) +0:116 move second child to first child ( temp 4-component vector of int) +0:116 'pos' ( temp 4-component vector of int) +0:116 imageLoad ( global 4-component vector of int) +0:116 'iimg2D' (layout( r32i) uniform iimage2D) +0:116 Construct ivec2 ( temp 2-component vector of int) +0:116 'i' ( temp int) +0:116 'i' ( temp int) 0:117 Sequence -0:117 move second child to first child (temp 4-component vector of float) -0:117 'col' (temp 4-component vector of float) -0:117 imageLoad (global 4-component vector of float) -0:117 'img2DMS' (uniform image2DMS) -0:117 Construct ivec2 (temp 2-component vector of int) -0:117 'i' (temp int) -0:117 'i' (temp int) -0:117 'i' (temp int) -0:118 imageStore (global void) -0:118 'img2DMSWO' (writeonly uniform image2DMS) -0:118 Construct ivec2 (temp 2-component vector of int) -0:118 'i' (temp int) -0:118 'i' (temp int) -0:118 'i' (temp int) +0:117 move second child to first child ( temp 4-component vector of float) +0:117 'col' ( temp 4-component vector of float) +0:117 imageLoad ( global 4-component vector of float) +0:117 'img2DMS' ( uniform image2DMS) +0:117 Construct ivec2 ( temp 2-component vector of int) +0:117 'i' ( temp int) +0:117 'i' ( temp int) +0:117 'i' ( temp int) +0:118 imageStore ( global void) +0:118 'img2DMSWO' ( writeonly uniform image2DMS) +0:118 Construct ivec2 ( temp 2-component vector of int) +0:118 'i' ( temp int) +0:118 'i' ( temp int) +0:118 'i' ( temp int) 0:118 Constant: 0:118 0.000000 0:118 0.000000 0:118 0.000000 0:118 0.000000 -0:119 imageLoad (global 4-component vector of float) -0:119 'img2DMSWO' (writeonly uniform image2DMS) -0:119 Construct ivec2 (temp 2-component vector of int) -0:119 'i' (temp int) -0:119 'i' (temp int) -0:119 'i' (temp int) -0:125 Function Definition: passr(iI21; (global void) +0:119 imageLoad ( global 4-component vector of float) +0:119 'img2DMSWO' ( writeonly uniform image2DMS) +0:119 Construct ivec2 ( temp 2-component vector of int) +0:119 'i' ( temp int) +0:119 'i' ( temp int) +0:119 'i' ( temp int) +0:125 Function Definition: passr(iI21; ( global void) 0:125 Function Parameters: -0:125 'image' (coherent readonly in iimage2D) -0:132 Function Definition: passrc( (global void) +0:125 'image' ( coherent readonly in iimage2D) +0:132 Function Definition: passrc( ( global void) 0:132 Function Parameters: 0:134 Sequence -0:134 Function Call: passr(iI21; (global void) -0:134 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D) -0:135 Function Call: passr(iI21; (global void) -0:135 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D) -0:136 Function Call: passr(iI21; (global void) -0:136 'iimg2D' (layout(r32i ) uniform iimage2D) -0:153 Function Definition: qlod( (global void) +0:134 Function Call: passr(iI21; ( global void) +0:134 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) +0:135 Function Call: passr(iI21; ( global void) +0:135 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) +0:136 Function Call: passr(iI21; ( global void) +0:136 'iimg2D' (layout( r32i) uniform iimage2D) +0:153 Function Definition: qlod( ( global void) 0:153 Function Parameters: 0:? Sequence -0:157 'levels' (temp int) -0:158 'levels' (temp int) +0:157 'levels' ( temp int) +0:158 'levels' ( temp int) 0:? Linker Objects -0:? 'v2' (smooth out 2-component vector of float) -0:? 'bad' (in 10-element array of 4-component vector of float) -0:? 'badorder' (in 4-component vector of float) -0:? 'badorder2' (invariant smooth out 4-component vector of float) -0:? 'badorder4' (centroid in 4-component vector of float) -0:? 'badorder3' (flat out 4-component vector of float) -0:? 'rep' (smooth flat out 4-component vector of float) -0:? 'rep2' (centroid smooth sample out 4-component vector of float) -0:? 'rep3' (in 4-component vector of float) -0:? 'anonconst' (global int) -0:? 'aconst' (const int) +0:? 'v2' ( smooth out 2-component vector of float) +0:? 'bad' ( in 10-element array of 4-component vector of float) +0:? 'badorder' ( in 4-component vector of float) +0:? 'badorder2' ( invariant smooth out 4-component vector of float) +0:? 'badorder4' ( centroid in 4-component vector of float) +0:? 'badorder3' ( flat out 4-component vector of float) +0:? 'rep' ( smooth flat out 4-component vector of float) +0:? 'rep2' ( centroid smooth sample out 4-component vector of float) +0:? 'rep3' ( in 4-component vector of float) +0:? 'anonconst' ( global int) +0:? 'aconst' ( const int) 0:? 5 (const int) -0:? 'a' (const int) +0:? 'a' ( const int) 0:? 5 (const int) -0:? 'b' (temp int) -0:? 'cx' (const float) +0:? 'b' ( temp int) +0:? 'cx' ( const float) 0:? 4.200000 -0:? 'dx' (const float) +0:? 'dx' ( const float) 0:? 4.200000 -0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu}) -0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu}) -0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua}) -0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu}) -0:? 'sampb1' (layout(binding=4 ) uniform sampler2D) -0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D) -0:? 'sampb3' (layout(binding=80 ) uniform sampler2D) -0:? 'sampb4' (layout(binding=31 ) uniform sampler2D) -0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D) -0:? 'anon@3' (out block{out 4-element array of float ClipDistance gl_ClipDistance, }) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (smooth patch out 4-component vector of float) -0:? 'comma0' (temp int) -0:? 'comma1' (global 1-element array of int) -0:? 'iimg2D' (layout(r32i ) uniform iimage2D) -0:? 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D) -0:? 'img2Drgba' (layout(rgba32f ) uniform image2D) -0:? 'uimg2D' (layout(r32ui ) uniform uimage2D) -0:? 'img2DMS' (uniform image2DMS) -0:? 'img2DMSWO' (writeonly uniform image2DMS) -0:? 'vol' (volatile temp float) -0:? 'vol2' (readonly temp int) -0:? 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D) -0:? 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D) -0:? 'i1bad' (layout(rg8i ) uniform uimage2D) -0:? 'i2bad' (layout(rgba32i ) uniform image2D) -0:? 'i3bad' (layout(rgba32f ) uniform uimage2D) -0:? 'i4bad' (layout(r8_snorm ) uniform iimage2D) -0:? 'i5bad' (layout(rgba32ui ) uniform iimage2D) -0:? 'i6bad' (layout(r8ui ) uniform iimage2D) -0:? 'offcheckI' (layout(column_major shared ) uniform block{layout(column_major shared offset=16 ) uniform int foo}) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'badArray' (layout(binding=0 ) writeonly uniform implicitly-sized array of image1D) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) +0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) +0:? 'anon@1' (layout( binding=1) in block{ in int aoeua}) +0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu}) +0:? 'sampb1' (layout( binding=4) uniform sampler2D) +0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D) +0:? 'sampb3' (layout( binding=80) uniform sampler2D) +0:? 'sampb4' (layout( binding=31) uniform sampler2D) +0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D) +0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance, }) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( smooth patch out 4-component vector of float) +0:? 'comma0' ( temp int) +0:? 'comma1' ( global 1-element array of int) +0:? 'iimg2D' (layout( r32i) uniform iimage2D) +0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) +0:? 'img2Drgba' (layout( rgba32f) uniform image2D) +0:? 'uimg2D' (layout( r32ui) uniform uimage2D) +0:? 'img2DMS' ( uniform image2DMS) +0:? 'img2DMSWO' ( writeonly uniform image2DMS) +0:? 'vol' ( volatile temp float) +0:? 'vol2' ( readonly temp int) +0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) +0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) +0:? 'i1bad' (layout( rg8i) uniform uimage2D) +0:? 'i2bad' (layout( rgba32i) uniform image2D) +0:? 'i3bad' (layout( rgba32f) uniform uimage2D) +0:? 'i4bad' (layout( r8_snorm) uniform iimage2D) +0:? 'i5bad' (layout( rgba32ui) uniform iimage2D) +0:? 'i6bad' (layout( r8ui) uniform iimage2D) +0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'badArray' (layout( binding=0) writeonly uniform implicitly-sized array of image1D) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -313,79 +313,79 @@ Linked vertex stage: Shader version: 420 ERROR: node is still EOpNull! -0:32 Function Definition: main( (global void) +0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:? Sequence -0:35 Test condition and select (temp void) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 Compare Equal (temp bool) -0:35 'i' (temp int) +0:35 Compare Equal ( temp bool) +0:35 'i' ( temp int) 0:35 Constant: 0:35 3 (const int) 0:35 true case 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'j' (temp int) -0:36 'i' (temp int) +0:36 move second child to first child ( temp int) +0:36 'j' ( temp int) +0:36 'i' ( temp int) 0:42 Loop with condition tested first 0:42 Loop Condition 0:42 Constant: 0:42 true (const bool) 0:42 No loop body 0:? Linker Objects -0:? 'v2' (smooth out 2-component vector of float) -0:? 'bad' (in 10-element array of 4-component vector of float) -0:? 'badorder' (in 4-component vector of float) -0:? 'badorder2' (invariant smooth out 4-component vector of float) -0:? 'badorder4' (centroid in 4-component vector of float) -0:? 'badorder3' (flat out 4-component vector of float) -0:? 'rep' (smooth flat out 4-component vector of float) -0:? 'rep2' (centroid smooth sample out 4-component vector of float) -0:? 'rep3' (in 4-component vector of float) -0:? 'anonconst' (global int) -0:? 'aconst' (const int) +0:? 'v2' ( smooth out 2-component vector of float) +0:? 'bad' ( in 10-element array of 4-component vector of float) +0:? 'badorder' ( in 4-component vector of float) +0:? 'badorder2' ( invariant smooth out 4-component vector of float) +0:? 'badorder4' ( centroid in 4-component vector of float) +0:? 'badorder3' ( flat out 4-component vector of float) +0:? 'rep' ( smooth flat out 4-component vector of float) +0:? 'rep2' ( centroid smooth sample out 4-component vector of float) +0:? 'rep3' ( in 4-component vector of float) +0:? 'anonconst' ( global int) +0:? 'aconst' ( const int) 0:? 5 (const int) -0:? 'a' (const int) +0:? 'a' ( const int) 0:? 5 (const int) -0:? 'b' (temp int) -0:? 'cx' (const float) +0:? 'b' ( temp int) +0:? 'cx' ( const float) 0:? 4.200000 -0:? 'dx' (const float) +0:? 'dx' ( const float) 0:? 4.200000 -0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu}) -0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu}) -0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua}) -0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu}) -0:? 'sampb1' (layout(binding=4 ) uniform sampler2D) -0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D) -0:? 'sampb3' (layout(binding=80 ) uniform sampler2D) -0:? 'sampb4' (layout(binding=31 ) uniform sampler2D) -0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D) -0:? 'anon@3' (out block{out 4-element array of float ClipDistance gl_ClipDistance, }) -0:? 'patchIn' (patch in 4-component vector of float) -0:? 'patchOut' (smooth patch out 4-component vector of float) -0:? 'comma0' (temp int) -0:? 'comma1' (global 1-element array of int) -0:? 'iimg2D' (layout(r32i ) uniform iimage2D) -0:? 'iimg2Drgba' (layout(rgba32i ) uniform iimage2D) -0:? 'img2Drgba' (layout(rgba32f ) uniform image2D) -0:? 'uimg2D' (layout(r32ui ) uniform uimage2D) -0:? 'img2DMS' (uniform image2DMS) -0:? 'img2DMSWO' (writeonly uniform image2DMS) -0:? 'vol' (volatile temp float) -0:? 'vol2' (readonly temp int) -0:? 'qualim1' (layout(r32i ) coherent readonly uniform iimage2D) -0:? 'qualim2' (layout(r32i ) coherent volatile readonly uniform iimage2D) -0:? 'i1bad' (layout(rg8i ) uniform uimage2D) -0:? 'i2bad' (layout(rgba32i ) uniform image2D) -0:? 'i3bad' (layout(rgba32f ) uniform uimage2D) -0:? 'i4bad' (layout(r8_snorm ) uniform iimage2D) -0:? 'i5bad' (layout(rgba32ui ) uniform iimage2D) -0:? 'i6bad' (layout(r8ui ) uniform iimage2D) -0:? 'offcheckI' (layout(column_major shared ) uniform block{layout(column_major shared offset=16 ) uniform int foo}) -0:? 'samp1D' (uniform sampler1D) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'badArray' (layout(binding=0 ) writeonly uniform 1-element array of image1D) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) +0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) +0:? 'anon@1' (layout( binding=1) in block{ in int aoeua}) +0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu}) +0:? 'sampb1' (layout( binding=4) uniform sampler2D) +0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D) +0:? 'sampb3' (layout( binding=80) uniform sampler2D) +0:? 'sampb4' (layout( binding=31) uniform sampler2D) +0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D) +0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance, }) +0:? 'patchIn' ( patch in 4-component vector of float) +0:? 'patchOut' ( smooth patch out 4-component vector of float) +0:? 'comma0' ( temp int) +0:? 'comma1' ( global 1-element array of int) +0:? 'iimg2D' (layout( r32i) uniform iimage2D) +0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) +0:? 'img2Drgba' (layout( rgba32f) uniform image2D) +0:? 'uimg2D' (layout( r32ui) uniform uimage2D) +0:? 'img2DMS' ( uniform image2DMS) +0:? 'img2DMSWO' ( writeonly uniform image2DMS) +0:? 'vol' ( volatile temp float) +0:? 'vol2' ( readonly temp int) +0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) +0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) +0:? 'i1bad' (layout( rg8i) uniform uimage2D) +0:? 'i2bad' (layout( rgba32i) uniform image2D) +0:? 'i3bad' (layout( rgba32f) uniform uimage2D) +0:? 'i4bad' (layout( r8_snorm) uniform iimage2D) +0:? 'i5bad' (layout( rgba32ui) uniform iimage2D) +0:? 'i6bad' (layout( r8ui) uniform iimage2D) +0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo}) +0:? 'samp1D' ( uniform sampler1D) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'badArray' (layout( binding=0) writeonly uniform 1-element array of image1D) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/420_size_gl_in.geom.out b/Test/baseResults/420_size_gl_in.geom.out index 54ec99ea..3c3b8105 100644 --- a/Test/baseResults/420_size_gl_in.geom.out +++ b/Test/baseResults/420_size_gl_in.geom.out @@ -10,31 +10,31 @@ max_vertices = -1 input primitive = triangles output primitive = none ERROR: node is still EOpNull! -0:11 Function Definition: foo( (global void) +0:11 Function Definition: foo( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 Constant: 0:13 3 (const int) -0:14 gl_Position: direct index for structure (in 4-component vector of float Position) -0:14 direct index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:14 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:14 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:14 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:14 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 0 (const int) 0:15 Constant: 0:15 3 (const int) -0:16 gl_Position: direct index for structure (in 4-component vector of float Position) -0:16 indirect index (temp block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:16 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) -0:16 'i' (global int) +0:16 gl_Position: direct index for structure ( in 4-component vector of float Position) +0:16 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:16 'i' ( global int) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects -0:? 'i' (global int) -0:? 'colorun' (in 3-element array of 4-component vector of float) -0:? 'color3' (in 3-element array of 4-component vector of float) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) +0:? 'i' ( global int) +0:? 'colorun' ( in 3-element array of 4-component vector of float) +0:? 'color3' ( in 3-element array of 4-component vector of float) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) Linked geometry stage: @@ -50,8 +50,8 @@ input primitive = triangles output primitive = none ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'i' (global int) -0:? 'colorun' (in 3-element array of 4-component vector of float) -0:? 'color3' (in 3-element array of 4-component vector of float) -0:? 'gl_in' (in 3-element array of block{in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) +0:? 'i' ( global int) +0:? 'colorun' ( in 3-element array of 4-component vector of float) +0:? 'color3' ( in 3-element array of 4-component vector of float) +0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) diff --git a/Test/baseResults/430.comp.out b/Test/baseResults/430.comp.out index ed61346f..91aaf786 100644 --- a/Test/baseResults/430.comp.out +++ b/Test/baseResults/430.comp.out @@ -13,7 +13,7 @@ ERROR: 0:51: 'local_size' : can only apply to 'in' ERROR: 0:51: 'local_size' : can only apply to 'in' ERROR: 0:51: 'local_size' : can only apply to 'in' ERROR: 0:65: 'assign' : l-value required "ro" (can't modify a readonly buffer) -ERROR: 0:77: '=' : cannot convert from 'temp double' to 'temp int' +ERROR: 0:77: '=' : cannot convert from ' temp double' to ' temp int' ERROR: 0:81: 'input block' : not supported in this stage: compute ERROR: 0:85: 'output block' : not supported in this stage: compute ERROR: 16 compilation errors. No code generated. @@ -22,80 +22,80 @@ ERROR: 16 compilation errors. No code generated. Shader version: 430 local_size = (2, 1, 4096) ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence -0:29 Barrier (global void) -0:30 MemoryBarrier (global void) -0:31 MemoryBarrierAtomicCounter (global void) -0:32 MemoryBarrierBuffer (global void) -0:33 MemoryBarrierShared (global void) -0:34 MemoryBarrierImage (global void) -0:35 GroupMemoryBarrier (global void) -0:36 move second child to first child (temp int) -0:36 value: direct index for structure (layout(column_major shared ) buffer int) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:29 Barrier ( global void) +0:30 MemoryBarrier ( global void) +0:31 MemoryBarrierAtomicCounter ( global void) +0:32 MemoryBarrierBuffer ( global void) +0:33 MemoryBarrierShared ( global void) +0:34 MemoryBarrierImage ( global void) +0:35 GroupMemoryBarrier ( global void) +0:36 move second child to first child ( temp int) +0:36 value: direct index for structure (layout( column_major shared) buffer int) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:36 Constant: 0:36 0 (const uint) -0:36 Convert float to int (temp int) -0:36 indirect index (layout(column_major shared ) temp float) -0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:36 Convert float to int ( temp int) +0:36 indirect index (layout( column_major shared) temp float) +0:36 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of float) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:36 Constant: 0:36 1 (const uint) -0:36 'gl_LocalInvocationIndex' (in uint LocalInvocationIndex) -0:39 Test condition and select (temp void) +0:36 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex) +0:39 Test condition and select ( temp void) 0:39 Condition -0:39 Compare Greater Than (temp bool) -0:39 'a' (temp int) +0:39 Compare Greater Than ( temp bool) +0:39 'a' ( temp int) 0:39 Constant: 0:39 10 (const int) 0:39 true case -0:40 Barrier (global void) -0:63 Function Definition: foo( (global void) +0:40 Barrier ( global void) +0:63 Function Definition: foo( ( global void) 0:63 Function Parameters: 0:65 Sequence -0:65 move second child to first child (temp float) -0:65 direct index (layout(column_major shared ) temp float) -0:65 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float) -0:65 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:65 move second child to first child ( temp float) +0:65 direct index (layout( column_major shared) temp float) +0:65 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of float) +0:65 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:65 Constant: 0:65 1 (const int) 0:65 Constant: 0:65 2 (const int) 0:65 Constant: 0:65 4.700000 -0:66 array length (temp int) -0:66 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float) -0:66 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:66 array length ( temp int) +0:66 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of float) +0:66 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:66 Constant: 0:66 1 (const int) -0:67 Barrier (global void) -0:72 Function Definition: fooaoeu( (global void) +0:67 Barrier ( global void) +0:72 Function Definition: fooaoeu( ( global void) 0:72 Function Parameters: 0:73 Sequence 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of int) -0:73 'storePos' (temp 2-component vector of int) -0:73 Convert uint to int (temp 2-component vector of int) -0:73 vector swizzle (temp 2-component vector of uint) -0:73 'gl_GlobalInvocationID' (in 3-component vector of uint GlobalInvocationID) +0:73 move second child to first child ( temp 2-component vector of int) +0:73 'storePos' ( temp 2-component vector of int) +0:73 Convert uint to int ( temp 2-component vector of int) +0:73 vector swizzle ( temp 2-component vector of uint) +0:73 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID) 0:73 Sequence 0:73 Constant: 0:73 0 (const int) 0:73 Constant: 0:73 1 (const int) 0:74 Sequence -0:74 move second child to first child (temp double) -0:74 'localCoef' (temp double) -0:74 Convert float to double (temp double) -0:74 length (global float) -0:74 divide (temp 2-component vector of float) -0:74 Convert int to float (temp 2-component vector of float) -0:74 subtract (temp 2-component vector of int) -0:74 Convert uint to int (temp 2-component vector of int) -0:74 vector swizzle (temp 2-component vector of uint) -0:74 'gl_LocalInvocationID' (in 3-component vector of uint LocalInvocationID) +0:74 move second child to first child ( temp double) +0:74 'localCoef' ( temp double) +0:74 Convert float to double ( temp double) +0:74 length ( global float) +0:74 divide ( temp 2-component vector of float) +0:74 Convert int to float ( temp 2-component vector of float) +0:74 subtract ( temp 2-component vector of int) +0:74 Convert uint to int ( temp 2-component vector of int) +0:74 vector swizzle ( temp 2-component vector of uint) +0:74 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID) 0:74 Sequence 0:74 Constant: 0:74 0 (const int) @@ -106,46 +106,46 @@ ERROR: node is still EOpNull! 0:74 Constant: 0:74 8.000000 0:75 Sequence -0:75 move second child to first child (temp 4-component vector of double) -0:75 'aa' (temp 4-component vector of double) +0:75 move second child to first child ( temp 4-component vector of double) +0:75 'aa' ( temp 4-component vector of double) 0:75 Constant: 0:75 0.400000 0:75 0.200000 0:75 0.300000 0:75 0.400000 0:76 Sequence -0:76 move second child to first child (temp double) -0:76 'globalCoef' (temp double) +0:76 move second child to first child ( temp double) +0:76 'globalCoef' ( temp double) 0:76 Constant: 0:76 1.000000 0:78 Sequence -0:78 move second child to first child (temp double) -0:78 'di' (temp double) -0:78 Convert int to double (temp double) -0:78 'i' (temp int) +0:78 move second child to first child ( temp double) +0:78 'di' ( temp double) +0:78 Convert int to double ( temp double) +0:78 'i' ( temp int) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 1 (const uint) 0:? 4096 (const uint) -0:? 'total' (const int) +0:? 'total' ( const int) 0:? 66592 (const int) -0:? 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) -0:? 'invalid' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer implicitly-sized array of float values, layout(column_major shared ) buffer int value}) -0:? 'v3' (layout(location=2 ) in 3-component vector of float) -0:? 'f' (in float) -0:? 'fo' (out float) -0:? 's' (shared 4-component vector of float) -0:? 'sl' (layout(location=2 ) shared 4-component vector of float) -0:? 'fs' (shared float) -0:? 'arrX' (global 2-element array of int) -0:? 'arrY' (global 1-element array of int) -0:? 'arrZ' (global 4096-element array of int) -0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) -0:? 'roll' (uniform double) -0:? 'destTex' (writeonly uniform image2D) -0:? 'inbi' (in block{in int a}) -0:? 'outbi' (out block{out int a}) +0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) +0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer implicitly-sized array of float values, layout( column_major shared) buffer int value}) +0:? 'v3' (layout( location=2) in 3-component vector of float) +0:? 'f' ( in float) +0:? 'fo' ( out float) +0:? 's' ( shared 4-component vector of float) +0:? 'sl' (layout( location=2) shared 4-component vector of float) +0:? 'fs' ( shared float) +0:? 'arrX' ( global 2-element array of int) +0:? 'arrY' ( global 1-element array of int) +0:? 'arrZ' ( global 4096-element array of int) +0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) +0:? 'roll' ( uniform double) +0:? 'destTex' ( writeonly uniform image2D) +0:? 'inbi' ( in block{ in int a}) +0:? 'outbi' ( out block{ out int a}) Linked compute stage: @@ -154,57 +154,57 @@ Linked compute stage: Shader version: 430 local_size = (2, 1, 4096) ERROR: node is still EOpNull! -0:27 Function Definition: main( (global void) +0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence -0:29 Barrier (global void) -0:30 MemoryBarrier (global void) -0:31 MemoryBarrierAtomicCounter (global void) -0:32 MemoryBarrierBuffer (global void) -0:33 MemoryBarrierShared (global void) -0:34 MemoryBarrierImage (global void) -0:35 GroupMemoryBarrier (global void) -0:36 move second child to first child (temp int) -0:36 value: direct index for structure (layout(column_major shared ) buffer int) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:29 Barrier ( global void) +0:30 MemoryBarrier ( global void) +0:31 MemoryBarrierAtomicCounter ( global void) +0:32 MemoryBarrierBuffer ( global void) +0:33 MemoryBarrierShared ( global void) +0:34 MemoryBarrierImage ( global void) +0:35 GroupMemoryBarrier ( global void) +0:36 move second child to first child ( temp int) +0:36 value: direct index for structure (layout( column_major shared) buffer int) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:36 Constant: 0:36 0 (const uint) -0:36 Convert float to int (temp int) -0:36 indirect index (layout(column_major shared ) temp float) -0:36 values: direct index for structure (layout(column_major shared ) buffer implicitly-sized array of float) -0:36 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) +0:36 Convert float to int ( temp int) +0:36 indirect index (layout( column_major shared) temp float) +0:36 values: direct index for structure (layout( column_major shared) buffer implicitly-sized array of float) +0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) 0:36 Constant: 0:36 1 (const uint) -0:36 'gl_LocalInvocationIndex' (in uint LocalInvocationIndex) -0:39 Test condition and select (temp void) +0:36 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex) +0:39 Test condition and select ( temp void) 0:39 Condition -0:39 Compare Greater Than (temp bool) -0:39 'a' (temp int) +0:39 Compare Greater Than ( temp bool) +0:39 'a' ( temp int) 0:39 Constant: 0:39 10 (const int) 0:39 true case -0:40 Barrier (global void) +0:40 Barrier ( global void) 0:? Linker Objects -0:? 'gl_WorkGroupSize' (const 3-component vector of uint WorkGroupSize) +0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize) 0:? 2 (const uint) 0:? 1 (const uint) 0:? 4096 (const uint) -0:? 'total' (const int) +0:? 'total' ( const int) 0:? 66592 (const int) -0:? 'anon@0' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) -0:? 'invalid' (layout(column_major shared ) buffer block{layout(column_major shared ) buffer implicitly-sized array of float values, layout(column_major shared ) buffer int value}) -0:? 'v3' (layout(location=2 ) in 3-component vector of float) -0:? 'f' (in float) -0:? 'fo' (out float) -0:? 's' (shared 4-component vector of float) -0:? 'sl' (layout(location=2 ) shared 4-component vector of float) -0:? 'fs' (shared float) -0:? 'arrX' (global 2-element array of int) -0:? 'arrY' (global 1-element array of int) -0:? 'arrZ' (global 4096-element array of int) -0:? 'ro' (layout(column_major shared ) readonly buffer block{layout(column_major shared ) buffer int value, layout(column_major shared ) buffer implicitly-sized array of float values}) -0:? 'roll' (uniform double) -0:? 'destTex' (writeonly uniform image2D) -0:? 'inbi' (in block{in int a}) -0:? 'outbi' (out block{out int a}) +0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) +0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer implicitly-sized array of float values, layout( column_major shared) buffer int value}) +0:? 'v3' (layout( location=2) in 3-component vector of float) +0:? 'f' ( in float) +0:? 'fo' ( out float) +0:? 's' ( shared 4-component vector of float) +0:? 'sl' (layout( location=2) shared 4-component vector of float) +0:? 'fs' ( shared float) +0:? 'arrX' ( global 2-element array of int) +0:? 'arrY' ( global 1-element array of int) +0:? 'arrZ' ( global 4096-element array of int) +0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer implicitly-sized array of float values}) +0:? 'roll' ( uniform double) +0:? 'destTex' ( writeonly uniform image2D) +0:? 'inbi' ( in block{ in int a}) +0:? 'outbi' ( out block{ out int a}) diff --git a/Test/baseResults/430.vert.out b/Test/baseResults/430.vert.out index 358d6c80..a5898f24 100644 --- a/Test/baseResults/430.vert.out +++ b/Test/baseResults/430.vert.out @@ -61,9 +61,9 @@ ERROR: 0:169: 'textureSamples and imageSamples' : not supported for this version ERROR: 0:170: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions ERROR: 0:171: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions ERROR: 0:221: 'textureQueryLevels' : no matching overloaded function found -ERROR: 0:221: 'assign' : cannot convert from 'const float' to 'temp int' +ERROR: 0:221: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 0:222: 'textureQueryLevels' : no matching overloaded function found -ERROR: 0:222: 'assign' : cannot convert from 'const float' to 'temp int' +ERROR: 0:222: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 64 compilation errors. No code generated. @@ -72,197 +72,197 @@ Requested GL_ARB_enhanced_layouts Requested GL_ARB_shader_texture_image_samples in xfb mode ERROR: node is still EOpNull! -0:14 Function Definition: foo( (global void) +0:14 Function Definition: foo( ( global void) 0:14 Function Parameters: 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 direct index (temp float ClipDistance) -0:16 gl_ClipDistance: direct index for structure (out 17-element array of float ClipDistance) -0:16 'anon@0' (out block{out 17-element array of float ClipDistance gl_ClipDistance, }) +0:16 move second child to first child ( temp float) +0:16 direct index ( temp float ClipDistance) +0:16 gl_ClipDistance: direct index for structure ( out 17-element array of float ClipDistance) +0:16 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, }) 0:16 Constant: 0:16 2 (const uint) 0:16 Constant: 0:16 2 (const int) 0:16 Constant: 0:16 3.700000 -0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (global void) +0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; ( global void) 0:31 Function Parameters: -0:31 'v4' (in 4-component vector of float) -0:31 'v3' (volatile in 3-component vector of float) -0:31 'v2' (in 2-component vector of float) -0:31 'cv3' (in 3-component vector of float) -0:148 Function Definition: fooBarrier( (global void) +0:31 'v4' ( in 4-component vector of float) +0:31 'v3' ( volatile in 3-component vector of float) +0:31 'v2' ( in 2-component vector of float) +0:31 'cv3' ( in 3-component vector of float) +0:148 Function Definition: fooBarrier( ( global void) 0:148 Function Parameters: 0:150 Sequence 0:150 Constant: 0:150 0.000000 -0:151 MemoryBarrier (global void) -0:152 MemoryBarrierAtomicCounter (global void) -0:153 MemoryBarrierBuffer (global void) +0:151 MemoryBarrier ( global void) +0:152 MemoryBarrierAtomicCounter ( global void) +0:153 MemoryBarrierBuffer ( global void) 0:154 Constant: 0:154 0.000000 -0:155 MemoryBarrierImage (global void) +0:155 MemoryBarrierImage ( global void) 0:156 Constant: 0:156 0.000000 -0:166 Function Definition: fooq( (global void) +0:166 Function Definition: fooq( ( global void) 0:166 Function Parameters: 0:168 Sequence 0:168 Sequence -0:168 move second child to first child (temp int) -0:168 's' (temp int) -0:168 textureSamples (global int) -0:168 's2dms' (uniform sampler2DMS) -0:169 add second child into first child (temp int) -0:169 's' (temp int) -0:169 textureSamples (global int) -0:169 'us2dmsa' (uniform usampler2DMSArray) -0:170 add second child into first child (temp int) -0:170 's' (temp int) -0:170 imageQuerySamples (global int) -0:170 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:171 add second child into first child (temp int) -0:171 's' (temp int) -0:171 imageQuerySamples (global int) -0:171 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) -0:176 Function Definition: fooq2( (global void) +0:168 move second child to first child ( temp int) +0:168 's' ( temp int) +0:168 textureSamples ( global int) +0:168 's2dms' ( uniform sampler2DMS) +0:169 add second child into first child ( temp int) +0:169 's' ( temp int) +0:169 textureSamples ( global int) +0:169 'us2dmsa' ( uniform usampler2DMSArray) +0:170 add second child into first child ( temp int) +0:170 's' ( temp int) +0:170 imageQuerySamples ( global int) +0:170 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:171 add second child into first child ( temp int) +0:171 's' ( temp int) +0:171 imageQuerySamples ( global int) +0:171 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) +0:176 Function Definition: fooq2( ( global void) 0:176 Function Parameters: 0:178 Sequence 0:178 Sequence -0:178 move second child to first child (temp int) -0:178 's' (temp int) -0:178 textureSamples (global int) -0:178 's2dms' (uniform sampler2DMS) -0:179 add second child into first child (temp int) -0:179 's' (temp int) -0:179 textureSamples (global int) -0:179 'us2dmsa' (uniform usampler2DMSArray) -0:180 add second child into first child (temp int) -0:180 's' (temp int) -0:180 imageQuerySamples (global int) -0:180 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:181 add second child into first child (temp int) -0:181 's' (temp int) -0:181 imageQuerySamples (global int) -0:181 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) -0:202 Function Definition: qlod( (global void) +0:178 move second child to first child ( temp int) +0:178 's' ( temp int) +0:178 textureSamples ( global int) +0:178 's2dms' ( uniform sampler2DMS) +0:179 add second child into first child ( temp int) +0:179 's' ( temp int) +0:179 textureSamples ( global int) +0:179 'us2dmsa' ( uniform usampler2DMSArray) +0:180 add second child into first child ( temp int) +0:180 's' ( temp int) +0:180 imageQuerySamples ( global int) +0:180 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:181 add second child into first child ( temp int) +0:181 's' ( temp int) +0:181 imageQuerySamples ( global int) +0:181 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) +0:202 Function Definition: qlod( ( global void) 0:202 Function Parameters: 0:? Sequence -0:206 move second child to first child (temp int) -0:206 'levels' (temp int) -0:206 textureQueryLevels (global int) -0:206 'samp1D' (uniform sampler1D) -0:207 move second child to first child (temp int) -0:207 'levels' (temp int) -0:207 textureQueryLevels (global int) -0:207 'usamp2D' (uniform usampler2D) -0:208 move second child to first child (temp int) -0:208 'levels' (temp int) -0:208 textureQueryLevels (global int) -0:208 'isamp3D' (uniform isampler3D) -0:209 move second child to first child (temp int) -0:209 'levels' (temp int) -0:209 textureQueryLevels (global int) -0:209 'isampCube' (uniform isamplerCube) -0:210 move second child to first child (temp int) -0:210 'levels' (temp int) -0:210 textureQueryLevels (global int) -0:210 'isamp1DA' (uniform isampler1DArray) -0:211 move second child to first child (temp int) -0:211 'levels' (temp int) -0:211 textureQueryLevels (global int) -0:211 'samp2DA' (uniform sampler2DArray) -0:212 move second child to first child (temp int) -0:212 'levels' (temp int) -0:212 textureQueryLevels (global int) -0:212 'usampCubeA' (uniform usamplerCubeArray) -0:214 move second child to first child (temp int) -0:214 'levels' (temp int) -0:214 textureQueryLevels (global int) -0:214 'samp1Ds' (uniform sampler1DShadow) -0:215 move second child to first child (temp int) -0:215 'levels' (temp int) -0:215 textureQueryLevels (global int) -0:215 'samp2Ds' (uniform sampler2DShadow) -0:216 move second child to first child (temp int) -0:216 'levels' (temp int) -0:216 textureQueryLevels (global int) -0:216 'sampCubes' (uniform samplerCubeShadow) -0:217 move second child to first child (temp int) -0:217 'levels' (temp int) -0:217 textureQueryLevels (global int) -0:217 'samp1DAs' (uniform sampler1DArrayShadow) -0:218 move second child to first child (temp int) -0:218 'levels' (temp int) -0:218 textureQueryLevels (global int) -0:218 'samp2DAs' (uniform sampler2DArrayShadow) -0:219 move second child to first child (temp int) -0:219 'levels' (temp int) -0:219 textureQueryLevels (global int) -0:219 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:221 'levels' (temp int) -0:222 'levels' (temp int) +0:206 move second child to first child ( temp int) +0:206 'levels' ( temp int) +0:206 textureQueryLevels ( global int) +0:206 'samp1D' ( uniform sampler1D) +0:207 move second child to first child ( temp int) +0:207 'levels' ( temp int) +0:207 textureQueryLevels ( global int) +0:207 'usamp2D' ( uniform usampler2D) +0:208 move second child to first child ( temp int) +0:208 'levels' ( temp int) +0:208 textureQueryLevels ( global int) +0:208 'isamp3D' ( uniform isampler3D) +0:209 move second child to first child ( temp int) +0:209 'levels' ( temp int) +0:209 textureQueryLevels ( global int) +0:209 'isampCube' ( uniform isamplerCube) +0:210 move second child to first child ( temp int) +0:210 'levels' ( temp int) +0:210 textureQueryLevels ( global int) +0:210 'isamp1DA' ( uniform isampler1DArray) +0:211 move second child to first child ( temp int) +0:211 'levels' ( temp int) +0:211 textureQueryLevels ( global int) +0:211 'samp2DA' ( uniform sampler2DArray) +0:212 move second child to first child ( temp int) +0:212 'levels' ( temp int) +0:212 textureQueryLevels ( global int) +0:212 'usampCubeA' ( uniform usamplerCubeArray) +0:214 move second child to first child ( temp int) +0:214 'levels' ( temp int) +0:214 textureQueryLevels ( global int) +0:214 'samp1Ds' ( uniform sampler1DShadow) +0:215 move second child to first child ( temp int) +0:215 'levels' ( temp int) +0:215 textureQueryLevels ( global int) +0:215 'samp2Ds' ( uniform sampler2DShadow) +0:216 move second child to first child ( temp int) +0:216 'levels' ( temp int) +0:216 textureQueryLevels ( global int) +0:216 'sampCubes' ( uniform samplerCubeShadow) +0:217 move second child to first child ( temp int) +0:217 'levels' ( temp int) +0:217 textureQueryLevels ( global int) +0:217 'samp1DAs' ( uniform sampler1DArrayShadow) +0:218 move second child to first child ( temp int) +0:218 'levels' ( temp int) +0:218 textureQueryLevels ( global int) +0:218 'samp2DAs' ( uniform sampler2DArrayShadow) +0:219 move second child to first child ( temp int) +0:219 'levels' ( temp int) +0:219 textureQueryLevels ( global int) +0:219 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:221 'levels' ( temp int) +0:222 'levels' ( temp int) 0:? Linker Objects -0:? 'v4' (layout(location=3 ) temp 4-component vector of float) -0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float) -0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v}) -0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v}) -0:? 'anon@0' (out block{out 17-element array of float ClipDistance gl_ClipDistance, }) -0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{global 7-element array of 3X2 matrix of float m, global float f}) -0:? 'cf' (layout(location=54 ) smooth out float) -0:? 'cg' (layout(location=53 ) smooth out float) -0:? 'alias1' (layout(location=10 ) in 4-component vector of float) -0:? 'alias2' (layout(location=10 ) in 4-component vector of float) -0:? 'v6e' (layout(location=0 ) in 4-component vector of float) -0:? 'ininst2e' (in block{layout(location=25 ) in float f2}) -0:? 'in4e' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 'inst4e' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst9e' (layout(column_major shared align=32 ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f, layout(column_major shared offset=20 ) uniform float g}) -0:? 'spinste' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b}) -0:? 'aconste' (global 4-element array of int) -0:? 'bconste' (global 64-element array of int) -0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bge' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bhe' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float) -0:? 'bbinst4e' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst5e' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2}) -0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g}) -0:? 'spinst' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b}) -0:? 'aconst' (global 4-element array of int) -0:? 'bconst' (global 64-element array of int) -0:? 'start2' (const int) +0:? 'v4' (layout( location=3) temp 4-component vector of float) +0:? 'uv4' (layout( location=4) uniform 4-component vector of float) +0:? 'b1' (layout( location=2) in block{ in 4-component vector of float v}) +0:? 'b2' (layout( location=2) out block{ out 4-component vector of float v}) +0:? 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, }) +0:? 'cs' (layout( location=10) smooth out 2-element array of structure{ global 7-element array of 3X2 matrix of float m, global float f}) +0:? 'cf' (layout( location=54) smooth out float) +0:? 'cg' (layout( location=53) smooth out float) +0:? 'alias1' (layout( location=10) in 4-component vector of float) +0:? 'alias2' (layout( location=10) in 4-component vector of float) +0:? 'v6e' (layout( location=0) in 4-component vector of float) +0:? 'ininst2e' ( in block{layout( location=25) in float f2}) +0:? 'in4e' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 'inst4e' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst9e' (layout( column_major shared align=32) uniform block{layout( column_major shared offset=12 align=4) uniform float f, layout( column_major shared offset=20) uniform float g}) +0:? 'spinste' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b}) +0:? 'aconste' ( global 4-element array of int) +0:? 'bconste' ( global 64-element array of int) +0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bge' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bhe' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) +0:? 'bbinst4e' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) +0:? 'bbinst5e' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2}) +0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g}) +0:? 'spinst' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b}) +0:? 'aconst' ( global 4-element array of int) +0:? 'bconst' ( global 64-element array of int) +0:? 'start2' ( const int) 0:? 5 (const int) -0:? 'v6' (layout(location=19 ) in 4-component vector of float) -0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2}) -0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 'bbinst2g' (out block{layout(xfb_buffer=3 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bg' (layout(xfb_buffer=1 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bh' (layout(xfb_buffer=1 xfb_offset=32 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=1 xfb_offset=16 ) out 4-component vector of float bbv1}) -0:? 'bbinst5' (out block{layout(xfb_buffer=1 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=1 xfb_offset=64 xfb_stride=80 ) out 4-component vector of float bbv2}) -0:? 'sharedv' (shared 4-component vector of float) -0:? 'v' (buffer 4-component vector of float) -0:? 's2dms' (uniform sampler2DMS) -0:? 'us2dmsa' (uniform usampler2DMSArray) -0:? 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:? 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) -0:? 'samp1D' (uniform sampler1D) -0:? 'usamp2D' (uniform usampler2D) -0:? 'isamp3D' (uniform isampler3D) -0:? 'isampCube' (uniform isamplerCube) -0:? 'isamp1DA' (uniform isampler1DArray) -0:? 'samp2DA' (uniform sampler2DArray) -0:? 'usampCubeA' (uniform usamplerCubeArray) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'sampCubes' (uniform samplerCubeShadow) -0:? 'samp1DAs' (uniform sampler1DArrayShadow) -0:? 'samp2DAs' (uniform sampler2DArrayShadow) -0:? 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:? 'sampBuf' (uniform samplerBuffer) -0:? 'sampRect' (uniform sampler2DRect) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'v6' (layout( location=19) in 4-component vector of float) +0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2}) +0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bh' (layout( xfb_buffer=1 xfb_offset=32 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=1 xfb_offset=16) out 4-component vector of float bbv1}) +0:? 'bbinst5' ( out block{layout( xfb_buffer=1 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=1 xfb_offset=64 xfb_stride=80) out 4-component vector of float bbv2}) +0:? 'sharedv' ( shared 4-component vector of float) +0:? 'v' ( buffer 4-component vector of float) +0:? 's2dms' ( uniform sampler2DMS) +0:? 'us2dmsa' ( uniform usampler2DMSArray) +0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) +0:? 'samp1D' ( uniform sampler1D) +0:? 'usamp2D' ( uniform usampler2D) +0:? 'isamp3D' ( uniform isampler3D) +0:? 'isampCube' ( uniform isamplerCube) +0:? 'isamp1DA' ( uniform isampler1DArray) +0:? 'samp2DA' ( uniform sampler2DArray) +0:? 'usampCubeA' ( uniform usamplerCubeArray) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'sampCubes' ( uniform samplerCubeShadow) +0:? 'samp1DAs' ( uniform sampler1DArrayShadow) +0:? 'samp2DAs' ( uniform sampler2DArrayShadow) +0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:? 'sampBuf' ( uniform samplerBuffer) +0:? 'sampRect' ( uniform sampler2DRect) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -277,65 +277,65 @@ Requested GL_ARB_shader_texture_image_samples in xfb mode ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'v4' (layout(location=3 ) temp 4-component vector of float) -0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float) -0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v}) -0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v}) -0:? 'anon@0' (out block{out 17-element array of float ClipDistance gl_ClipDistance, }) -0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{global 7-element array of 3X2 matrix of float m, global float f}) -0:? 'cf' (layout(location=54 ) smooth out float) -0:? 'cg' (layout(location=53 ) smooth out float) -0:? 'alias1' (layout(location=10 ) in 4-component vector of float) -0:? 'alias2' (layout(location=10 ) in 4-component vector of float) -0:? 'v6e' (layout(location=0 ) in 4-component vector of float) -0:? 'ininst2e' (in block{layout(location=25 ) in float f2}) -0:? 'in4e' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 'inst4e' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst9e' (layout(column_major shared align=32 ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f, layout(column_major shared offset=20 ) uniform float g}) -0:? 'spinste' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b}) -0:? 'aconste' (global 4-element array of int) -0:? 'bconste' (global 64-element array of int) -0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bge' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bhe' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float) -0:? 'bbinst4e' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst5e' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2}) -0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g}) -0:? 'spinst' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b}) -0:? 'aconst' (global 4-element array of int) -0:? 'bconst' (global 64-element array of int) -0:? 'start2' (const int) +0:? 'v4' (layout( location=3) temp 4-component vector of float) +0:? 'uv4' (layout( location=4) uniform 4-component vector of float) +0:? 'b1' (layout( location=2) in block{ in 4-component vector of float v}) +0:? 'b2' (layout( location=2) out block{ out 4-component vector of float v}) +0:? 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, }) +0:? 'cs' (layout( location=10) smooth out 2-element array of structure{ global 7-element array of 3X2 matrix of float m, global float f}) +0:? 'cf' (layout( location=54) smooth out float) +0:? 'cg' (layout( location=53) smooth out float) +0:? 'alias1' (layout( location=10) in 4-component vector of float) +0:? 'alias2' (layout( location=10) in 4-component vector of float) +0:? 'v6e' (layout( location=0) in 4-component vector of float) +0:? 'ininst2e' ( in block{layout( location=25) in float f2}) +0:? 'in4e' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 'inst4e' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst9e' (layout( column_major shared align=32) uniform block{layout( column_major shared offset=12 align=4) uniform float f, layout( column_major shared offset=20) uniform float g}) +0:? 'spinste' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b}) +0:? 'aconste' ( global 4-element array of int) +0:? 'bconste' ( global 64-element array of int) +0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bge' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bhe' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) +0:? 'bbinst4e' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) +0:? 'bbinst5e' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2}) +0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g}) +0:? 'spinst' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b}) +0:? 'aconst' ( global 4-element array of int) +0:? 'bconst' ( global 64-element array of int) +0:? 'start2' ( const int) 0:? 5 (const int) -0:? 'v6' (layout(location=19 ) in 4-component vector of float) -0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2}) -0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2}) -0:? 'bbinst2g' (out block{layout(xfb_buffer=3 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bg' (layout(xfb_buffer=1 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bh' (layout(xfb_buffer=1 xfb_offset=32 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=1 xfb_offset=16 ) out 4-component vector of float bbv1}) -0:? 'bbinst5' (out block{layout(xfb_buffer=1 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=1 xfb_offset=64 xfb_stride=80 ) out 4-component vector of float bbv2}) -0:? 'sharedv' (shared 4-component vector of float) -0:? 'v' (buffer 4-component vector of float) -0:? 's2dms' (uniform sampler2DMS) -0:? 'us2dmsa' (uniform usampler2DMSArray) -0:? 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:? 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) -0:? 'samp1D' (uniform sampler1D) -0:? 'usamp2D' (uniform usampler2D) -0:? 'isamp3D' (uniform isampler3D) -0:? 'isampCube' (uniform isamplerCube) -0:? 'isamp1DA' (uniform isampler1DArray) -0:? 'samp2DA' (uniform sampler2DArray) -0:? 'usampCubeA' (uniform usamplerCubeArray) -0:? 'samp1Ds' (uniform sampler1DShadow) -0:? 'samp2Ds' (uniform sampler2DShadow) -0:? 'sampCubes' (uniform samplerCubeShadow) -0:? 'samp1DAs' (uniform sampler1DArrayShadow) -0:? 'samp2DAs' (uniform sampler2DArrayShadow) -0:? 'sampCubeAs' (uniform samplerCubeArrayShadow) -0:? 'sampBuf' (uniform samplerBuffer) -0:? 'sampRect' (uniform sampler2DRect) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'v6' (layout( location=19) in 4-component vector of float) +0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2}) +0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) +0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bh' (layout( xfb_buffer=1 xfb_offset=32 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=1 xfb_offset=16) out 4-component vector of float bbv1}) +0:? 'bbinst5' ( out block{layout( xfb_buffer=1 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=1 xfb_offset=64 xfb_stride=80) out 4-component vector of float bbv2}) +0:? 'sharedv' ( shared 4-component vector of float) +0:? 'v' ( buffer 4-component vector of float) +0:? 's2dms' ( uniform sampler2DMS) +0:? 'us2dmsa' ( uniform usampler2DMSArray) +0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) +0:? 'samp1D' ( uniform sampler1D) +0:? 'usamp2D' ( uniform usampler2D) +0:? 'isamp3D' ( uniform isampler3D) +0:? 'isampCube' ( uniform isamplerCube) +0:? 'isamp1DA' ( uniform isampler1DArray) +0:? 'samp2DA' ( uniform sampler2DArray) +0:? 'usampCubeA' ( uniform usamplerCubeArray) +0:? 'samp1Ds' ( uniform sampler1DShadow) +0:? 'samp2Ds' ( uniform sampler2DShadow) +0:? 'sampCubes' ( uniform samplerCubeShadow) +0:? 'samp1DAs' ( uniform sampler1DArrayShadow) +0:? 'samp2DAs' ( uniform sampler2DArrayShadow) +0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) +0:? 'sampBuf' ( uniform samplerBuffer) +0:? 'sampRect' ( uniform sampler2DRect) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/430AofA.frag.out b/Test/baseResults/430AofA.frag.out index fd3892dc..3d532803 100644 --- a/Test/baseResults/430AofA.frag.out +++ b/Test/baseResults/430AofA.frag.out @@ -4,17 +4,17 @@ ERROR: 0:6: '[]' : only outermost dimension of an array of arrays can be implici ERROR: 0:14: 'constructor' : constructing non-array constituent from array argument ERROR: 0:15: 'constructor' : array constructor argument not correct type to construct array element ERROR: 0:28: '[' : array index out of range '4' -ERROR: 0:56: 'constructor' : cannot convert parameter 2 from 'const 3-element array of 4-component vector of float' to 'temp 2-element array of 4-component vector of float' -ERROR: 0:60: 'constructor' : cannot convert parameter 2 from 'const 2-element array of 4-component vector of float' to 'temp 3-element array of 4-component vector of float' -ERROR: 0:64: '=' : cannot convert from 'const 3-element array of 2-element array of 4-component vector of float' to 'temp 4-element array of 2-element array of 4-component vector of float' -ERROR: 0:70: 'assign' : cannot convert from 'global 4-element array of 7-element array of float' to 'global 5-element array of 7-element array of float' -ERROR: 0:71: 'assign' : cannot convert from 'global 4-element array of 7-element array of float' to 'global implicitly-sized array of 7-element array of float' +ERROR: 0:56: 'constructor' : cannot convert parameter 2 from ' const 3-element array of 4-component vector of float' to ' temp 2-element array of 4-component vector of float' +ERROR: 0:60: 'constructor' : cannot convert parameter 2 from ' const 2-element array of 4-component vector of float' to ' temp 3-element array of 4-component vector of float' +ERROR: 0:64: '=' : cannot convert from ' const 3-element array of 2-element array of 4-component vector of float' to ' temp 4-element array of 2-element array of 4-component vector of float' +ERROR: 0:70: 'assign' : cannot convert from ' global 4-element array of 7-element array of float' to ' global 5-element array of 7-element array of float' +ERROR: 0:71: 'assign' : cannot convert from ' global 4-element array of 7-element array of float' to ' global implicitly-sized array of 7-element array of float' ERROR: 0:73: 'foo' : no matching overloaded function found -ERROR: 0:78: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type 'global 4-element array of 7-element array of float' and a right operand of type 'global 5-element array of 7-element array of float' (or there is no acceptable conversion) +ERROR: 0:78: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type ' global 4-element array of 7-element array of float' and a right operand of type ' global 5-element array of 7-element array of float' (or there is no acceptable conversion) ERROR: 0:84: '[' : array index out of range '5' ERROR: 0:91: 'length' : array must be declared with a size before using this method ERROR: 0:93: 'length' : array must be declared with a size before using this method -ERROR: 0:98: 'length' : does not operate on this type: temp float +ERROR: 0:98: 'length' : does not operate on this type: temp float ERROR: 0:98: '' : function call, method, or subroutine call expected ERROR: 0:98: '' : no matching overloaded function found ERROR: 0:101: 'resize2' : redeclaration of array with a different array dimensions or sizes @@ -25,14 +25,14 @@ ERROR: 20 compilation errors. No code generated. Shader version: 430 ERROR: node is still EOpNull! -0:10 Function Definition: foo(f1[5][7]; (global 4-element array of 7-element array of float) +0:10 Function Definition: foo(f1[5][7]; ( global 4-element array of 7-element array of float) 0:10 Function Parameters: -0:10 'a' (in 5-element array of 7-element array of float) +0:10 'a' ( in 5-element array of 7-element array of float) 0:? Sequence -0:13 move second child to first child (temp 7-element array of float) -0:13 'r' (temp 7-element array of float) -0:13 direct index (temp 7-element array of float) -0:13 'a' (in 5-element array of 7-element array of float) +0:13 move second child to first child ( temp 7-element array of float) +0:13 'r' ( temp 7-element array of float) +0:13 direct index ( temp 7-element array of float) +0:13 'a' ( in 5-element array of 7-element array of float) 0:13 Constant: 0:13 2 (const int) 0:14 Constant: @@ -40,65 +40,65 @@ ERROR: node is still EOpNull! 0:15 Constant: 0:15 0.000000 0:16 Branch: Return with expression -0:16 Construct float (temp 4-element array of 7-element array of float) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 Construct float ( temp 4-element array of 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 0 (const int) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 1 (const int) -0:16 'r' (temp 7-element array of float) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 'r' ( temp 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 3 (const int) 0:17 Branch: Return with expression -0:17 Construct float (temp 4-element array of 7-element array of float) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 Construct float ( temp 4-element array of 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 0 (const int) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 1 (const int) -0:17 'r' (temp 7-element array of float) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 'r' ( temp 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 3 (const int) 0:18 Branch: Return with expression -0:18 Construct float (temp 4-element array of 7-element array of float) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 Construct float ( temp 4-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 2 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 3 (const int) -0:21 Function Definition: bar(f1[5][7]; (global void) +0:21 Function Definition: bar(f1[5][7]; ( global void) 0:21 Function Parameters: -0:21 '' (in 5-element array of 7-element array of float) -0:23 Function Definition: main( (global void) +0:21 '' ( in 5-element array of 7-element array of float) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence 0:? Sequence -0:28 move second child to first child (temp float) -0:28 direct index (temp float) -0:28 direct index (temp 2-element array of float) -0:28 direct index (temp 4-element array of 2-element array of float) -0:28 'gu' (temp 3-element array of 4-element array of 2-element array of float) +0:28 move second child to first child ( temp float) +0:28 direct index ( temp float) +0:28 direct index ( temp 2-element array of float) +0:28 direct index ( temp 4-element array of 2-element array of float) +0:28 'gu' ( temp 3-element array of 4-element array of 2-element array of float) 0:28 Constant: 0:28 2 (const int) 0:28 Constant: @@ -108,8 +108,8 @@ ERROR: node is still EOpNull! 0:28 Constant: 0:28 4.000000 0:30 Sequence -0:30 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:30 'ca4' (temp 3-element array of 2-element array of 4-component vector of float) +0:30 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:30 'ca4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:32 Constant: 0:32 0.000000 0:32 0.000000 @@ -136,8 +136,8 @@ ERROR: node is still EOpNull! 0:32 1.000000 0:32 1.000000 0:33 Sequence -0:33 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:33 'caim' (temp 3-element array of 2-element array of 4-component vector of float) +0:33 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:33 'caim' ( temp 3-element array of 2-element array of 4-component vector of float) 0:35 Constant: 0:35 4.000000 0:35 4.000000 @@ -164,8 +164,8 @@ ERROR: node is still EOpNull! 0:35 2.000000 0:35 2.000000 0:36 Sequence -0:36 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:36 'caim2' (temp 3-element array of 2-element array of 4-component vector of float) +0:36 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:36 'caim2' ( temp 3-element array of 2-element array of 4-component vector of float) 0:38 Constant: 0:38 4.000000 0:38 4.000000 @@ -192,8 +192,8 @@ ERROR: node is still EOpNull! 0:38 2.000000 0:38 2.000000 0:39 Sequence -0:39 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:39 'caim3' (temp 3-element array of 2-element array of 4-component vector of float) +0:39 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:39 'caim3' ( temp 3-element array of 2-element array of 4-component vector of float) 0:41 Constant: 0:41 4.000000 0:41 4.000000 @@ -220,8 +220,8 @@ ERROR: node is still EOpNull! 0:41 2.000000 0:41 2.000000 0:43 Sequence -0:43 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:43 'a4' (temp 3-element array of 2-element array of 4-component vector of float) +0:43 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:43 'a4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 @@ -248,8 +248,8 @@ ERROR: node is still EOpNull! 0:43 1.000000 0:43 1.000000 0:46 Sequence -0:46 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:46 'aim' (temp 3-element array of 2-element array of 4-component vector of float) +0:46 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:46 'aim' ( temp 3-element array of 2-element array of 4-component vector of float) 0:46 Constant: 0:46 4.000000 0:46 4.000000 @@ -276,8 +276,8 @@ ERROR: node is still EOpNull! 0:46 2.000000 0:46 2.000000 0:49 Sequence -0:49 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:49 'aim2' (temp 3-element array of 2-element array of 4-component vector of float) +0:49 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:49 'aim2' ( temp 3-element array of 2-element array of 4-component vector of float) 0:49 Constant: 0:49 4.000000 0:49 4.000000 @@ -304,8 +304,8 @@ ERROR: node is still EOpNull! 0:49 2.000000 0:49 2.000000 0:52 Sequence -0:52 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:52 'aim3' (temp 3-element array of 2-element array of 4-component vector of float) +0:52 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:52 'aim3' ( temp 3-element array of 2-element array of 4-component vector of float) 0:52 Constant: 0:52 4.000000 0:52 4.000000 @@ -331,60 +331,60 @@ ERROR: node is still EOpNull! 0:52 2.000000 0:52 2.000000 0:52 2.000000 -0:69 move second child to first child (temp 4-element array of 7-element array of float) -0:69 'g4' (global 4-element array of 7-element array of float) -0:69 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:69 'g5' (global 5-element array of 7-element array of float) -0:70 'g5' (global 5-element array of 7-element array of float) -0:71 'gu' (global implicitly-sized array of 7-element array of float) +0:69 move second child to first child ( temp 4-element array of 7-element array of float) +0:69 'g4' ( global 4-element array of 7-element array of float) +0:69 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:69 'g5' ( global 5-element array of 7-element array of float) +0:70 'g5' ( global 5-element array of 7-element array of float) +0:71 'gu' ( global implicitly-sized array of 7-element array of float) 0:73 Constant: 0:73 0.000000 -0:74 Function Call: bar(f1[5][7]; (global void) -0:74 'g5' (global 5-element array of 7-element array of float) -0:76 Test condition and select (temp void) +0:74 Function Call: bar(f1[5][7]; ( global void) +0:74 'g5' ( global 5-element array of 7-element array of float) +0:76 Test condition and select ( temp void) 0:76 Condition -0:76 Compare Equal (temp bool) -0:76 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:76 'g5' (global 5-element array of 7-element array of float) -0:76 'g4' (global 4-element array of 7-element array of float) +0:76 Compare Equal ( temp bool) +0:76 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:76 'g5' ( global 5-element array of 7-element array of float) +0:76 'g4' ( global 4-element array of 7-element array of float) 0:76 true case is null -0:78 Test condition and select (temp void) +0:78 Test condition and select ( temp void) 0:78 Condition 0:78 Constant: 0:78 false (const bool) 0:78 true case is null -0:82 move second child to first child (temp float) -0:82 direct index (temp float) -0:82 direct index (temp 7-element array of float) -0:82 'u' (temp 5-element array of 7-element array of float) +0:82 move second child to first child ( temp float) +0:82 direct index ( temp float) +0:82 direct index ( temp 7-element array of float) +0:82 'u' ( temp 5-element array of 7-element array of float) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 3.000000 -0:84 move second child to first child (temp float) -0:84 direct index (temp float) -0:84 direct index (temp 7-element array of float) -0:84 'u' (temp 5-element array of 7-element array of float) +0:84 move second child to first child ( temp float) +0:84 direct index ( temp float) +0:84 direct index ( temp 7-element array of float) +0:84 'u' ( temp 5-element array of 7-element array of float) 0:84 Constant: 0:84 5 (const int) 0:84 Constant: 0:84 2 (const int) 0:84 Constant: 0:84 5.000000 -0:85 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:85 'u' (temp 5-element array of 7-element array of float) -0:88 Function Definition: foo3( (global void) +0:85 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:85 'u' ( temp 5-element array of 7-element array of float) +0:88 Function Definition: foo3( ( global void) 0:88 Function Parameters: 0:? Sequence 0:91 Constant: 0:91 1 (const int) -0:92 move second child to first child (temp float) -0:92 direct index (temp float) -0:92 direct index (temp 7-element array of float) -0:92 direct index (temp 5-element array of 7-element array of float) -0:92 'resize1' (temp 3-element array of 5-element array of 7-element array of float) +0:92 move second child to first child ( temp float) +0:92 direct index ( temp float) +0:92 direct index ( temp 7-element array of float) +0:92 direct index ( temp 5-element array of 7-element array of float) +0:92 'resize1' ( temp 3-element array of 5-element array of 7-element array of float) 0:92 Constant: 0:92 1 (const int) 0:92 Constant: @@ -404,11 +404,11 @@ ERROR: node is still EOpNull! 0:98 Constant: 0:98 0.000000 0:? Linker Objects -0:? 'many' (global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of float) -0:? 'gu' (global implicitly-sized array of 7-element array of float) -0:? 'gimp' (global implicitly-sized array of implicitly-sized array of float) -0:? 'g4' (global 4-element array of 7-element array of float) -0:? 'g5' (global 5-element array of 7-element array of float) +0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of float) +0:? 'gu' ( global implicitly-sized array of 7-element array of float) +0:? 'gimp' ( global implicitly-sized array of implicitly-sized array of float) +0:? 'g4' ( global 4-element array of 7-element array of float) +0:? 'g5' ( global 5-element array of 7-element array of float) Linked fragment stage: @@ -416,14 +416,14 @@ Linked fragment stage: Shader version: 430 ERROR: node is still EOpNull! -0:10 Function Definition: foo(f1[5][7]; (global 4-element array of 7-element array of float) +0:10 Function Definition: foo(f1[5][7]; ( global 4-element array of 7-element array of float) 0:10 Function Parameters: -0:10 'a' (in 5-element array of 7-element array of float) +0:10 'a' ( in 5-element array of 7-element array of float) 0:? Sequence -0:13 move second child to first child (temp 7-element array of float) -0:13 'r' (temp 7-element array of float) -0:13 direct index (temp 7-element array of float) -0:13 'a' (in 5-element array of 7-element array of float) +0:13 move second child to first child ( temp 7-element array of float) +0:13 'r' ( temp 7-element array of float) +0:13 direct index ( temp 7-element array of float) +0:13 'a' ( in 5-element array of 7-element array of float) 0:13 Constant: 0:13 2 (const int) 0:14 Constant: @@ -431,65 +431,65 @@ ERROR: node is still EOpNull! 0:15 Constant: 0:15 0.000000 0:16 Branch: Return with expression -0:16 Construct float (temp 4-element array of 7-element array of float) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 Construct float ( temp 4-element array of 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 0 (const int) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 1 (const int) -0:16 'r' (temp 7-element array of float) -0:16 direct index (temp 7-element array of float) -0:16 'a' (in 5-element array of 7-element array of float) +0:16 'r' ( temp 7-element array of float) +0:16 direct index ( temp 7-element array of float) +0:16 'a' ( in 5-element array of 7-element array of float) 0:16 Constant: 0:16 3 (const int) 0:17 Branch: Return with expression -0:17 Construct float (temp 4-element array of 7-element array of float) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 Construct float ( temp 4-element array of 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 0 (const int) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 1 (const int) -0:17 'r' (temp 7-element array of float) -0:17 direct index (temp 7-element array of float) -0:17 'a' (in 5-element array of 7-element array of float) +0:17 'r' ( temp 7-element array of float) +0:17 direct index ( temp 7-element array of float) +0:17 'a' ( in 5-element array of 7-element array of float) 0:17 Constant: 0:17 3 (const int) 0:18 Branch: Return with expression -0:18 Construct float (temp 4-element array of 7-element array of float) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 Construct float ( temp 4-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 2 (const int) -0:18 direct index (temp 7-element array of float) -0:18 'a' (in 5-element array of 7-element array of float) +0:18 direct index ( temp 7-element array of float) +0:18 'a' ( in 5-element array of 7-element array of float) 0:18 Constant: 0:18 3 (const int) -0:21 Function Definition: bar(f1[5][7]; (global void) +0:21 Function Definition: bar(f1[5][7]; ( global void) 0:21 Function Parameters: -0:21 '' (in 5-element array of 7-element array of float) -0:23 Function Definition: main( (global void) +0:21 '' ( in 5-element array of 7-element array of float) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence 0:? Sequence -0:28 move second child to first child (temp float) -0:28 direct index (temp float) -0:28 direct index (temp 2-element array of float) -0:28 direct index (temp 4-element array of 2-element array of float) -0:28 'gu' (temp 3-element array of 4-element array of 2-element array of float) +0:28 move second child to first child ( temp float) +0:28 direct index ( temp float) +0:28 direct index ( temp 2-element array of float) +0:28 direct index ( temp 4-element array of 2-element array of float) +0:28 'gu' ( temp 3-element array of 4-element array of 2-element array of float) 0:28 Constant: 0:28 2 (const int) 0:28 Constant: @@ -499,8 +499,8 @@ ERROR: node is still EOpNull! 0:28 Constant: 0:28 4.000000 0:30 Sequence -0:30 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:30 'ca4' (temp 3-element array of 2-element array of 4-component vector of float) +0:30 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:30 'ca4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:32 Constant: 0:32 0.000000 0:32 0.000000 @@ -527,8 +527,8 @@ ERROR: node is still EOpNull! 0:32 1.000000 0:32 1.000000 0:33 Sequence -0:33 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:33 'caim' (temp 3-element array of 2-element array of 4-component vector of float) +0:33 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:33 'caim' ( temp 3-element array of 2-element array of 4-component vector of float) 0:35 Constant: 0:35 4.000000 0:35 4.000000 @@ -555,8 +555,8 @@ ERROR: node is still EOpNull! 0:35 2.000000 0:35 2.000000 0:36 Sequence -0:36 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:36 'caim2' (temp 3-element array of 2-element array of 4-component vector of float) +0:36 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:36 'caim2' ( temp 3-element array of 2-element array of 4-component vector of float) 0:38 Constant: 0:38 4.000000 0:38 4.000000 @@ -583,8 +583,8 @@ ERROR: node is still EOpNull! 0:38 2.000000 0:38 2.000000 0:39 Sequence -0:39 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:39 'caim3' (temp 3-element array of 2-element array of 4-component vector of float) +0:39 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:39 'caim3' ( temp 3-element array of 2-element array of 4-component vector of float) 0:41 Constant: 0:41 4.000000 0:41 4.000000 @@ -611,8 +611,8 @@ ERROR: node is still EOpNull! 0:41 2.000000 0:41 2.000000 0:43 Sequence -0:43 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:43 'a4' (temp 3-element array of 2-element array of 4-component vector of float) +0:43 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:43 'a4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 @@ -639,8 +639,8 @@ ERROR: node is still EOpNull! 0:43 1.000000 0:43 1.000000 0:46 Sequence -0:46 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:46 'aim' (temp 3-element array of 2-element array of 4-component vector of float) +0:46 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:46 'aim' ( temp 3-element array of 2-element array of 4-component vector of float) 0:46 Constant: 0:46 4.000000 0:46 4.000000 @@ -667,8 +667,8 @@ ERROR: node is still EOpNull! 0:46 2.000000 0:46 2.000000 0:49 Sequence -0:49 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:49 'aim2' (temp 3-element array of 2-element array of 4-component vector of float) +0:49 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:49 'aim2' ( temp 3-element array of 2-element array of 4-component vector of float) 0:49 Constant: 0:49 4.000000 0:49 4.000000 @@ -695,8 +695,8 @@ ERROR: node is still EOpNull! 0:49 2.000000 0:49 2.000000 0:52 Sequence -0:52 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:52 'aim3' (temp 3-element array of 2-element array of 4-component vector of float) +0:52 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:52 'aim3' ( temp 3-element array of 2-element array of 4-component vector of float) 0:52 Constant: 0:52 4.000000 0:52 4.000000 @@ -722,54 +722,54 @@ ERROR: node is still EOpNull! 0:52 2.000000 0:52 2.000000 0:52 2.000000 -0:69 move second child to first child (temp 4-element array of 7-element array of float) -0:69 'g4' (global 4-element array of 7-element array of float) -0:69 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:69 'g5' (global 5-element array of 7-element array of float) -0:70 'g5' (global 5-element array of 7-element array of float) -0:71 'gu' (global 1-element array of 7-element array of float) +0:69 move second child to first child ( temp 4-element array of 7-element array of float) +0:69 'g4' ( global 4-element array of 7-element array of float) +0:69 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:69 'g5' ( global 5-element array of 7-element array of float) +0:70 'g5' ( global 5-element array of 7-element array of float) +0:71 'gu' ( global 1-element array of 7-element array of float) 0:73 Constant: 0:73 0.000000 -0:74 Function Call: bar(f1[5][7]; (global void) -0:74 'g5' (global 5-element array of 7-element array of float) -0:76 Test condition and select (temp void) +0:74 Function Call: bar(f1[5][7]; ( global void) +0:74 'g5' ( global 5-element array of 7-element array of float) +0:76 Test condition and select ( temp void) 0:76 Condition -0:76 Compare Equal (temp bool) -0:76 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:76 'g5' (global 5-element array of 7-element array of float) -0:76 'g4' (global 4-element array of 7-element array of float) +0:76 Compare Equal ( temp bool) +0:76 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:76 'g5' ( global 5-element array of 7-element array of float) +0:76 'g4' ( global 4-element array of 7-element array of float) 0:76 true case is null -0:78 Test condition and select (temp void) +0:78 Test condition and select ( temp void) 0:78 Condition 0:78 Constant: 0:78 false (const bool) 0:78 true case is null -0:82 move second child to first child (temp float) -0:82 direct index (temp float) -0:82 direct index (temp 7-element array of float) -0:82 'u' (temp 5-element array of 7-element array of float) +0:82 move second child to first child ( temp float) +0:82 direct index ( temp float) +0:82 direct index ( temp 7-element array of float) +0:82 'u' ( temp 5-element array of 7-element array of float) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 3.000000 -0:84 move second child to first child (temp float) -0:84 direct index (temp float) -0:84 direct index (temp 7-element array of float) -0:84 'u' (temp 5-element array of 7-element array of float) +0:84 move second child to first child ( temp float) +0:84 direct index ( temp float) +0:84 direct index ( temp 7-element array of float) +0:84 'u' ( temp 5-element array of 7-element array of float) 0:84 Constant: 0:84 5 (const int) 0:84 Constant: 0:84 2 (const int) 0:84 Constant: 0:84 5.000000 -0:85 Function Call: foo(f1[5][7]; (global 4-element array of 7-element array of float) -0:85 'u' (temp 5-element array of 7-element array of float) +0:85 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of float) +0:85 'u' ( temp 5-element array of 7-element array of float) 0:? Linker Objects -0:? 'many' (global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of float) -0:? 'gu' (global 1-element array of 7-element array of float) -0:? 'gimp' (global 1-element array of implicitly-sized array of float) -0:? 'g4' (global 4-element array of 7-element array of float) -0:? 'g5' (global 5-element array of 7-element array of float) +0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of float) +0:? 'gu' ( global 1-element array of 7-element array of float) +0:? 'gimp' ( global 1-element array of implicitly-sized array of float) +0:? 'g4' ( global 4-element array of 7-element array of float) +0:? 'g5' ( global 5-element array of 7-element array of float) diff --git a/Test/baseResults/430scope.vert.out b/Test/baseResults/430scope.vert.out index c7d05038..3e710024 100644 --- a/Test/baseResults/430scope.vert.out +++ b/Test/baseResults/430scope.vert.out @@ -13,116 +13,116 @@ ERROR: 8 compilation errors. No code generated. Shader version: 430 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global int) +0:3 Function Definition: f(i1;i1;i1; ( global int) 0:3 Function Parameters: -0:3 'a' (in int) -0:3 'b' (in int) -0:3 'c' (in int) +0:3 'a' ( in int) +0:3 'b' ( in int) +0:3 'c' ( in int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'a' (temp float) -0:8 add (temp float) -0:8 Convert int to float (temp float) -0:8 'a' (in int) +0:8 move second child to first child ( temp float) +0:8 'a' ( temp float) +0:8 add ( temp float) +0:8 Convert int to float ( temp float) +0:8 'a' ( in int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in int) -0:25 Function Definition: cos(f1; (global float) +0:11 'a' ( in int) +0:25 Function Definition: cos(f1; ( global float) 0:25 Function Parameters: -0:25 'x' (in float) +0:25 'x' ( in float) 0:27 Sequence 0:27 Branch: Return with expression 0:27 Constant: 0:27 1.000000 -0:29 Function Definition: radians(b1; (global bool) +0:29 Function Definition: radians(b1; ( global bool) 0:29 Function Parameters: -0:29 'x' (in bool) +0:29 'x' ( in bool) 0:31 Sequence 0:31 Branch: Return with expression 0:31 Constant: 0:31 true (const bool) -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp int) -0:42 'sin' (temp float) +0:39 Function Call: g( ( temp int) +0:42 'sin' ( temp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global int) +0:44 Function Call: f(i1;i1;i1; ( global int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp float) -0:47 'f' (temp float) +0:47 move second child to first child ( temp float) +0:47 'f' ( temp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float Position) -0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...}) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position) +0:49 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:49 Constant: 0:49 0 (const uint) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 'f' (temp float) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 'f' ( temp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp int) -0:51 'f' (temp int) +0:51 move second child to first child ( temp int) +0:51 'f' ( temp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp int) -0:52 'f' (temp int) +0:52 Pre-Increment ( temp int) +0:52 'f' ( temp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp int) -0:51 'f' (temp int) +0:51 Pre-Increment ( temp int) +0:51 'f' ( temp int) 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'x' (temp int) +0:54 move second child to first child ( temp int) +0:54 'x' ( temp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'x' ( temp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp float) -0:56 'y' (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'y' ( temp float) +0:56 'x' ( temp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'x' (temp int) -0:60 'x' (temp int) +0:60 move second child to first child ( temp int) +0:60 'x' ( temp int) +0:60 'x' ( temp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp int x}) -0:68 'S' (temp structure{temp int x}) +0:68 move second child to first child ( temp structure{ temp int x}) +0:68 'S' ( temp structure{ temp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp int) -0:69 'S' (temp structure{temp int x}) +0:69 x: direct index for structure ( temp int) +0:69 'S' ( temp structure{ temp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'tan' (global float) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'b' ( global bool) +0:? 'tan' ( global float) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -132,100 +132,100 @@ ERROR: Linking vertex stage: No function definition (body) found: Shader version: 430 ERROR: node is still EOpNull! -0:3 Function Definition: f(i1;i1;i1; (global int) +0:3 Function Definition: f(i1;i1;i1; ( global int) 0:3 Function Parameters: -0:3 'a' (in int) -0:3 'b' (in int) -0:3 'c' (in int) +0:3 'a' ( in int) +0:3 'b' ( in int) +0:3 'c' ( in int) 0:? Sequence 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'a' (temp float) -0:8 add (temp float) -0:8 Convert int to float (temp float) -0:8 'a' (in int) +0:8 move second child to first child ( temp float) +0:8 'a' ( temp float) +0:8 add ( temp float) +0:8 Convert int to float ( temp float) +0:8 'a' ( in int) 0:8 Constant: 0:8 1.000000 0:11 Branch: Return with expression -0:11 'a' (in int) -0:36 Function Definition: main( (global void) +0:11 'a' ( in int) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:? Sequence -0:39 Function Call: g( (temp int) -0:42 'sin' (temp float) +0:39 Function Call: g( ( temp int) +0:42 'sin' ( temp float) 0:43 Constant: 0:43 0.000000 -0:44 Function Call: f(i1;i1;i1; (global int) +0:44 Function Call: f(i1;i1;i1; ( global int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 3 (const int) -0:47 move second child to first child (temp float) -0:47 'f' (temp float) +0:47 move second child to first child ( temp float) +0:47 'f' ( temp float) 0:47 Constant: 0:47 3.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float Position) -0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position) +0:49 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:49 Constant: 0:49 0 (const uint) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 'f' (temp float) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 'f' ( temp float) 0:51 Sequence 0:51 Sequence -0:51 move second child to first child (temp int) -0:51 'f' (temp int) +0:51 move second child to first child ( temp int) +0:51 'f' ( temp int) 0:51 Constant: 0:51 0 (const int) 0:51 Loop with condition tested first 0:51 Loop Condition -0:51 Compare Less Than (temp bool) -0:51 'f' (temp int) +0:51 Compare Less Than ( temp bool) +0:51 'f' ( temp int) 0:51 Constant: 0:51 10 (const int) 0:51 Loop Body -0:52 Pre-Increment (temp int) -0:52 'f' (temp int) +0:52 Pre-Increment ( temp int) +0:52 'f' ( temp int) 0:51 Loop Terminal Expression -0:51 Pre-Increment (temp int) -0:51 'f' (temp int) +0:51 Pre-Increment ( temp int) +0:51 'f' ( temp int) 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'x' (temp int) +0:54 move second child to first child ( temp int) +0:54 'x' ( temp int) 0:54 Constant: 0:54 1 (const int) 0:56 Sequence 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'x' ( temp float) 0:56 Constant: 0:56 2.000000 -0:56 move second child to first child (temp float) -0:56 'y' (temp float) -0:56 'x' (temp float) +0:56 move second child to first child ( temp float) +0:56 'y' ( temp float) +0:56 'x' ( temp float) 0:60 Sequence 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'x' (temp int) -0:60 'x' (temp int) +0:60 move second child to first child ( temp int) +0:60 'x' ( temp int) +0:60 'x' ( temp int) 0:68 Sequence 0:68 Sequence -0:68 move second child to first child (temp structure{temp int x}) -0:68 'S' (temp structure{temp int x}) +0:68 move second child to first child ( temp structure{ temp int x}) +0:68 'S' ( temp structure{ temp int x}) 0:68 Constant: 0:68 0 (const int) -0:69 x: direct index for structure (temp int) -0:69 'S' (temp structure{temp int x}) +0:69 x: direct index for structure ( temp int) +0:69 'S' ( temp structure{ temp int x}) 0:69 Constant: 0:69 0 (const int) 0:73 Constant: 0:73 0.000000 0:? Linker Objects -0:? 'b' (global bool) -0:? 'tan' (global float) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'b' ( global bool) +0:? 'tan' ( global float) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/440.frag.out b/Test/baseResults/440.frag.out index 56001724..ff276415 100644 --- a/Test/baseResults/440.frag.out +++ b/Test/baseResults/440.frag.out @@ -54,13 +54,13 @@ ERROR: 49 compilation errors. No code generated. Shader version: 440 ERROR: node is still EOpNull! -0:144 Function Definition: interp( (global void) +0:144 Function Definition: interp( ( global void) 0:144 Function Parameters: 0:146 Sequence -0:146 interpolateAtCentroid (global 2-component vector of float) -0:146 vector swizzle (temp 2-component vector of float) -0:146 direct index (smooth sample temp 3-component vector of float) -0:146 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:146 interpolateAtCentroid ( global 2-component vector of float) +0:146 vector swizzle ( temp 2-component vector of float) +0:146 direct index ( smooth sample temp 3-component vector of float) +0:146 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:146 Constant: 0:146 2 (const int) 0:146 Sequence @@ -68,57 +68,57 @@ ERROR: node is still EOpNull! 0:146 0 (const int) 0:146 Constant: 0:146 1 (const int) -0:147 interpolateAtSample (global float) -0:147 direct index (temp float) -0:147 direct index (smooth sample temp 3-component vector of float) -0:147 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:147 interpolateAtSample ( global float) +0:147 direct index ( temp float) +0:147 direct index ( smooth sample temp 3-component vector of float) +0:147 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:147 Constant: 0:147 2 (const int) 0:147 Constant: 0:147 0 (const int) 0:147 Constant: 0:147 2 (const int) -0:150 Function Definition: layer( (global int) +0:150 Function Definition: layer( ( global int) 0:150 Function Parameters: 0:152 Sequence 0:152 Branch: Return with expression -0:152 'gl_Layer' (flat in int Layer) +0:152 'gl_Layer' ( flat in int Layer) 0:? Linker Objects -0:? 'a' (layout(location=4 component=2 ) smooth in 2-component vector of float) -0:? 'b' (layout(location=4 component=1 ) smooth in float) -0:? 'h' (layout(location=4 component=2 ) smooth in 2-component vector of float) -0:? 'c' (layout(location=3 component=2 ) smooth in 3-component vector of float) -0:? 'e' (layout(location=20 component=0 ) smooth in 6-element array of 3-component vector of float) -0:? 'f' (layout(location=20 component=3 ) smooth in 6-element array of float) -0:? 'be' (layout(location=30 component=3 ) out int) -0:? 'bf' (layout(location=30 component=0 ) out 3-component vector of float) -0:? 'inst1' (layout(column_major shared offset=12 ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'inst2' (layout(offset=12 ) in block{in int a}) -0:? 'inst3' (layout(offset=12 ) out block{out int a}) -0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst8' (layout(column_major shared align=16 ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'inst5' (layout(align=16 ) in block{in int a}) -0:? 'inst6' (layout(align=16 ) out block{out int a}) -0:? 'v1' (layout(offset=12 ) uniform 4-component vector of float) -0:? 'v2' (layout(offset=12 ) smooth in 4-component vector of float) -0:? 'v3' (layout(offset=12 ) out 4-component vector of float) -0:? 'v4' (layout(align=16 ) uniform 4-component vector of float) -0:? 'v5' (layout(align=16 ) smooth in 4-component vector of float) -0:? 'v6' (layout(align=16 ) out 4-component vector of float) -0:? 'v7' (layout(std140 ) uniform 4-component vector of float) -0:? 'inst7' (layout(column_major shared ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f}) -0:? 'inst10' (in block{layout(offset=12 ) in float f, layout(align=4 ) in float g}) -0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 align=32 ) uniform float e, layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g, layout(column_major std430 align=32 ) uniform float h}) -0:? 'inst11' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 ) uniform float g}) -0:? 'specExampleErrors' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float c, layout(column_major std140 offset=56 ) uniform double g, layout(column_major std140 offset=72 ) uniform double h}) -0:? 'specExample' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float d, layout(column_major std140 offset=64 align=16 ) uniform float e, layout(column_major std140 offset=72 align=2 ) uniform double f, layout(column_major std140 offset=80 ) uniform float h, layout(column_major std140 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std140 offset=168 align=8 ) uniform float j}) -0:? 'specExampleErrors430' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer 4-component vector of float a, layout(column_major std430 offset=32 ) buffer 3-component vector of float b, layout(column_major std430 offset=48 ) buffer 2-component vector of float c, layout(column_major std430 offset=56 ) buffer double g, layout(column_major std430 offset=72 ) buffer double h, layout(column_major std430 offset=80 ) buffer double i}) -0:? 'specExample430' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer 4-component vector of float a, layout(column_major std430 offset=32 ) buffer 3-component vector of float b, layout(column_major std430 offset=48 ) buffer 2-component vector of float d, layout(column_major std430 offset=64 align=16 ) buffer float e, layout(column_major std430 offset=72 align=2 ) buffer double f, layout(column_major std430 offset=80 ) buffer float h, layout(column_major std430 offset=128 align=64 ) buffer 3-component vector of double i, layout(column_major std430 offset=168 align=8 ) buffer float j}) -0:? 'specExample4300' (layout(column_major std430 align=128 ) buffer block{layout(column_major std430 offset=0 align=128 ) buffer 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) buffer 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) buffer 2-component vector of float d, layout(column_major std430 offset=384 align=128 ) buffer float e, layout(column_major std430 offset=512 align=128 ) buffer double f, layout(column_major std430 offset=640 align=128 ) buffer float h, layout(column_major std430 offset=768 align=128 ) buffer 3-component vector of double i}) -0:? 'specExample4301' (layout(column_major std430 align=128 ) buffer block{layout(column_major std430 offset=0 align=128 ) buffer 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) buffer 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) buffer 2-component vector of float d, layout(column_major std430 offset=512 align=128 ) buffer float e, layout(column_major std430 offset=520 align=8 ) buffer double f, layout(column_major std430 offset=640 align=128 ) buffer float h, layout(column_major std430 offset=768 align=128 ) buffer 3-component vector of double i}) -0:? 'aconst' (global 4-element array of int) -0:? 'bconst' (global 64-element array of int) -0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:? 'a' (layout( location=4 component=2) smooth in 2-component vector of float) +0:? 'b' (layout( location=4 component=1) smooth in float) +0:? 'h' (layout( location=4 component=2) smooth in 2-component vector of float) +0:? 'c' (layout( location=3 component=2) smooth in 3-component vector of float) +0:? 'e' (layout( location=20 component=0) smooth in 6-element array of 3-component vector of float) +0:? 'f' (layout( location=20 component=3) smooth in 6-element array of float) +0:? 'be' (layout( location=30 component=3) out int) +0:? 'bf' (layout( location=30 component=0) out 3-component vector of float) +0:? 'inst1' (layout( column_major shared offset=12) uniform block{layout( column_major shared) uniform int a}) +0:? 'inst2' (layout( offset=12) in block{ in int a}) +0:? 'inst3' (layout( offset=12) out block{ out int a}) +0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst8' (layout( column_major shared align=16) uniform block{layout( column_major shared) uniform int a}) +0:? 'inst5' (layout( align=16) in block{ in int a}) +0:? 'inst6' (layout( align=16) out block{ out int a}) +0:? 'v1' (layout( offset=12) uniform 4-component vector of float) +0:? 'v2' (layout( offset=12) smooth in 4-component vector of float) +0:? 'v3' (layout( offset=12) out 4-component vector of float) +0:? 'v4' (layout( align=16) uniform 4-component vector of float) +0:? 'v5' (layout( align=16) smooth in 4-component vector of float) +0:? 'v6' (layout( align=16) out 4-component vector of float) +0:? 'v7' (layout( std140) uniform 4-component vector of float) +0:? 'inst7' (layout( column_major shared) uniform block{layout( column_major shared offset=12 align=4) uniform float f}) +0:? 'inst10' ( in block{layout( offset=12) in float f, layout( align=4) in float g}) +0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 align=32) uniform float e, layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g, layout( column_major std430 align=32) uniform float h}) +0:? 'inst11' (layout( column_major std430) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430) uniform float g}) +0:? 'specExampleErrors' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float c, layout( column_major std140 offset=56) uniform double g, layout( column_major std140 offset=72) uniform double h}) +0:? 'specExample' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float d, layout( column_major std140 offset=64 align=16) uniform float e, layout( column_major std140 offset=72 align=2) uniform double f, layout( column_major std140 offset=80) uniform float h, layout( column_major std140 offset=128 align=64) uniform 3-component vector of double i, layout( column_major std140 offset=168 align=8) uniform float j}) +0:? 'specExampleErrors430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float c, layout( column_major std430 offset=56) buffer double g, layout( column_major std430 offset=72) buffer double h, layout( column_major std430 offset=80) buffer double i}) +0:? 'specExample430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float d, layout( column_major std430 offset=64 align=16) buffer float e, layout( column_major std430 offset=72 align=2) buffer double f, layout( column_major std430 offset=80) buffer float h, layout( column_major std430 offset=128 align=64) buffer 3-component vector of double i, layout( column_major std430 offset=168 align=8) buffer float j}) +0:? 'specExample4300' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=384 align=128) buffer float e, layout( column_major std430 offset=512 align=128) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i}) +0:? 'specExample4301' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=512 align=128) buffer float e, layout( column_major std430 offset=520 align=8) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i}) +0:? 'aconst' ( global 4-element array of int) +0:? 'bconst' ( global 64-element array of int) +0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) Linked fragment stage: @@ -128,39 +128,39 @@ ERROR: Linking fragment stage: Missing entry point: Each stage requires one entr Shader version: 440 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'a' (layout(location=4 component=2 ) smooth in 2-component vector of float) -0:? 'b' (layout(location=4 component=1 ) smooth in float) -0:? 'h' (layout(location=4 component=2 ) smooth in 2-component vector of float) -0:? 'c' (layout(location=3 component=2 ) smooth in 3-component vector of float) -0:? 'e' (layout(location=20 component=0 ) smooth in 6-element array of 3-component vector of float) -0:? 'f' (layout(location=20 component=3 ) smooth in 6-element array of float) -0:? 'be' (layout(location=30 component=3 ) out int) -0:? 'bf' (layout(location=30 component=0 ) out 3-component vector of float) -0:? 'inst1' (layout(column_major shared offset=12 ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'inst2' (layout(offset=12 ) in block{in int a}) -0:? 'inst3' (layout(offset=12 ) out block{out int a}) -0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a}) -0:? 'inst8' (layout(column_major shared align=16 ) uniform block{layout(column_major shared ) uniform int a}) -0:? 'inst5' (layout(align=16 ) in block{in int a}) -0:? 'inst6' (layout(align=16 ) out block{out int a}) -0:? 'v1' (layout(offset=12 ) uniform 4-component vector of float) -0:? 'v2' (layout(offset=12 ) smooth in 4-component vector of float) -0:? 'v3' (layout(offset=12 ) out 4-component vector of float) -0:? 'v4' (layout(align=16 ) uniform 4-component vector of float) -0:? 'v5' (layout(align=16 ) smooth in 4-component vector of float) -0:? 'v6' (layout(align=16 ) out 4-component vector of float) -0:? 'v7' (layout(std140 ) uniform 4-component vector of float) -0:? 'inst7' (layout(column_major shared ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f}) -0:? 'inst10' (in block{layout(offset=12 ) in float f, layout(align=4 ) in float g}) -0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 align=32 ) uniform float e, layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g, layout(column_major std430 align=32 ) uniform float h}) -0:? 'inst11' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 ) uniform float g}) -0:? 'specExampleErrors' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float c, layout(column_major std140 offset=56 ) uniform double g, layout(column_major std140 offset=72 ) uniform double h}) -0:? 'specExample' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float d, layout(column_major std140 offset=64 align=16 ) uniform float e, layout(column_major std140 offset=72 align=2 ) uniform double f, layout(column_major std140 offset=80 ) uniform float h, layout(column_major std140 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std140 offset=168 align=8 ) uniform float j}) -0:? 'specExampleErrors430' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer 4-component vector of float a, layout(column_major std430 offset=32 ) buffer 3-component vector of float b, layout(column_major std430 offset=48 ) buffer 2-component vector of float c, layout(column_major std430 offset=56 ) buffer double g, layout(column_major std430 offset=72 ) buffer double h, layout(column_major std430 offset=80 ) buffer double i}) -0:? 'specExample430' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=0 ) buffer 4-component vector of float a, layout(column_major std430 offset=32 ) buffer 3-component vector of float b, layout(column_major std430 offset=48 ) buffer 2-component vector of float d, layout(column_major std430 offset=64 align=16 ) buffer float e, layout(column_major std430 offset=72 align=2 ) buffer double f, layout(column_major std430 offset=80 ) buffer float h, layout(column_major std430 offset=128 align=64 ) buffer 3-component vector of double i, layout(column_major std430 offset=168 align=8 ) buffer float j}) -0:? 'specExample4300' (layout(column_major std430 align=128 ) buffer block{layout(column_major std430 offset=0 align=128 ) buffer 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) buffer 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) buffer 2-component vector of float d, layout(column_major std430 offset=384 align=128 ) buffer float e, layout(column_major std430 offset=512 align=128 ) buffer double f, layout(column_major std430 offset=640 align=128 ) buffer float h, layout(column_major std430 offset=768 align=128 ) buffer 3-component vector of double i}) -0:? 'specExample4301' (layout(column_major std430 align=128 ) buffer block{layout(column_major std430 offset=0 align=128 ) buffer 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) buffer 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) buffer 2-component vector of float d, layout(column_major std430 offset=512 align=128 ) buffer float e, layout(column_major std430 offset=520 align=8 ) buffer double f, layout(column_major std430 offset=640 align=128 ) buffer float h, layout(column_major std430 offset=768 align=128 ) buffer 3-component vector of double i}) -0:? 'aconst' (global 4-element array of int) -0:? 'bconst' (global 64-element array of int) -0:? 'sampInArray' (smooth sample in 4-element array of 3-component vector of float) +0:? 'a' (layout( location=4 component=2) smooth in 2-component vector of float) +0:? 'b' (layout( location=4 component=1) smooth in float) +0:? 'h' (layout( location=4 component=2) smooth in 2-component vector of float) +0:? 'c' (layout( location=3 component=2) smooth in 3-component vector of float) +0:? 'e' (layout( location=20 component=0) smooth in 6-element array of 3-component vector of float) +0:? 'f' (layout( location=20 component=3) smooth in 6-element array of float) +0:? 'be' (layout( location=30 component=3) out int) +0:? 'bf' (layout( location=30 component=0) out 3-component vector of float) +0:? 'inst1' (layout( column_major shared offset=12) uniform block{layout( column_major shared) uniform int a}) +0:? 'inst2' (layout( offset=12) in block{ in int a}) +0:? 'inst3' (layout( offset=12) out block{ out int a}) +0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a}) +0:? 'inst8' (layout( column_major shared align=16) uniform block{layout( column_major shared) uniform int a}) +0:? 'inst5' (layout( align=16) in block{ in int a}) +0:? 'inst6' (layout( align=16) out block{ out int a}) +0:? 'v1' (layout( offset=12) uniform 4-component vector of float) +0:? 'v2' (layout( offset=12) smooth in 4-component vector of float) +0:? 'v3' (layout( offset=12) out 4-component vector of float) +0:? 'v4' (layout( align=16) uniform 4-component vector of float) +0:? 'v5' (layout( align=16) smooth in 4-component vector of float) +0:? 'v6' (layout( align=16) out 4-component vector of float) +0:? 'v7' (layout( std140) uniform 4-component vector of float) +0:? 'inst7' (layout( column_major shared) uniform block{layout( column_major shared offset=12 align=4) uniform float f}) +0:? 'inst10' ( in block{layout( offset=12) in float f, layout( align=4) in float g}) +0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 align=32) uniform float e, layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g, layout( column_major std430 align=32) uniform float h}) +0:? 'inst11' (layout( column_major std430) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430) uniform float g}) +0:? 'specExampleErrors' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float c, layout( column_major std140 offset=56) uniform double g, layout( column_major std140 offset=72) uniform double h}) +0:? 'specExample' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float d, layout( column_major std140 offset=64 align=16) uniform float e, layout( column_major std140 offset=72 align=2) uniform double f, layout( column_major std140 offset=80) uniform float h, layout( column_major std140 offset=128 align=64) uniform 3-component vector of double i, layout( column_major std140 offset=168 align=8) uniform float j}) +0:? 'specExampleErrors430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float c, layout( column_major std430 offset=56) buffer double g, layout( column_major std430 offset=72) buffer double h, layout( column_major std430 offset=80) buffer double i}) +0:? 'specExample430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float d, layout( column_major std430 offset=64 align=16) buffer float e, layout( column_major std430 offset=72 align=2) buffer double f, layout( column_major std430 offset=80) buffer float h, layout( column_major std430 offset=128 align=64) buffer 3-component vector of double i, layout( column_major std430 offset=168 align=8) buffer float j}) +0:? 'specExample4300' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=384 align=128) buffer float e, layout( column_major std430 offset=512 align=128) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i}) +0:? 'specExample4301' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=512 align=128) buffer float e, layout( column_major std430 offset=520 align=8) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i}) +0:? 'aconst' ( global 4-element array of int) +0:? 'bconst' ( global 64-element array of int) +0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) diff --git a/Test/baseResults/440.vert.out b/Test/baseResults/440.vert.out index bf625c8a..3448113c 100644 --- a/Test/baseResults/440.vert.out +++ b/Test/baseResults/440.vert.out @@ -61,101 +61,101 @@ Shader version: 440 Requested GL_ARB_shader_draw_parameters in xfb mode ERROR: node is still EOpNull! -0:177 Function Definition: drawParamsBad( (global int) +0:177 Function Definition: drawParamsBad( ( global int) 0:177 Function Parameters: 0:179 Sequence 0:179 Branch: Return with expression -0:179 add (temp int) -0:179 add (temp int) -0:179 'gl_BaseVertexARB' (in int BaseVertex) -0:179 'gl_BaseInstanceARB' (in int BaseInstance) -0:179 'gl_DrawIDARB' (in int DrawId) -0:184 Function Definition: drawParams( (global int) +0:179 add ( temp int) +0:179 add ( temp int) +0:179 'gl_BaseVertexARB' ( in int BaseVertex) +0:179 'gl_BaseInstanceARB' ( in int BaseInstance) +0:179 'gl_DrawIDARB' ( in int DrawId) +0:184 Function Definition: drawParams( ( global int) 0:184 Function Parameters: 0:186 Sequence 0:186 Branch: Return with expression -0:186 add (temp int) -0:186 add (temp int) -0:186 'gl_BaseVertexARB' (in int BaseVertex) -0:186 'gl_BaseInstanceARB' (in int BaseInstance) -0:186 'gl_DrawIDARB' (in int DrawId) -0:187 move second child to first child (temp int) -0:187 'gl_BaseVertexARB' (in int BaseVertex) +0:186 add ( temp int) +0:186 add ( temp int) +0:186 'gl_BaseVertexARB' ( in int BaseVertex) +0:186 'gl_BaseInstanceARB' ( in int BaseInstance) +0:186 'gl_DrawIDARB' ( in int DrawId) +0:187 move second child to first child ( temp int) +0:187 'gl_BaseVertexARB' ( in int BaseVertex) 0:187 Constant: 0:187 3 (const int) -0:188 move second child to first child (temp int) -0:188 'gl_BaseInstanceARB' (in int BaseInstance) +0:188 move second child to first child ( temp int) +0:188 'gl_BaseInstanceARB' ( in int BaseInstance) 0:188 Constant: 0:188 3 (const int) -0:189 move second child to first child (temp int) -0:189 'gl_DrawIDARB' (in int DrawId) +0:189 move second child to first child ( temp int) +0:189 'gl_DrawIDARB' ( in int DrawId) 0:189 Constant: 0:189 3 (const int) -0:190 'glBaseInstanceARB' (temp float) +0:190 'glBaseInstanceARB' ( temp float) 0:? Linker Objects -0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float) -0:? 'b' (layout(location=2 component=1 ) in float) -0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float) -0:? 'd' (layout(location=0 component=3 ) in 4-element array of float) -0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float) -0:? 'f' (layout(location=4 component=3 ) in 5-element array of float) -0:? 'g' (layout(location=9 ) in 6-element array of float) -0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float) -0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float) -0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float) -0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float) -0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float) -0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float) -0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float) -0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float) -0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float) -0:? 's' (layout(location=15 component=3 ) smooth out float) -0:? 't' (layout(location=10 component=1 ) smooth out float) -0:? 'u' (layout(location=20 component=2 ) smooth out float) -0:? 'v' (layout(location=20 component=0 ) smooth out float) -0:? 'w' (layout(location=20 component=3 ) smooth out float) -0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float) -0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float) -0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float) -0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float) -0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a}) -0:? 'bb' (layout(location=34 component=1 ) out block{out int a}) -0:? 'bc' (layout(location=4095 component=1 ) smooth out float) -0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss}) -0:? 'be' (layout(location=50 component=3 ) smooth out int) -0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float) -0:? 'dfo' (layout(location=51 component=1 ) smooth out double) -0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double) -0:? 'dfo2' (layout(location=53 ) smooth out double) -0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float) -0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double) -0:? 'overf' (layout(location=55 ) smooth out float) -0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float) -0:? 'sf2o' (layout(location=56 component=3 ) smooth out float) -0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float) -0:? 'sf4o' (layout(location=57 component=3 ) smooth out float) -0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double) -0:? 'dfo3' (layout(location=59 component=2 ) flat out double) -0:? 'dfo4' (layout(location=59 component=0 ) flat out double) -0:? 'bbinst1' (out block{out 4-component vector of float bbv}) -0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv}) -0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv}) -0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float) -0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) -0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6}) -0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float) -0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int) -0:? 'bl' (layout(xfb_stride=48 ) smooth out float) -0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g}) -0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s}) -0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float) -0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'a' (layout( location=2 component=2) in 2-component vector of float) +0:? 'b' (layout( location=2 component=1) in float) +0:? 'c' (layout( location=3 component=2) in 3-component vector of float) +0:? 'd' (layout( location=0 component=3) in 4-element array of float) +0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float) +0:? 'f' (layout( location=4 component=3) in 5-element array of float) +0:? 'g' (layout( location=9) in 6-element array of float) +0:? 'h' (layout( location=4 component=2) in 2-component vector of float) +0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float) +0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float) +0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float) +0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float) +0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float) +0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float) +0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float) +0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float) +0:? 's' (layout( location=15 component=3) smooth out float) +0:? 't' (layout( location=10 component=1) smooth out float) +0:? 'u' (layout( location=20 component=2) smooth out float) +0:? 'v' (layout( location=20 component=0) smooth out float) +0:? 'w' (layout( location=20 component=3) smooth out float) +0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float) +0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float) +0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float) +0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float) +0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a}) +0:? 'bb' (layout( location=34 component=1) out block{ out int a}) +0:? 'bc' (layout( location=4095 component=1) smooth out float) +0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss}) +0:? 'be' (layout( location=50 component=3) smooth out int) +0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float) +0:? 'dfo' (layout( location=51 component=1) smooth out double) +0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double) +0:? 'dfo2' (layout( location=53) smooth out double) +0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float) +0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double) +0:? 'overf' (layout( location=55) smooth out float) +0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float) +0:? 'sf2o' (layout( location=56 component=3) smooth out float) +0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float) +0:? 'sf4o' (layout( location=57 component=3) smooth out float) +0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double) +0:? 'dfo3' (layout( location=59 component=2) flat out double) +0:? 'dfo4' (layout( location=59 component=0) flat out double) +0:? 'bbinst1' ( out block{ out 4-component vector of float bbv}) +0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv}) +0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv}) +0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) +0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) +0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) +0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6}) +0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float) +0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int) +0:? 'bl' (layout( xfb_stride=48) smooth out float) +0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2}) +0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g}) +0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s}) +0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float) +0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -175,67 +175,67 @@ Requested GL_ARB_shader_draw_parameters in xfb mode ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float) -0:? 'b' (layout(location=2 component=1 ) in float) -0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float) -0:? 'd' (layout(location=0 component=3 ) in 4-element array of float) -0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float) -0:? 'f' (layout(location=4 component=3 ) in 5-element array of float) -0:? 'g' (layout(location=9 ) in 6-element array of float) -0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float) -0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float) -0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float) -0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float) -0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float) -0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float) -0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float) -0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float) -0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float) -0:? 's' (layout(location=15 component=3 ) smooth out float) -0:? 't' (layout(location=10 component=1 ) smooth out float) -0:? 'u' (layout(location=20 component=2 ) smooth out float) -0:? 'v' (layout(location=20 component=0 ) smooth out float) -0:? 'w' (layout(location=20 component=3 ) smooth out float) -0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float) -0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float) -0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float) -0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float) -0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a}) -0:? 'bb' (layout(location=34 component=1 ) out block{out int a}) -0:? 'bc' (layout(location=4095 component=1 ) smooth out float) -0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss}) -0:? 'be' (layout(location=50 component=3 ) smooth out int) -0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float) -0:? 'dfo' (layout(location=51 component=1 ) smooth out double) -0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double) -0:? 'dfo2' (layout(location=53 ) smooth out double) -0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float) -0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double) -0:? 'overf' (layout(location=55 ) smooth out float) -0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float) -0:? 'sf2o' (layout(location=56 component=3 ) smooth out float) -0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float) -0:? 'sf4o' (layout(location=57 component=3 ) smooth out float) -0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double) -0:? 'dfo3' (layout(location=59 component=2 ) flat out double) -0:? 'dfo4' (layout(location=59 component=0 ) flat out double) -0:? 'bbinst1' (out block{out 4-component vector of float bbv}) -0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv}) -0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv}) -0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv}) -0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float) -0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float) -0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) -0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6}) -0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float) -0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int) -0:? 'bl' (layout(xfb_stride=48 ) smooth out float) -0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2}) -0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g}) -0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s}) -0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float) -0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'a' (layout( location=2 component=2) in 2-component vector of float) +0:? 'b' (layout( location=2 component=1) in float) +0:? 'c' (layout( location=3 component=2) in 3-component vector of float) +0:? 'd' (layout( location=0 component=3) in 4-element array of float) +0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float) +0:? 'f' (layout( location=4 component=3) in 5-element array of float) +0:? 'g' (layout( location=9) in 6-element array of float) +0:? 'h' (layout( location=4 component=2) in 2-component vector of float) +0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float) +0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float) +0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float) +0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float) +0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float) +0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float) +0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float) +0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float) +0:? 's' (layout( location=15 component=3) smooth out float) +0:? 't' (layout( location=10 component=1) smooth out float) +0:? 'u' (layout( location=20 component=2) smooth out float) +0:? 'v' (layout( location=20 component=0) smooth out float) +0:? 'w' (layout( location=20 component=3) smooth out float) +0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float) +0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float) +0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float) +0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float) +0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a}) +0:? 'bb' (layout( location=34 component=1) out block{ out int a}) +0:? 'bc' (layout( location=4095 component=1) smooth out float) +0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss}) +0:? 'be' (layout( location=50 component=3) smooth out int) +0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float) +0:? 'dfo' (layout( location=51 component=1) smooth out double) +0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double) +0:? 'dfo2' (layout( location=53) smooth out double) +0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float) +0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double) +0:? 'overf' (layout( location=55) smooth out float) +0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float) +0:? 'sf2o' (layout( location=56 component=3) smooth out float) +0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float) +0:? 'sf4o' (layout( location=57 component=3) smooth out float) +0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double) +0:? 'dfo3' (layout( location=59 component=2) flat out double) +0:? 'dfo4' (layout( location=59 component=0) flat out double) +0:? 'bbinst1' ( out block{ out 4-component vector of float bbv}) +0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) +0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv}) +0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv}) +0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) +0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) +0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) +0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) +0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6}) +0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float) +0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int) +0:? 'bl' (layout( xfb_stride=48) smooth out float) +0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2}) +0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g}) +0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s}) +0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float) +0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/450.frag.out b/Test/baseResults/450.frag.out index 03826733..297ae63f 100644 --- a/Test/baseResults/450.frag.out +++ b/Test/baseResults/450.frag.out @@ -3,163 +3,163 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 Sequence -0:10 move second child to first child (temp 2-component vector of float) -0:10 'v2' (temp 2-component vector of float) -0:10 dPdxFine (global 2-component vector of float) -0:10 'in2' (smooth in 2-component vector of float) +0:10 move second child to first child ( temp 2-component vector of float) +0:10 'v2' ( temp 2-component vector of float) +0:10 dPdxFine ( global 2-component vector of float) +0:10 'in2' ( smooth in 2-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp 3-component vector of float) -0:11 'v3' (temp 3-component vector of float) -0:11 dPdyCoarse (global 3-component vector of float) -0:11 'in3' (smooth in 3-component vector of float) +0:11 move second child to first child ( temp 3-component vector of float) +0:11 'v3' ( temp 3-component vector of float) +0:11 dPdyCoarse ( global 3-component vector of float) +0:11 'in3' ( smooth in 3-component vector of float) 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'v4' (temp 4-component vector of float) -0:12 fwidth (global 4-component vector of float) -0:12 'in4' (smooth in 4-component vector of float) -0:13 move second child to first child (temp 4-component vector of float) -0:13 'v4' (temp 4-component vector of float) -0:13 dPdyFine (global 4-component vector of float) -0:13 'in4' (smooth in 4-component vector of float) -0:14 move second child to first child (temp 3-component vector of float) -0:14 'v3' (temp 3-component vector of float) -0:14 dPdyFine (global 3-component vector of float) -0:14 'in3' (smooth in 3-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'v4' ( temp 4-component vector of float) +0:12 fwidth ( global 4-component vector of float) +0:12 'in4' ( smooth in 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'v4' ( temp 4-component vector of float) +0:13 dPdyFine ( global 4-component vector of float) +0:13 'in4' ( smooth in 4-component vector of float) +0:14 move second child to first child ( temp 3-component vector of float) +0:14 'v3' ( temp 3-component vector of float) +0:14 dPdyFine ( global 3-component vector of float) +0:14 'in3' ( smooth in 3-component vector of float) 0:15 Sequence -0:15 move second child to first child (temp float) -0:15 'f' (temp float) -0:15 add (temp float) -0:15 add (temp float) -0:15 dPdx (global float) -0:15 'in1' (smooth in float) -0:15 dPdxFine (global float) -0:15 'in1' (smooth in float) -0:15 dPdxCoarse (global float) -0:15 'in1' (smooth in float) -0:16 move second child to first child (temp 4-component vector of float) -0:16 'v4' (temp 4-component vector of float) -0:16 add (temp 4-component vector of float) -0:16 fwidthCoarse (global 4-component vector of float) -0:16 'in4' (smooth in 4-component vector of float) -0:16 fwidthFine (global 4-component vector of float) -0:16 'in4' (smooth in 4-component vector of float) +0:15 move second child to first child ( temp float) +0:15 'f' ( temp float) +0:15 add ( temp float) +0:15 add ( temp float) +0:15 dPdx ( global float) +0:15 'in1' ( smooth in float) +0:15 dPdxFine ( global float) +0:15 'in1' ( smooth in float) +0:15 dPdxCoarse ( global float) +0:15 'in1' ( smooth in float) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 'v4' ( temp 4-component vector of float) +0:16 add ( temp 4-component vector of float) +0:16 fwidthCoarse ( global 4-component vector of float) +0:16 'in4' ( smooth in 4-component vector of float) +0:16 fwidthFine ( global 4-component vector of float) +0:16 'in4' ( smooth in 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'cull' (temp float) -0:18 direct index (smooth temp float CullDistance) -0:18 'gl_CullDistance' (smooth in 6-element array of float CullDistance) +0:18 move second child to first child ( temp float) +0:18 'cull' ( temp float) +0:18 direct index ( smooth temp float CullDistance) +0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'consts' (temp float) +0:19 move second child to first child ( temp float) +0:19 'consts' ( temp float) 0:19 Constant: 0:19 20.000000 -0:21 Test condition and select (temp void) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 'gl_HelperInvocation' (in bool HelperInvocation) +0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 0:21 true case -0:22 Pre-Increment (temp 4-component vector of float) -0:22 'v4' (temp 4-component vector of float) +0:22 Pre-Increment ( temp 4-component vector of float) +0:22 'v4' ( temp 4-component vector of float) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'sum' (temp int) +0:24 move second child to first child ( temp int) +0:24 'sum' ( temp int) 0:24 Constant: 0:24 32 (const int) 0:32 Sequence -0:32 move second child to first child (temp 2-component vector of bool) -0:32 'b2' (temp 2-component vector of bool) -0:32 mix (global 2-component vector of bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b1' (temp bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b3' (temp bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b' (temp bool) +0:32 move second child to first child ( temp 2-component vector of bool) +0:32 'b2' ( temp 2-component vector of bool) +0:32 mix ( global 2-component vector of bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b1' ( temp bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b3' ( temp bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b' ( temp bool) 0:33 Sequence -0:33 move second child to first child (temp uint) -0:33 'um' (temp uint) -0:33 mix (global uint) -0:33 'uin' (temp uint) -0:33 'uin' (temp uint) -0:33 'b' (temp bool) +0:33 move second child to first child ( temp uint) +0:33 'um' ( temp uint) +0:33 mix ( global uint) +0:33 'uin' ( temp uint) +0:33 'uin' ( temp uint) +0:33 'b' ( temp bool) 0:34 Sequence -0:34 move second child to first child (temp 3-component vector of int) -0:34 'im3' (temp 3-component vector of int) -0:34 mix (global 3-component vector of int) -0:34 Construct ivec3 (temp 3-component vector of int) -0:34 Convert uint to int (temp int) -0:34 'uin' (temp uint) -0:34 Construct ivec3 (temp 3-component vector of int) -0:34 Convert uint to int (temp int) -0:34 'uin' (temp uint) -0:34 Construct bvec3 (temp 3-component vector of bool) -0:34 'b' (temp bool) -0:42 Function Definition: foo( (global void) +0:34 move second child to first child ( temp 3-component vector of int) +0:34 'im3' ( temp 3-component vector of int) +0:34 mix ( global 3-component vector of int) +0:34 Construct ivec3 ( temp 3-component vector of int) +0:34 Convert uint to int ( temp int) +0:34 'uin' ( temp uint) +0:34 Construct ivec3 ( temp 3-component vector of int) +0:34 Convert uint to int ( temp int) +0:34 'uin' ( temp uint) +0:34 Construct bvec3 ( temp 3-component vector of bool) +0:34 'b' ( temp bool) +0:42 Function Definition: foo( ( global void) 0:42 Function Parameters: 0:44 Sequence 0:44 Sequence -0:44 move second child to first child (temp int) -0:44 's' (temp int) -0:44 textureSamples (global int) -0:44 's2dms' (uniform sampler2DMS) -0:45 add second child into first child (temp int) -0:45 's' (temp int) -0:45 textureSamples (global int) -0:45 'us2dmsa' (uniform usampler2DMSArray) -0:46 add second child into first child (temp int) -0:46 's' (temp int) -0:46 imageQuerySamples (global int) -0:46 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:47 add second child into first child (temp int) -0:47 's' (temp int) -0:47 imageQuerySamples (global int) -0:47 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) +0:44 move second child to first child ( temp int) +0:44 's' ( temp int) +0:44 textureSamples ( global int) +0:44 's2dms' ( uniform sampler2DMS) +0:45 add second child into first child ( temp int) +0:45 's' ( temp int) +0:45 textureSamples ( global int) +0:45 'us2dmsa' ( uniform usampler2DMSArray) +0:46 add second child into first child ( temp int) +0:46 's' ( temp int) +0:46 imageQuerySamples ( global int) +0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:47 add second child into first child ( temp int) +0:47 's' ( temp int) +0:47 imageQuerySamples ( global int) +0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'f' (temp float) -0:48 imageAtomicExchange (global float) -0:48 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) -0:48 Convert float to int (temp 3-component vector of int) -0:48 'in3' (smooth in 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'f' ( temp float) +0:48 imageAtomicExchange ( global float) +0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) +0:48 Convert float to int ( temp 3-component vector of int) +0:48 'in3' ( smooth in 3-component vector of float) 0:48 Constant: 0:48 2 (const int) 0:48 Constant: 0:48 4.500000 -0:53 Function Definition: cull(i1; (global float) +0:53 Function Definition: cull(i1; ( global float) 0:53 Function Parameters: -0:53 'i' (in int) +0:53 'i' ( in int) 0:55 Sequence 0:55 Branch: Return with expression -0:55 Test condition and select (temp float) +0:55 Test condition and select ( temp float) 0:55 Condition -0:55 Compare Greater Than or Equal (temp bool) -0:55 'i' (in int) +0:55 Compare Greater Than or Equal ( temp bool) +0:55 'i' ( in int) 0:55 Constant: 0:55 6 (const int) 0:55 true case -0:55 direct index (smooth temp float CullDistance) -0:55 'gl_CullDistance' (smooth in 6-element array of float CullDistance) +0:55 direct index ( smooth temp float CullDistance) +0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:55 Constant: 0:55 5 (const int) 0:55 false case -0:55 indirect index (smooth temp float CullDistance) -0:55 'gl_CullDistance' (smooth in 6-element array of float CullDistance) -0:55 'i' (in int) +0:55 indirect index ( smooth temp float CullDistance) +0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) +0:55 'i' ( in int) 0:? Linker Objects -0:? 'in1' (smooth in float) -0:? 'in2' (smooth in 2-component vector of float) -0:? 'in3' (smooth in 3-component vector of float) -0:? 'in4' (smooth in 4-component vector of float) -0:? 'gl_CullDistance' (smooth in 6-element array of float CullDistance) -0:? 's2dms' (uniform sampler2DMS) -0:? 'us2dmsa' (uniform usampler2DMSArray) -0:? 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:? 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) +0:? 'in1' ( smooth in float) +0:? 'in2' ( smooth in 2-component vector of float) +0:? 'in3' ( smooth in 3-component vector of float) +0:? 'in4' ( smooth in 4-component vector of float) +0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) +0:? 's2dms' ( uniform sampler2DMS) +0:? 'us2dmsa' ( uniform usampler2DMSArray) +0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) Linked fragment stage: @@ -167,110 +167,110 @@ Linked fragment stage: Shader version: 450 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 Sequence -0:10 move second child to first child (temp 2-component vector of float) -0:10 'v2' (temp 2-component vector of float) -0:10 dPdxFine (global 2-component vector of float) -0:10 'in2' (smooth in 2-component vector of float) +0:10 move second child to first child ( temp 2-component vector of float) +0:10 'v2' ( temp 2-component vector of float) +0:10 dPdxFine ( global 2-component vector of float) +0:10 'in2' ( smooth in 2-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp 3-component vector of float) -0:11 'v3' (temp 3-component vector of float) -0:11 dPdyCoarse (global 3-component vector of float) -0:11 'in3' (smooth in 3-component vector of float) +0:11 move second child to first child ( temp 3-component vector of float) +0:11 'v3' ( temp 3-component vector of float) +0:11 dPdyCoarse ( global 3-component vector of float) +0:11 'in3' ( smooth in 3-component vector of float) 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'v4' (temp 4-component vector of float) -0:12 fwidth (global 4-component vector of float) -0:12 'in4' (smooth in 4-component vector of float) -0:13 move second child to first child (temp 4-component vector of float) -0:13 'v4' (temp 4-component vector of float) -0:13 dPdyFine (global 4-component vector of float) -0:13 'in4' (smooth in 4-component vector of float) -0:14 move second child to first child (temp 3-component vector of float) -0:14 'v3' (temp 3-component vector of float) -0:14 dPdyFine (global 3-component vector of float) -0:14 'in3' (smooth in 3-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'v4' ( temp 4-component vector of float) +0:12 fwidth ( global 4-component vector of float) +0:12 'in4' ( smooth in 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'v4' ( temp 4-component vector of float) +0:13 dPdyFine ( global 4-component vector of float) +0:13 'in4' ( smooth in 4-component vector of float) +0:14 move second child to first child ( temp 3-component vector of float) +0:14 'v3' ( temp 3-component vector of float) +0:14 dPdyFine ( global 3-component vector of float) +0:14 'in3' ( smooth in 3-component vector of float) 0:15 Sequence -0:15 move second child to first child (temp float) -0:15 'f' (temp float) -0:15 add (temp float) -0:15 add (temp float) -0:15 dPdx (global float) -0:15 'in1' (smooth in float) -0:15 dPdxFine (global float) -0:15 'in1' (smooth in float) -0:15 dPdxCoarse (global float) -0:15 'in1' (smooth in float) -0:16 move second child to first child (temp 4-component vector of float) -0:16 'v4' (temp 4-component vector of float) -0:16 add (temp 4-component vector of float) -0:16 fwidthCoarse (global 4-component vector of float) -0:16 'in4' (smooth in 4-component vector of float) -0:16 fwidthFine (global 4-component vector of float) -0:16 'in4' (smooth in 4-component vector of float) +0:15 move second child to first child ( temp float) +0:15 'f' ( temp float) +0:15 add ( temp float) +0:15 add ( temp float) +0:15 dPdx ( global float) +0:15 'in1' ( smooth in float) +0:15 dPdxFine ( global float) +0:15 'in1' ( smooth in float) +0:15 dPdxCoarse ( global float) +0:15 'in1' ( smooth in float) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 'v4' ( temp 4-component vector of float) +0:16 add ( temp 4-component vector of float) +0:16 fwidthCoarse ( global 4-component vector of float) +0:16 'in4' ( smooth in 4-component vector of float) +0:16 fwidthFine ( global 4-component vector of float) +0:16 'in4' ( smooth in 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'cull' (temp float) -0:18 direct index (smooth temp float CullDistance) -0:18 'gl_CullDistance' (smooth in 6-element array of float CullDistance) +0:18 move second child to first child ( temp float) +0:18 'cull' ( temp float) +0:18 direct index ( smooth temp float CullDistance) +0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'consts' (temp float) +0:19 move second child to first child ( temp float) +0:19 'consts' ( temp float) 0:19 Constant: 0:19 20.000000 -0:21 Test condition and select (temp void) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 'gl_HelperInvocation' (in bool HelperInvocation) +0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 0:21 true case -0:22 Pre-Increment (temp 4-component vector of float) -0:22 'v4' (temp 4-component vector of float) +0:22 Pre-Increment ( temp 4-component vector of float) +0:22 'v4' ( temp 4-component vector of float) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'sum' (temp int) +0:24 move second child to first child ( temp int) +0:24 'sum' ( temp int) 0:24 Constant: 0:24 32 (const int) 0:32 Sequence -0:32 move second child to first child (temp 2-component vector of bool) -0:32 'b2' (temp 2-component vector of bool) -0:32 mix (global 2-component vector of bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b1' (temp bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b3' (temp bool) -0:32 Construct bvec2 (temp 2-component vector of bool) -0:32 'b' (temp bool) +0:32 move second child to first child ( temp 2-component vector of bool) +0:32 'b2' ( temp 2-component vector of bool) +0:32 mix ( global 2-component vector of bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b1' ( temp bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b3' ( temp bool) +0:32 Construct bvec2 ( temp 2-component vector of bool) +0:32 'b' ( temp bool) 0:33 Sequence -0:33 move second child to first child (temp uint) -0:33 'um' (temp uint) -0:33 mix (global uint) -0:33 'uin' (temp uint) -0:33 'uin' (temp uint) -0:33 'b' (temp bool) +0:33 move second child to first child ( temp uint) +0:33 'um' ( temp uint) +0:33 mix ( global uint) +0:33 'uin' ( temp uint) +0:33 'uin' ( temp uint) +0:33 'b' ( temp bool) 0:34 Sequence -0:34 move second child to first child (temp 3-component vector of int) -0:34 'im3' (temp 3-component vector of int) -0:34 mix (global 3-component vector of int) -0:34 Construct ivec3 (temp 3-component vector of int) -0:34 Convert uint to int (temp int) -0:34 'uin' (temp uint) -0:34 Construct ivec3 (temp 3-component vector of int) -0:34 Convert uint to int (temp int) -0:34 'uin' (temp uint) -0:34 Construct bvec3 (temp 3-component vector of bool) -0:34 'b' (temp bool) +0:34 move second child to first child ( temp 3-component vector of int) +0:34 'im3' ( temp 3-component vector of int) +0:34 mix ( global 3-component vector of int) +0:34 Construct ivec3 ( temp 3-component vector of int) +0:34 Convert uint to int ( temp int) +0:34 'uin' ( temp uint) +0:34 Construct ivec3 ( temp 3-component vector of int) +0:34 Convert uint to int ( temp int) +0:34 'uin' ( temp uint) +0:34 Construct bvec3 ( temp 3-component vector of bool) +0:34 'b' ( temp bool) 0:? Linker Objects -0:? 'in1' (smooth in float) -0:? 'in2' (smooth in 2-component vector of float) -0:? 'in3' (smooth in 3-component vector of float) -0:? 'in4' (smooth in 4-component vector of float) -0:? 'gl_CullDistance' (smooth in 6-element array of float CullDistance) -0:? 's2dms' (uniform sampler2DMS) -0:? 'us2dmsa' (uniform usampler2DMSArray) -0:? 'ii2dms' (layout(rgba32i ) uniform iimage2DMS) -0:? 'i2dmsa' (layout(rgba32f ) uniform image2DMSArray) +0:? 'in1' ( smooth in float) +0:? 'in2' ( smooth in 2-component vector of float) +0:? 'in3' ( smooth in 3-component vector of float) +0:? 'in4' ( smooth in 4-component vector of float) +0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) +0:? 's2dms' ( uniform sampler2DMS) +0:? 'us2dmsa' ( uniform usampler2DMSArray) +0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) +0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) diff --git a/Test/baseResults/450.geom.out b/Test/baseResults/450.geom.out index fef3486a..5e6c88f9 100644 --- a/Test/baseResults/450.geom.out +++ b/Test/baseResults/450.geom.out @@ -7,21 +7,21 @@ max_vertices = -1 input primitive = none output primitive = none 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (layout(stream=0 ) temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (layout(stream=0 ) out 3-element array of float CullDistance) -0:13 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-element array of float CullDistance gl_CullDistance}) +0:13 move second child to first child ( temp float) +0:13 direct index (layout( stream=0) temp float CullDistance) +0:13 gl_CullDistance: direct index for structure (layout( stream=0) out 3-element array of float CullDistance) +0:13 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 3 (const uint) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in implicitly-sized array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in implicitly-sized array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -29,8 +29,8 @@ output primitive = none 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in implicitly-sized array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in implicitly-sized array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance}) Linked geometry stage: @@ -45,21 +45,21 @@ max_vertices = -1 input primitive = none output primitive = none 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (layout(stream=0 ) temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (layout(stream=0 ) out 3-element array of float CullDistance) -0:13 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-element array of float CullDistance gl_CullDistance}) +0:13 move second child to first child ( temp float) +0:13 direct index (layout( stream=0) temp float CullDistance) +0:13 gl_CullDistance: direct index for structure (layout( stream=0) out 3-element array of float CullDistance) +0:13 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 3 (const uint) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in 2-element array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in 2-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -67,6 +67,6 @@ output primitive = none 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in 2-element array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in 2-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance}) diff --git a/Test/baseResults/450.tesc.out b/Test/baseResults/450.tesc.out index aeef6cb3..29da425e 100644 --- a/Test/baseResults/450.tesc.out +++ b/Test/baseResults/450.tesc.out @@ -4,23 +4,23 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 vertices = -1 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:13 indirect index (temp block{out 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_out' (out 4-element array of block{out 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_InvocationID' (in int InvocationID) +0:13 move second child to first child ( temp float) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:13 indirect index ( temp block{ out 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_InvocationID' ( in int InvocationID) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -28,8 +28,8 @@ vertices = -1 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'gl_out' (out 4-element array of block{out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance}) Linked tessellation control stage: @@ -39,23 +39,23 @@ ERROR: Linking tessellation control stage: At least one shader must specify an o Shader version: 450 vertices = -1 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:13 indirect index (temp block{out 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_out' (out 4-element array of block{out 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_InvocationID' (in int InvocationID) +0:13 move second child to first child ( temp float) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:13 indirect index ( temp block{ out 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_InvocationID' ( in int InvocationID) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -63,6 +63,6 @@ vertices = -1 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'gl_out' (out 4-element array of block{out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance}) diff --git a/Test/baseResults/450.tese.out b/Test/baseResults/450.tese.out index f988f108..b7735e66 100644 --- a/Test/baseResults/450.tese.out +++ b/Test/baseResults/450.tese.out @@ -6,21 +6,21 @@ input primitive = none vertex spacing = none triangle order = none 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:13 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:13 move second child to first child ( temp float) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:13 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 3 (const uint) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -28,8 +28,8 @@ triangle order = none 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) Linked tessellation evaluation stage: @@ -41,21 +41,21 @@ input primitive = none vertex spacing = equal_spacing triangle order = ccw 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:13 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:13 move second child to first child ( temp float) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:13 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 3 (const uint) 0:13 Constant: 0:13 2 (const int) -0:13 direct index (temp float CullDistance) -0:13 gl_CullDistance: direct index for structure (in 3-element array of float CullDistance) -0:13 direct index (temp block{in 3-element array of float CullDistance gl_CullDistance}) -0:13 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) +0:13 direct index ( temp float CullDistance) +0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance) +0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance}) +0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -63,6 +63,6 @@ triangle order = ccw 0:13 Constant: 0:13 2 (const int) 0:? Linker Objects -0:? 'gl_in' (in 32-element array of block{in 3-element array of float CullDistance gl_CullDistance}) -0:? 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance}) +0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) diff --git a/Test/baseResults/450.vert.out b/Test/baseResults/450.vert.out index 9dc4e6f1..cc300d99 100644 --- a/Test/baseResults/450.vert.out +++ b/Test/baseResults/450.vert.out @@ -8,34 +8,34 @@ ERROR: 3 compilation errors. No code generated. Shader version: 450 ERROR: node is still EOpNull! -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp float) -0:9 direct index (temp float CullDistance) -0:9 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:9 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:9 move second child to first child ( temp float) +0:9 direct index ( temp float CullDistance) +0:9 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:9 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) 0:9 Constant: 0:9 10 (const uint) 0:9 Constant: 0:9 2 (const int) 0:9 Constant: 0:9 4.500000 -0:25 Function Definition: foo( (global void) +0:25 Function Definition: foo( ( global void) 0:25 Function Parameters: 0:? Linker Objects -0:? 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) -0:? 'outb' (smooth out bool) -0:? 'outo' (smooth out sampler2D) -0:? 'outa' (smooth out 4-element array of float) -0:? 'outaa' (smooth out 4-element array of 2-element array of float) -0:? 'outs' (smooth out structure{global float f}) -0:? 'outasa' (smooth out 4-element array of structure{global float f}) -0:? 'outsa' (smooth out 4-element array of structure{global float f}) -0:? 'outSA' (smooth out structure{global 4-element array of float f}) -0:? 'outSS' (smooth out structure{global float f, global structure{global float f} s}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) +0:? 'outb' ( smooth out bool) +0:? 'outo' ( smooth out sampler2D) +0:? 'outa' ( smooth out 4-element array of float) +0:? 'outaa' ( smooth out 4-element array of 2-element array of float) +0:? 'outs' ( smooth out structure{ global float f}) +0:? 'outasa' ( smooth out 4-element array of structure{ global float f}) +0:? 'outsa' ( smooth out 4-element array of structure{ global float f}) +0:? 'outSA' ( smooth out structure{ global 4-element array of float f}) +0:? 'outSS' ( smooth out structure{ global float f, global structure{ global float f} s}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -43,13 +43,13 @@ Linked vertex stage: Shader version: 450 ERROR: node is still EOpNull! -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp float) -0:9 direct index (temp float CullDistance) -0:9 gl_CullDistance: direct index for structure (out 3-element array of float CullDistance) -0:9 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) +0:9 move second child to first child ( temp float) +0:9 direct index ( temp float CullDistance) +0:9 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance) +0:9 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) 0:9 Constant: 0:9 10 (const uint) 0:9 Constant: @@ -57,16 +57,16 @@ ERROR: node is still EOpNull! 0:9 Constant: 0:9 4.500000 0:? Linker Objects -0:? 'anon@0' (out block{out 3-element array of float CullDistance gl_CullDistance}) -0:? 'outb' (smooth out bool) -0:? 'outo' (smooth out sampler2D) -0:? 'outa' (smooth out 4-element array of float) -0:? 'outaa' (smooth out 4-element array of 2-element array of float) -0:? 'outs' (smooth out structure{global float f}) -0:? 'outasa' (smooth out 4-element array of structure{global float f}) -0:? 'outsa' (smooth out 4-element array of structure{global float f}) -0:? 'outSA' (smooth out structure{global 4-element array of float f}) -0:? 'outSS' (smooth out structure{global float f, global structure{global float f} s}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance}) +0:? 'outb' ( smooth out bool) +0:? 'outo' ( smooth out sampler2D) +0:? 'outa' ( smooth out 4-element array of float) +0:? 'outaa' ( smooth out 4-element array of 2-element array of float) +0:? 'outs' ( smooth out structure{ global float f}) +0:? 'outasa' ( smooth out 4-element array of structure{ global float f}) +0:? 'outsa' ( smooth out 4-element array of structure{ global float f}) +0:? 'outSA' ( smooth out structure{ global 4-element array of float f}) +0:? 'outSS' ( smooth out structure{ global float f, global structure{ global float f} s}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/Operations.frag.out b/Test/baseResults/Operations.frag.out index bc12fe0d..680eb265 100644 --- a/Test/baseResults/Operations.frag.out +++ b/Test/baseResults/Operations.frag.out @@ -11,307 +11,307 @@ ERROR: 0:107: 'floatsBitsToInt' : no matching overloaded function found ERROR: 0:108: 'packUnorm2x16' : no matching overloaded function found ERROR: 0:109: 'packUnorm4x8' : no matching overloaded function found ERROR: 0:110: 'packSnorm4x8' : no matching overloaded function found -ERROR: 0:113: 'assign' : cannot convert from 'global float' to 'temp uint' -ERROR: 0:114: 'assign' : cannot convert from 'global float' to 'temp uint' +ERROR: 0:113: 'assign' : cannot convert from ' global float' to ' temp uint' +ERROR: 0:114: 'assign' : cannot convert from ' global float' to ' temp uint' ERROR: 0:118: 'floatsBitToInt' : no matching overloaded function found -ERROR: 0:118: 'assign' : cannot convert from 'const float' to 'temp uint' +ERROR: 0:118: 'assign' : cannot convert from ' const float' to ' temp uint' ERROR: 0:119: 'packUnorm2x16' : no matching overloaded function found -ERROR: 0:119: 'assign' : cannot convert from 'const float' to 'temp uint' +ERROR: 0:119: 'assign' : cannot convert from ' const float' to ' temp uint' ERROR: 0:120: 'packUnorm4x8' : no matching overloaded function found -ERROR: 0:120: 'assign' : cannot convert from 'const float' to 'temp uint' -ERROR: 0:121: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'temp int' (or there is no acceptable conversion) -ERROR: 0:121: 'assign' : cannot convert from 'uniform uint' to 'temp int' -ERROR: 0:122: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type 'uniform uint' and a right operand of type 'temp int' (or there is no acceptable conversion) -ERROR: 0:122: 'assign' : cannot convert from 'uniform uint' to 'temp int' -ERROR: 0:123: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type 'temp int' and a right operand of type 'uniform uint' (or there is no acceptable conversion) +ERROR: 0:120: 'assign' : cannot convert from ' const float' to ' temp uint' +ERROR: 0:121: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' uniform uint' and a right operand of type ' temp int' (or there is no acceptable conversion) +ERROR: 0:121: 'assign' : cannot convert from ' uniform uint' to ' temp int' +ERROR: 0:122: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type ' uniform uint' and a right operand of type ' temp int' (or there is no acceptable conversion) +ERROR: 0:122: 'assign' : cannot convert from ' uniform uint' to ' temp int' +ERROR: 0:123: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp int' and a right operand of type ' uniform uint' (or there is no acceptable conversion) ERROR: 25 compilation errors. No code generated. Shader version: 130 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'v' (temp 4-component vector of float) -0:27 radians (global 4-component vector of float) -0:27 'uv4' (uniform 4-component vector of float) -0:28 add second child into first child (temp 4-component vector of float) -0:28 'v' (temp 4-component vector of float) -0:28 degrees (global 4-component vector of float) -0:28 'v' (temp 4-component vector of float) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'v' (temp 4-component vector of float) -0:29 Comma (temp 4-component vector of float) -0:29 move second child to first child (temp int) -0:29 'i' (temp int) -0:29 component-wise multiply (temp int) -0:29 'ui' (uniform int) -0:29 'ui' (uniform int) -0:29 sine (global 4-component vector of float) -0:29 'v' (temp 4-component vector of float) -0:30 add second child into first child (temp 4-component vector of float) -0:30 'v' (temp 4-component vector of float) -0:30 cosine (global 4-component vector of float) -0:30 'v' (temp 4-component vector of float) -0:31 add second child into first child (temp 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:31 tangent (global 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:32 add second child into first child (temp 4-component vector of float) -0:32 'v' (temp 4-component vector of float) -0:32 arc sine (global 4-component vector of float) -0:32 'v' (temp 4-component vector of float) -0:33 add second child into first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:33 arc cosine (global 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:35 add second child into first child (temp 4-component vector of float) -0:35 'v' (temp 4-component vector of float) -0:35 arc tangent (global 4-component vector of float) -0:35 'v' (temp 4-component vector of float) -0:36 add second child into first child (temp 4-component vector of float) -0:36 'v' (temp 4-component vector of float) -0:36 hyp. sine (global 4-component vector of float) -0:36 'v' (temp 4-component vector of float) -0:37 add second child into first child (temp 4-component vector of float) -0:37 'v' (temp 4-component vector of float) -0:37 hyp. cosine (global 4-component vector of float) -0:37 'v' (temp 4-component vector of float) -0:38 add second child into first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 hyp. tangent (global 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 arc hyp. sine (global 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 arc hyp. cosine (global 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:41 add second child into first child (temp 4-component vector of float) -0:41 'v' (temp 4-component vector of float) -0:41 arc hyp. tangent (global 4-component vector of float) -0:41 'v' (temp 4-component vector of float) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 pow (global 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 exp (global 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:45 add second child into first child (temp 4-component vector of float) -0:45 'v' (temp 4-component vector of float) -0:45 log (global 4-component vector of float) -0:45 'v' (temp 4-component vector of float) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 exp2 (global 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 log2 (global 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:48 add second child into first child (temp 4-component vector of float) -0:48 'v' (temp 4-component vector of float) -0:48 sqrt (global 4-component vector of float) -0:48 'v' (temp 4-component vector of float) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 inverse sqrt (global 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 Absolute value (global 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:51 add second child into first child (temp 4-component vector of float) -0:51 'v' (temp 4-component vector of float) -0:51 Sign (global 4-component vector of float) -0:51 'v' (temp 4-component vector of float) -0:52 add second child into first child (temp 4-component vector of float) -0:52 'v' (temp 4-component vector of float) -0:52 Floor (global 4-component vector of float) -0:52 'v' (temp 4-component vector of float) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 trunc (global 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:56 add second child into first child (temp 4-component vector of float) -0:56 'v' (temp 4-component vector of float) -0:56 round (global 4-component vector of float) -0:56 'v' (temp 4-component vector of float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 roundEven (global 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:60 add second child into first child (temp 4-component vector of float) -0:60 'v' (temp 4-component vector of float) -0:60 Ceiling (global 4-component vector of float) -0:60 'v' (temp 4-component vector of float) -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Fraction (global 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:62 add second child into first child (temp 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:62 mod (global 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 mod (global 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 direct index (temp float) -0:63 'v' (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'v' ( temp 4-component vector of float) +0:27 radians ( global 4-component vector of float) +0:27 'uv4' ( uniform 4-component vector of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'v' ( temp 4-component vector of float) +0:28 degrees ( global 4-component vector of float) +0:28 'v' ( temp 4-component vector of float) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'v' ( temp 4-component vector of float) +0:29 Comma ( temp 4-component vector of float) +0:29 move second child to first child ( temp int) +0:29 'i' ( temp int) +0:29 component-wise multiply ( temp int) +0:29 'ui' ( uniform int) +0:29 'ui' ( uniform int) +0:29 sine ( global 4-component vector of float) +0:29 'v' ( temp 4-component vector of float) +0:30 add second child into first child ( temp 4-component vector of float) +0:30 'v' ( temp 4-component vector of float) +0:30 cosine ( global 4-component vector of float) +0:30 'v' ( temp 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:31 tangent ( global 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:32 add second child into first child ( temp 4-component vector of float) +0:32 'v' ( temp 4-component vector of float) +0:32 arc sine ( global 4-component vector of float) +0:32 'v' ( temp 4-component vector of float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:33 arc cosine ( global 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:35 add second child into first child ( temp 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) +0:35 arc tangent ( global 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) +0:36 hyp. sine ( global 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) +0:37 add second child into first child ( temp 4-component vector of float) +0:37 'v' ( temp 4-component vector of float) +0:37 hyp. cosine ( global 4-component vector of float) +0:37 'v' ( temp 4-component vector of float) +0:38 add second child into first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 hyp. tangent ( global 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 arc hyp. sine ( global 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 arc hyp. cosine ( global 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:41 add second child into first child ( temp 4-component vector of float) +0:41 'v' ( temp 4-component vector of float) +0:41 arc hyp. tangent ( global 4-component vector of float) +0:41 'v' ( temp 4-component vector of float) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 pow ( global 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 exp ( global 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:45 add second child into first child ( temp 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) +0:45 log ( global 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 exp2 ( global 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 log2 ( global 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:48 add second child into first child ( temp 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) +0:48 sqrt ( global 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 inverse sqrt ( global 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 Absolute value ( global 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'v' ( temp 4-component vector of float) +0:51 Sign ( global 4-component vector of float) +0:51 'v' ( temp 4-component vector of float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'v' ( temp 4-component vector of float) +0:52 Floor ( global 4-component vector of float) +0:52 'v' ( temp 4-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 trunc ( global 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:56 add second child into first child ( temp 4-component vector of float) +0:56 'v' ( temp 4-component vector of float) +0:56 round ( global 4-component vector of float) +0:56 'v' ( temp 4-component vector of float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 roundEven ( global 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'v' ( temp 4-component vector of float) +0:60 Ceiling ( global 4-component vector of float) +0:60 'v' ( temp 4-component vector of float) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Fraction ( global 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:62 add second child into first child ( temp 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:62 mod ( global 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 mod ( global 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 direct index ( temp float) +0:63 'v' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) -0:66 add second child into first child (temp 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:66 modf (global 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 min (global 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 'uv4' (uniform 4-component vector of float) -0:70 add second child into first child (temp 4-component vector of float) -0:70 'v' (temp 4-component vector of float) -0:70 max (global 4-component vector of float) -0:70 'v' (temp 4-component vector of float) -0:70 'uv4' (uniform 4-component vector of float) -0:71 add second child into first child (temp 4-component vector of float) -0:71 'v' (temp 4-component vector of float) -0:71 clamp (global 4-component vector of float) -0:71 'v' (temp 4-component vector of float) -0:71 'uv4' (uniform 4-component vector of float) -0:71 'uv4' (uniform 4-component vector of float) -0:72 add second child into first child (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 mix (global 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:75 add second child into first child (temp 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 mix (global 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 'bv4' (temp 4-component vector of bool) -0:76 add second child into first child (temp 4-component vector of float) -0:76 'v' (temp 4-component vector of float) +0:66 add second child into first child ( temp 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:66 modf ( global 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 min ( global 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 'uv4' ( uniform 4-component vector of float) +0:70 add second child into first child ( temp 4-component vector of float) +0:70 'v' ( temp 4-component vector of float) +0:70 max ( global 4-component vector of float) +0:70 'v' ( temp 4-component vector of float) +0:70 'uv4' ( uniform 4-component vector of float) +0:71 add second child into first child ( temp 4-component vector of float) +0:71 'v' ( temp 4-component vector of float) +0:71 clamp ( global 4-component vector of float) +0:71 'v' ( temp 4-component vector of float) +0:71 'uv4' ( uniform 4-component vector of float) +0:71 'uv4' ( uniform 4-component vector of float) +0:72 add second child into first child ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 mix ( global 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:75 add second child into first child ( temp 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 mix ( global 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 'bv4' ( temp 4-component vector of bool) +0:76 add second child into first child ( temp 4-component vector of float) +0:76 'v' ( temp 4-component vector of float) 0:76 Constant: 0:76 0.000000 -0:77 add second child into first child (temp 4-component vector of float) -0:77 'v' (temp 4-component vector of float) +0:77 add second child into first child ( temp 4-component vector of float) +0:77 'v' ( temp 4-component vector of float) 0:77 Constant: 0:77 0.000000 -0:78 add second child into first child (temp 4-component vector of float) -0:78 'v' (temp 4-component vector of float) +0:78 add second child into first child ( temp 4-component vector of float) +0:78 'v' ( temp 4-component vector of float) 0:78 Constant: 0:78 0.000000 -0:79 add second child into first child (temp 4-component vector of float) -0:79 'v' (temp 4-component vector of float) +0:79 add second child into first child ( temp 4-component vector of float) +0:79 'v' ( temp 4-component vector of float) 0:79 Constant: 0:79 0.000000 -0:80 add second child into first child (temp 4-component vector of float) -0:80 'v' (temp 4-component vector of float) +0:80 add second child into first child ( temp 4-component vector of float) +0:80 'v' ( temp 4-component vector of float) 0:80 Constant: 0:80 0.000000 -0:81 add second child into first child (temp 4-component vector of float) -0:81 'v' (temp 4-component vector of float) +0:81 add second child into first child ( temp 4-component vector of float) +0:81 'v' ( temp 4-component vector of float) 0:81 Constant: 0:81 0.000000 -0:82 add second child into first child (temp 4-component vector of float) -0:82 'v' (temp 4-component vector of float) +0:82 add second child into first child ( temp 4-component vector of float) +0:82 'v' ( temp 4-component vector of float) 0:82 Constant: 0:82 0.000000 -0:83 add second child into first child (temp 4-component vector of float) -0:83 'v' (temp 4-component vector of float) +0:83 add second child into first child ( temp 4-component vector of float) +0:83 'v' ( temp 4-component vector of float) 0:83 Constant: 0:83 0.000000 -0:86 add second child into first child (temp 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:86 step (global 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:87 add second child into first child (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 smoothstep (global 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:88 add second child into first child (temp 4-component vector of float) -0:88 'v' (temp 4-component vector of float) -0:88 step (global 4-component vector of float) -0:88 'uf' (uniform float) -0:88 'v' (temp 4-component vector of float) -0:89 add second child into first child (temp 4-component vector of float) -0:89 'v' (temp 4-component vector of float) -0:89 smoothstep (global 4-component vector of float) -0:89 'uf' (uniform float) -0:89 'uf' (uniform float) -0:89 'v' (temp 4-component vector of float) -0:90 add second child into first child (temp 4-component vector of float) -0:90 'v' (temp 4-component vector of float) -0:90 normalize (global 4-component vector of float) -0:90 'v' (temp 4-component vector of float) -0:91 add second child into first child (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 face-forward (global 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:92 add second child into first child (temp 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:92 reflect (global 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:93 add second child into first child (temp 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 refract (global 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 'uf' (uniform float) -0:94 add second child into first child (temp 4-component vector of float) -0:94 'v' (temp 4-component vector of float) -0:94 dPdx (global 4-component vector of float) -0:94 'v' (temp 4-component vector of float) -0:95 add second child into first child (temp 4-component vector of float) -0:95 'v' (temp 4-component vector of float) -0:95 dPdy (global 4-component vector of float) -0:95 'v' (temp 4-component vector of float) -0:96 add second child into first child (temp 4-component vector of float) -0:96 'v' (temp 4-component vector of float) -0:96 fwidth (global 4-component vector of float) -0:96 'v' (temp 4-component vector of float) -0:101 add second child into first child (temp int) -0:101 'i' (temp int) -0:101 Absolute value (global int) -0:101 'ui' (uniform int) -0:102 add second child into first child (temp int) -0:102 'i' (temp int) -0:102 Sign (global int) -0:102 'i' (temp int) -0:103 add second child into first child (temp int) -0:103 'i' (temp int) -0:103 min (global int) -0:103 'i' (temp int) -0:103 'ui' (uniform int) -0:104 add second child into first child (temp int) -0:104 'i' (temp int) -0:104 max (global int) -0:104 'i' (temp int) -0:104 'ui' (uniform int) -0:105 add second child into first child (temp int) -0:105 'i' (temp int) -0:105 clamp (global int) -0:105 'i' (temp int) -0:105 'ui' (uniform int) -0:105 'ui' (uniform int) +0:86 add second child into first child ( temp 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:86 step ( global 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:87 add second child into first child ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 smoothstep ( global 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:88 add second child into first child ( temp 4-component vector of float) +0:88 'v' ( temp 4-component vector of float) +0:88 step ( global 4-component vector of float) +0:88 'uf' ( uniform float) +0:88 'v' ( temp 4-component vector of float) +0:89 add second child into first child ( temp 4-component vector of float) +0:89 'v' ( temp 4-component vector of float) +0:89 smoothstep ( global 4-component vector of float) +0:89 'uf' ( uniform float) +0:89 'uf' ( uniform float) +0:89 'v' ( temp 4-component vector of float) +0:90 add second child into first child ( temp 4-component vector of float) +0:90 'v' ( temp 4-component vector of float) +0:90 normalize ( global 4-component vector of float) +0:90 'v' ( temp 4-component vector of float) +0:91 add second child into first child ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 face-forward ( global 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:92 add second child into first child ( temp 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:92 reflect ( global 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:93 add second child into first child ( temp 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 refract ( global 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 'uf' ( uniform float) +0:94 add second child into first child ( temp 4-component vector of float) +0:94 'v' ( temp 4-component vector of float) +0:94 dPdx ( global 4-component vector of float) +0:94 'v' ( temp 4-component vector of float) +0:95 add second child into first child ( temp 4-component vector of float) +0:95 'v' ( temp 4-component vector of float) +0:95 dPdy ( global 4-component vector of float) +0:95 'v' ( temp 4-component vector of float) +0:96 add second child into first child ( temp 4-component vector of float) +0:96 'v' ( temp 4-component vector of float) +0:96 fwidth ( global 4-component vector of float) +0:96 'v' ( temp 4-component vector of float) +0:101 add second child into first child ( temp int) +0:101 'i' ( temp int) +0:101 Absolute value ( global int) +0:101 'ui' ( uniform int) +0:102 add second child into first child ( temp int) +0:102 'i' ( temp int) +0:102 Sign ( global int) +0:102 'i' ( temp int) +0:103 add second child into first child ( temp int) +0:103 'i' ( temp int) +0:103 min ( global int) +0:103 'i' ( temp int) +0:103 'ui' ( uniform int) +0:104 add second child into first child ( temp int) +0:104 'i' ( temp int) +0:104 max ( global int) +0:104 'i' ( temp int) +0:104 'ui' ( uniform int) +0:105 add second child into first child ( temp int) +0:105 'i' ( temp int) +0:105 clamp ( global int) +0:105 'i' ( temp int) +0:105 'ui' ( uniform int) +0:105 'ui' ( uniform int) 0:107 Constant: 0:107 0.000000 0:108 Constant: @@ -320,181 +320,181 @@ ERROR: node is still EOpNull! 0:109 0.000000 0:110 Constant: 0:110 0.000000 -0:113 'u' (temp uint) -0:114 'u' (temp uint) -0:115 add second child into first child (temp uint) -0:115 'u' (temp uint) -0:115 min (global uint) -0:115 'u' (temp uint) -0:115 'uui' (uniform uint) -0:116 add second child into first child (temp uint) -0:116 'u' (temp uint) -0:116 max (global uint) -0:116 'u' (temp uint) -0:116 'uui' (uniform uint) -0:117 add second child into first child (temp uint) -0:117 'u' (temp uint) -0:117 clamp (global uint) -0:117 'u' (temp uint) -0:117 'uui' (uniform uint) -0:117 'uui' (uniform uint) -0:118 'u' (temp uint) -0:119 'u' (temp uint) -0:120 'u' (temp uint) -0:121 'i' (temp int) -0:122 'i' (temp int) -0:123 add second child into first child (temp int) -0:123 'i' (temp int) -0:123 'i' (temp int) -0:127 move second child to first child (temp bool) -0:127 'b' (temp bool) -0:127 isnan (global bool) -0:127 'uf' (uniform float) -0:128 move second child to first child (temp bool) -0:128 'b' (temp bool) -0:128 isinf (global bool) -0:128 direct index (temp float) -0:128 'v' (temp 4-component vector of float) +0:113 'u' ( temp uint) +0:114 'u' ( temp uint) +0:115 add second child into first child ( temp uint) +0:115 'u' ( temp uint) +0:115 min ( global uint) +0:115 'u' ( temp uint) +0:115 'uui' ( uniform uint) +0:116 add second child into first child ( temp uint) +0:116 'u' ( temp uint) +0:116 max ( global uint) +0:116 'u' ( temp uint) +0:116 'uui' ( uniform uint) +0:117 add second child into first child ( temp uint) +0:117 'u' ( temp uint) +0:117 clamp ( global uint) +0:117 'u' ( temp uint) +0:117 'uui' ( uniform uint) +0:117 'uui' ( uniform uint) +0:118 'u' ( temp uint) +0:119 'u' ( temp uint) +0:120 'u' ( temp uint) +0:121 'i' ( temp int) +0:122 'i' ( temp int) +0:123 add second child into first child ( temp int) +0:123 'i' ( temp int) +0:123 'i' ( temp int) +0:127 move second child to first child ( temp bool) +0:127 'b' ( temp bool) +0:127 isnan ( global bool) +0:127 'uf' ( uniform float) +0:128 move second child to first child ( temp bool) +0:128 'b' ( temp bool) +0:128 isinf ( global bool) +0:128 direct index ( temp float) +0:128 'v' ( temp 4-component vector of float) 0:128 Constant: 0:128 1 (const int) -0:130 move second child to first child (temp bool) -0:130 'b' (temp bool) -0:130 any (global bool) -0:130 Compare Less Than (global 4-component vector of bool) -0:130 'v' (temp 4-component vector of float) -0:130 'uv4' (uniform 4-component vector of float) -0:131 move second child to first child (temp bool) -0:131 'b' (temp bool) -0:131 logical-and (temp bool) -0:131 'b' (temp bool) -0:131 any (global bool) -0:131 Compare Less Than or Equal (global 4-component vector of bool) -0:131 'v' (temp 4-component vector of float) -0:131 'uv4' (uniform 4-component vector of float) -0:132 move second child to first child (temp bool) -0:132 'b' (temp bool) -0:132 logical-and (temp bool) -0:132 'b' (temp bool) -0:132 any (global bool) -0:132 Compare Greater Than (global 4-component vector of bool) -0:132 'v' (temp 4-component vector of float) -0:132 'uv4' (uniform 4-component vector of float) -0:133 move second child to first child (temp bool) -0:133 'b' (temp bool) -0:133 logical-and (temp bool) -0:133 'b' (temp bool) -0:133 any (global bool) -0:133 Compare Greater Than or Equal (global 4-component vector of bool) -0:133 'v' (temp 4-component vector of float) -0:133 'uv4' (uniform 4-component vector of float) -0:134 move second child to first child (temp bool) -0:134 'b' (temp bool) -0:134 logical-and (temp bool) -0:134 'b' (temp bool) -0:134 any (global bool) -0:134 Equal (global 4-component vector of bool) -0:134 'ub41' (uniform 4-component vector of bool) -0:134 'ub42' (uniform 4-component vector of bool) -0:135 move second child to first child (temp bool) -0:135 'b' (temp bool) -0:135 logical-and (temp bool) -0:135 'b' (temp bool) -0:135 any (global bool) -0:135 NotEqual (global 4-component vector of bool) -0:135 'ub41' (uniform 4-component vector of bool) -0:135 'ub42' (uniform 4-component vector of bool) -0:136 move second child to first child (temp bool) -0:136 'b' (temp bool) -0:136 logical-and (temp bool) -0:136 'b' (temp bool) -0:136 any (global bool) -0:136 'ub41' (uniform 4-component vector of bool) -0:137 move second child to first child (temp bool) -0:137 'b' (temp bool) -0:137 logical-and (temp bool) -0:137 'b' (temp bool) -0:137 all (global bool) -0:137 'ub41' (uniform 4-component vector of bool) -0:138 move second child to first child (temp bool) -0:138 'b' (temp bool) -0:138 logical-and (temp bool) -0:138 'b' (temp bool) -0:138 any (global bool) -0:138 Negate conditional (global 4-component vector of bool) -0:138 'ub41' (uniform 4-component vector of bool) -0:140 move second child to first child (temp int) -0:140 'i' (temp int) -0:140 divide (temp int) -0:140 subtract (temp int) -0:140 component-wise multiply (temp int) -0:140 add (temp int) -0:140 'i' (temp int) -0:140 'ui' (uniform int) -0:140 'i' (temp int) -0:140 'ui' (uniform int) -0:140 'i' (temp int) -0:141 move second child to first child (temp int) -0:141 'i' (temp int) -0:141 mod (temp int) -0:141 'i' (temp int) -0:141 'ui' (uniform int) -0:142 Test condition and select (temp void) +0:130 move second child to first child ( temp bool) +0:130 'b' ( temp bool) +0:130 any ( global bool) +0:130 Compare Less Than ( global 4-component vector of bool) +0:130 'v' ( temp 4-component vector of float) +0:130 'uv4' ( uniform 4-component vector of float) +0:131 move second child to first child ( temp bool) +0:131 'b' ( temp bool) +0:131 logical-and ( temp bool) +0:131 'b' ( temp bool) +0:131 any ( global bool) +0:131 Compare Less Than or Equal ( global 4-component vector of bool) +0:131 'v' ( temp 4-component vector of float) +0:131 'uv4' ( uniform 4-component vector of float) +0:132 move second child to first child ( temp bool) +0:132 'b' ( temp bool) +0:132 logical-and ( temp bool) +0:132 'b' ( temp bool) +0:132 any ( global bool) +0:132 Compare Greater Than ( global 4-component vector of bool) +0:132 'v' ( temp 4-component vector of float) +0:132 'uv4' ( uniform 4-component vector of float) +0:133 move second child to first child ( temp bool) +0:133 'b' ( temp bool) +0:133 logical-and ( temp bool) +0:133 'b' ( temp bool) +0:133 any ( global bool) +0:133 Compare Greater Than or Equal ( global 4-component vector of bool) +0:133 'v' ( temp 4-component vector of float) +0:133 'uv4' ( uniform 4-component vector of float) +0:134 move second child to first child ( temp bool) +0:134 'b' ( temp bool) +0:134 logical-and ( temp bool) +0:134 'b' ( temp bool) +0:134 any ( global bool) +0:134 Equal ( global 4-component vector of bool) +0:134 'ub41' ( uniform 4-component vector of bool) +0:134 'ub42' ( uniform 4-component vector of bool) +0:135 move second child to first child ( temp bool) +0:135 'b' ( temp bool) +0:135 logical-and ( temp bool) +0:135 'b' ( temp bool) +0:135 any ( global bool) +0:135 NotEqual ( global 4-component vector of bool) +0:135 'ub41' ( uniform 4-component vector of bool) +0:135 'ub42' ( uniform 4-component vector of bool) +0:136 move second child to first child ( temp bool) +0:136 'b' ( temp bool) +0:136 logical-and ( temp bool) +0:136 'b' ( temp bool) +0:136 any ( global bool) +0:136 'ub41' ( uniform 4-component vector of bool) +0:137 move second child to first child ( temp bool) +0:137 'b' ( temp bool) +0:137 logical-and ( temp bool) +0:137 'b' ( temp bool) +0:137 all ( global bool) +0:137 'ub41' ( uniform 4-component vector of bool) +0:138 move second child to first child ( temp bool) +0:138 'b' ( temp bool) +0:138 logical-and ( temp bool) +0:138 'b' ( temp bool) +0:138 any ( global bool) +0:138 Negate conditional ( global 4-component vector of bool) +0:138 'ub41' ( uniform 4-component vector of bool) +0:140 move second child to first child ( temp int) +0:140 'i' ( temp int) +0:140 divide ( temp int) +0:140 subtract ( temp int) +0:140 component-wise multiply ( temp int) +0:140 add ( temp int) +0:140 'i' ( temp int) +0:140 'ui' ( uniform int) +0:140 'i' ( temp int) +0:140 'ui' ( uniform int) +0:140 'i' ( temp int) +0:141 move second child to first child ( temp int) +0:141 'i' ( temp int) +0:141 mod ( temp int) +0:141 'i' ( temp int) +0:141 'ui' ( uniform int) +0:142 Test condition and select ( temp void) 0:142 Condition -0:142 logical-or (temp bool) -0:142 Compare Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 logical-xor (temp bool) -0:142 logical-and (temp bool) -0:142 Compare Not Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 Compare Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 Compare Not Equal (temp bool) -0:142 'i' (temp int) +0:142 logical-or ( temp bool) +0:142 Compare Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 logical-xor ( temp bool) +0:142 logical-and ( temp bool) +0:142 Compare Not Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 Compare Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 Compare Not Equal ( temp bool) +0:142 'i' ( temp int) 0:142 Constant: 0:142 2 (const int) 0:142 true case -0:143 Pre-Increment (temp int) -0:143 'i' (temp int) -0:145 move second child to first child (temp float) -0:145 'f' (temp float) -0:145 divide (temp float) -0:145 subtract (temp float) -0:145 component-wise multiply (temp float) -0:145 add (temp float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:147 add second child into first child (temp float) -0:147 'f' (temp float) -0:147 length (global float) -0:147 'v' (temp 4-component vector of float) -0:148 add second child into first child (temp float) -0:148 'f' (temp float) -0:148 distance (global float) -0:148 'v' (temp 4-component vector of float) -0:148 'v' (temp 4-component vector of float) -0:149 add second child into first child (temp float) -0:149 'f' (temp float) -0:149 dot-product (global float) -0:149 'v' (temp 4-component vector of float) -0:149 'v' (temp 4-component vector of float) -0:150 add second child into first child (temp float) -0:150 'f' (temp float) -0:150 dot-product (global float) -0:150 'f' (temp float) -0:150 'uf' (uniform float) -0:151 add second child into first child (temp float) -0:151 'f' (temp float) -0:151 direct index (temp float) -0:151 cross-product (global 3-component vector of float) -0:151 vector swizzle (temp 3-component vector of float) -0:151 'v' (temp 4-component vector of float) +0:143 Pre-Increment ( temp int) +0:143 'i' ( temp int) +0:145 move second child to first child ( temp float) +0:145 'f' ( temp float) +0:145 divide ( temp float) +0:145 subtract ( temp float) +0:145 component-wise multiply ( temp float) +0:145 add ( temp float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:147 add second child into first child ( temp float) +0:147 'f' ( temp float) +0:147 length ( global float) +0:147 'v' ( temp 4-component vector of float) +0:148 add second child into first child ( temp float) +0:148 'f' ( temp float) +0:148 distance ( global float) +0:148 'v' ( temp 4-component vector of float) +0:148 'v' ( temp 4-component vector of float) +0:149 add second child into first child ( temp float) +0:149 'f' ( temp float) +0:149 dot-product ( global float) +0:149 'v' ( temp 4-component vector of float) +0:149 'v' ( temp 4-component vector of float) +0:150 add second child into first child ( temp float) +0:150 'f' ( temp float) +0:150 dot-product ( global float) +0:150 'f' ( temp float) +0:150 'uf' ( uniform float) +0:151 add second child into first child ( temp float) +0:151 'f' ( temp float) +0:151 direct index ( temp float) +0:151 cross-product ( global 3-component vector of float) +0:151 vector swizzle ( temp 3-component vector of float) +0:151 'v' ( temp 4-component vector of float) 0:151 Sequence 0:151 Constant: 0:151 0 (const int) @@ -502,8 +502,8 @@ ERROR: node is still EOpNull! 0:151 1 (const int) 0:151 Constant: 0:151 2 (const int) -0:151 vector swizzle (temp 3-component vector of float) -0:151 'v' (temp 4-component vector of float) +0:151 vector swizzle ( temp 3-component vector of float) +0:151 'v' ( temp 4-component vector of float) 0:151 Sequence 0:151 Constant: 0:151 0 (const int) @@ -513,78 +513,78 @@ ERROR: node is still EOpNull! 0:151 2 (const int) 0:151 Constant: 0:151 0 (const int) -0:153 Test condition and select (temp void) +0:153 Test condition and select ( temp void) 0:153 Condition -0:153 logical-or (temp bool) -0:153 Compare Equal (temp bool) -0:153 'f' (temp float) -0:153 'uf' (uniform float) -0:153 logical-and (temp bool) -0:153 Compare Not Equal (temp bool) -0:153 'f' (temp float) -0:153 'uf' (uniform float) -0:153 Compare Not Equal (temp bool) -0:153 'f' (temp float) +0:153 logical-or ( temp bool) +0:153 Compare Equal ( temp bool) +0:153 'f' ( temp float) +0:153 'uf' ( uniform float) +0:153 logical-and ( temp bool) +0:153 Compare Not Equal ( temp bool) +0:153 'f' ( temp float) +0:153 'uf' ( uniform float) +0:153 Compare Not Equal ( temp bool) +0:153 'f' ( temp float) 0:153 Constant: 0:153 2.000000 0:153 true case -0:154 Pre-Increment (temp float) -0:154 'f' (temp float) -0:156 and second child into first child (temp int) -0:156 'i' (temp int) -0:156 'ui' (uniform int) -0:157 or second child into first child (temp int) -0:157 'i' (temp int) +0:154 Pre-Increment ( temp float) +0:154 'f' ( temp float) +0:156 and second child into first child ( temp int) +0:156 'i' ( temp int) +0:156 'ui' ( uniform int) +0:157 or second child into first child ( temp int) +0:157 'i' ( temp int) 0:157 Constant: 0:157 66 (const int) -0:158 exclusive or second child into first child (temp int) -0:158 'i' (temp int) -0:158 'ui' (uniform int) -0:159 mod second child into first child (temp int) -0:159 'i' (temp int) +0:158 exclusive or second child into first child ( temp int) +0:158 'i' ( temp int) +0:158 'ui' ( uniform int) +0:159 mod second child into first child ( temp int) +0:159 'i' ( temp int) 0:159 Constant: 0:159 17 (const int) -0:160 right shift second child into first child (temp int) -0:160 'i' (temp int) +0:160 right shift second child into first child ( temp int) +0:160 'i' ( temp int) 0:160 Constant: 0:160 2 (const int) -0:161 left shift second child into first child (temp int) -0:161 'i' (temp int) -0:161 'ui' (uniform int) -0:162 move second child to first child (temp int) -0:162 'i' (temp int) -0:162 Bitwise not (temp int) -0:162 'i' (temp int) -0:163 move second child to first child (temp bool) -0:163 'b' (temp bool) -0:163 Negate conditional (temp bool) -0:163 'b' (temp bool) -0:165 move second child to first child (temp 4-component vector of float) -0:165 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:165 Test condition and select (temp 4-component vector of float) +0:161 left shift second child into first child ( temp int) +0:161 'i' ( temp int) +0:161 'ui' ( uniform int) +0:162 move second child to first child ( temp int) +0:162 'i' ( temp int) +0:162 Bitwise not ( temp int) +0:162 'i' ( temp int) +0:163 move second child to first child ( temp bool) +0:163 'b' ( temp bool) +0:163 Negate conditional ( temp bool) +0:163 'b' ( temp bool) +0:165 move second child to first child ( temp 4-component vector of float) +0:165 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:165 Test condition and select ( temp 4-component vector of float) 0:165 Condition -0:165 'b' (temp bool) +0:165 'b' ( temp bool) 0:165 true case -0:165 add (temp 4-component vector of float) -0:165 add (temp 4-component vector of float) -0:165 Construct vec4 (temp 4-component vector of float) -0:165 Convert int to float (temp float) -0:165 'i' (temp int) -0:165 Construct vec4 (temp 4-component vector of float) -0:165 'f' (temp float) -0:165 'v' (temp 4-component vector of float) +0:165 add ( temp 4-component vector of float) +0:165 add ( temp 4-component vector of float) +0:165 Construct vec4 ( temp 4-component vector of float) +0:165 Convert int to float ( temp float) +0:165 'i' ( temp int) +0:165 Construct vec4 ( temp 4-component vector of float) +0:165 'f' ( temp float) +0:165 'v' ( temp 4-component vector of float) 0:165 false case -0:165 'v' (temp 4-component vector of float) +0:165 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'uiv4' (uniform 4-component vector of int) -0:? 'uv4' (uniform 4-component vector of float) -0:? 'ub' (uniform bool) -0:? 'ub41' (uniform 4-component vector of bool) -0:? 'ub42' (uniform 4-component vector of bool) -0:? 'uf' (uniform float) -0:? 'ui' (uniform int) -0:? 'uuv4' (uniform 4-component vector of uint) -0:? 'uui' (uniform uint) +0:? 'uiv4' ( uniform 4-component vector of int) +0:? 'uv4' ( uniform 4-component vector of float) +0:? 'ub' ( uniform bool) +0:? 'ub41' ( uniform 4-component vector of bool) +0:? 'ub42' ( uniform 4-component vector of bool) +0:? 'uf' ( uniform float) +0:? 'ui' ( uniform int) +0:? 'uuv4' ( uniform 4-component vector of uint) +0:? 'uui' ( uniform uint) Linked fragment stage: @@ -592,289 +592,289 @@ Linked fragment stage: Shader version: 130 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'v' (temp 4-component vector of float) -0:27 radians (global 4-component vector of float) -0:27 'uv4' (uniform 4-component vector of float) -0:28 add second child into first child (temp 4-component vector of float) -0:28 'v' (temp 4-component vector of float) -0:28 degrees (global 4-component vector of float) -0:28 'v' (temp 4-component vector of float) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'v' (temp 4-component vector of float) -0:29 Comma (temp 4-component vector of float) -0:29 move second child to first child (temp int) -0:29 'i' (temp int) -0:29 component-wise multiply (temp int) -0:29 'ui' (uniform int) -0:29 'ui' (uniform int) -0:29 sine (global 4-component vector of float) -0:29 'v' (temp 4-component vector of float) -0:30 add second child into first child (temp 4-component vector of float) -0:30 'v' (temp 4-component vector of float) -0:30 cosine (global 4-component vector of float) -0:30 'v' (temp 4-component vector of float) -0:31 add second child into first child (temp 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:31 tangent (global 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:32 add second child into first child (temp 4-component vector of float) -0:32 'v' (temp 4-component vector of float) -0:32 arc sine (global 4-component vector of float) -0:32 'v' (temp 4-component vector of float) -0:33 add second child into first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:33 arc cosine (global 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:35 add second child into first child (temp 4-component vector of float) -0:35 'v' (temp 4-component vector of float) -0:35 arc tangent (global 4-component vector of float) -0:35 'v' (temp 4-component vector of float) -0:36 add second child into first child (temp 4-component vector of float) -0:36 'v' (temp 4-component vector of float) -0:36 hyp. sine (global 4-component vector of float) -0:36 'v' (temp 4-component vector of float) -0:37 add second child into first child (temp 4-component vector of float) -0:37 'v' (temp 4-component vector of float) -0:37 hyp. cosine (global 4-component vector of float) -0:37 'v' (temp 4-component vector of float) -0:38 add second child into first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 hyp. tangent (global 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 arc hyp. sine (global 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 arc hyp. cosine (global 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:41 add second child into first child (temp 4-component vector of float) -0:41 'v' (temp 4-component vector of float) -0:41 arc hyp. tangent (global 4-component vector of float) -0:41 'v' (temp 4-component vector of float) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 pow (global 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 exp (global 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:45 add second child into first child (temp 4-component vector of float) -0:45 'v' (temp 4-component vector of float) -0:45 log (global 4-component vector of float) -0:45 'v' (temp 4-component vector of float) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 exp2 (global 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 log2 (global 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:48 add second child into first child (temp 4-component vector of float) -0:48 'v' (temp 4-component vector of float) -0:48 sqrt (global 4-component vector of float) -0:48 'v' (temp 4-component vector of float) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 inverse sqrt (global 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 Absolute value (global 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:51 add second child into first child (temp 4-component vector of float) -0:51 'v' (temp 4-component vector of float) -0:51 Sign (global 4-component vector of float) -0:51 'v' (temp 4-component vector of float) -0:52 add second child into first child (temp 4-component vector of float) -0:52 'v' (temp 4-component vector of float) -0:52 Floor (global 4-component vector of float) -0:52 'v' (temp 4-component vector of float) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 trunc (global 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:56 add second child into first child (temp 4-component vector of float) -0:56 'v' (temp 4-component vector of float) -0:56 round (global 4-component vector of float) -0:56 'v' (temp 4-component vector of float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 roundEven (global 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:60 add second child into first child (temp 4-component vector of float) -0:60 'v' (temp 4-component vector of float) -0:60 Ceiling (global 4-component vector of float) -0:60 'v' (temp 4-component vector of float) -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Fraction (global 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:62 add second child into first child (temp 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:62 mod (global 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:62 'v' (temp 4-component vector of float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 mod (global 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 direct index (temp float) -0:63 'v' (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'v' ( temp 4-component vector of float) +0:27 radians ( global 4-component vector of float) +0:27 'uv4' ( uniform 4-component vector of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'v' ( temp 4-component vector of float) +0:28 degrees ( global 4-component vector of float) +0:28 'v' ( temp 4-component vector of float) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'v' ( temp 4-component vector of float) +0:29 Comma ( temp 4-component vector of float) +0:29 move second child to first child ( temp int) +0:29 'i' ( temp int) +0:29 component-wise multiply ( temp int) +0:29 'ui' ( uniform int) +0:29 'ui' ( uniform int) +0:29 sine ( global 4-component vector of float) +0:29 'v' ( temp 4-component vector of float) +0:30 add second child into first child ( temp 4-component vector of float) +0:30 'v' ( temp 4-component vector of float) +0:30 cosine ( global 4-component vector of float) +0:30 'v' ( temp 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:31 tangent ( global 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:32 add second child into first child ( temp 4-component vector of float) +0:32 'v' ( temp 4-component vector of float) +0:32 arc sine ( global 4-component vector of float) +0:32 'v' ( temp 4-component vector of float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:33 arc cosine ( global 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:35 add second child into first child ( temp 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) +0:35 arc tangent ( global 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) +0:36 hyp. sine ( global 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) +0:37 add second child into first child ( temp 4-component vector of float) +0:37 'v' ( temp 4-component vector of float) +0:37 hyp. cosine ( global 4-component vector of float) +0:37 'v' ( temp 4-component vector of float) +0:38 add second child into first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 hyp. tangent ( global 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 arc hyp. sine ( global 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 arc hyp. cosine ( global 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:41 add second child into first child ( temp 4-component vector of float) +0:41 'v' ( temp 4-component vector of float) +0:41 arc hyp. tangent ( global 4-component vector of float) +0:41 'v' ( temp 4-component vector of float) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 pow ( global 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 exp ( global 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:45 add second child into first child ( temp 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) +0:45 log ( global 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 exp2 ( global 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 log2 ( global 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:48 add second child into first child ( temp 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) +0:48 sqrt ( global 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 inverse sqrt ( global 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 Absolute value ( global 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'v' ( temp 4-component vector of float) +0:51 Sign ( global 4-component vector of float) +0:51 'v' ( temp 4-component vector of float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'v' ( temp 4-component vector of float) +0:52 Floor ( global 4-component vector of float) +0:52 'v' ( temp 4-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 trunc ( global 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:56 add second child into first child ( temp 4-component vector of float) +0:56 'v' ( temp 4-component vector of float) +0:56 round ( global 4-component vector of float) +0:56 'v' ( temp 4-component vector of float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 roundEven ( global 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'v' ( temp 4-component vector of float) +0:60 Ceiling ( global 4-component vector of float) +0:60 'v' ( temp 4-component vector of float) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Fraction ( global 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:62 add second child into first child ( temp 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:62 mod ( global 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:62 'v' ( temp 4-component vector of float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 mod ( global 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 direct index ( temp float) +0:63 'v' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) -0:66 add second child into first child (temp 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:66 modf (global 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:66 'v' (temp 4-component vector of float) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 min (global 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 'uv4' (uniform 4-component vector of float) -0:70 add second child into first child (temp 4-component vector of float) -0:70 'v' (temp 4-component vector of float) -0:70 max (global 4-component vector of float) -0:70 'v' (temp 4-component vector of float) -0:70 'uv4' (uniform 4-component vector of float) -0:71 add second child into first child (temp 4-component vector of float) -0:71 'v' (temp 4-component vector of float) -0:71 clamp (global 4-component vector of float) -0:71 'v' (temp 4-component vector of float) -0:71 'uv4' (uniform 4-component vector of float) -0:71 'uv4' (uniform 4-component vector of float) -0:72 add second child into first child (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 mix (global 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:72 'v' (temp 4-component vector of float) -0:75 add second child into first child (temp 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 mix (global 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 'v' (temp 4-component vector of float) -0:75 'bv4' (temp 4-component vector of bool) -0:76 add second child into first child (temp 4-component vector of float) -0:76 'v' (temp 4-component vector of float) +0:66 add second child into first child ( temp 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:66 modf ( global 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:66 'v' ( temp 4-component vector of float) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 min ( global 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 'uv4' ( uniform 4-component vector of float) +0:70 add second child into first child ( temp 4-component vector of float) +0:70 'v' ( temp 4-component vector of float) +0:70 max ( global 4-component vector of float) +0:70 'v' ( temp 4-component vector of float) +0:70 'uv4' ( uniform 4-component vector of float) +0:71 add second child into first child ( temp 4-component vector of float) +0:71 'v' ( temp 4-component vector of float) +0:71 clamp ( global 4-component vector of float) +0:71 'v' ( temp 4-component vector of float) +0:71 'uv4' ( uniform 4-component vector of float) +0:71 'uv4' ( uniform 4-component vector of float) +0:72 add second child into first child ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 mix ( global 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:72 'v' ( temp 4-component vector of float) +0:75 add second child into first child ( temp 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 mix ( global 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 'v' ( temp 4-component vector of float) +0:75 'bv4' ( temp 4-component vector of bool) +0:76 add second child into first child ( temp 4-component vector of float) +0:76 'v' ( temp 4-component vector of float) 0:76 Constant: 0:76 0.000000 -0:77 add second child into first child (temp 4-component vector of float) -0:77 'v' (temp 4-component vector of float) +0:77 add second child into first child ( temp 4-component vector of float) +0:77 'v' ( temp 4-component vector of float) 0:77 Constant: 0:77 0.000000 -0:78 add second child into first child (temp 4-component vector of float) -0:78 'v' (temp 4-component vector of float) +0:78 add second child into first child ( temp 4-component vector of float) +0:78 'v' ( temp 4-component vector of float) 0:78 Constant: 0:78 0.000000 -0:79 add second child into first child (temp 4-component vector of float) -0:79 'v' (temp 4-component vector of float) +0:79 add second child into first child ( temp 4-component vector of float) +0:79 'v' ( temp 4-component vector of float) 0:79 Constant: 0:79 0.000000 -0:80 add second child into first child (temp 4-component vector of float) -0:80 'v' (temp 4-component vector of float) +0:80 add second child into first child ( temp 4-component vector of float) +0:80 'v' ( temp 4-component vector of float) 0:80 Constant: 0:80 0.000000 -0:81 add second child into first child (temp 4-component vector of float) -0:81 'v' (temp 4-component vector of float) +0:81 add second child into first child ( temp 4-component vector of float) +0:81 'v' ( temp 4-component vector of float) 0:81 Constant: 0:81 0.000000 -0:82 add second child into first child (temp 4-component vector of float) -0:82 'v' (temp 4-component vector of float) +0:82 add second child into first child ( temp 4-component vector of float) +0:82 'v' ( temp 4-component vector of float) 0:82 Constant: 0:82 0.000000 -0:83 add second child into first child (temp 4-component vector of float) -0:83 'v' (temp 4-component vector of float) +0:83 add second child into first child ( temp 4-component vector of float) +0:83 'v' ( temp 4-component vector of float) 0:83 Constant: 0:83 0.000000 -0:86 add second child into first child (temp 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:86 step (global 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:86 'v' (temp 4-component vector of float) -0:87 add second child into first child (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 smoothstep (global 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:87 'v' (temp 4-component vector of float) -0:88 add second child into first child (temp 4-component vector of float) -0:88 'v' (temp 4-component vector of float) -0:88 step (global 4-component vector of float) -0:88 'uf' (uniform float) -0:88 'v' (temp 4-component vector of float) -0:89 add second child into first child (temp 4-component vector of float) -0:89 'v' (temp 4-component vector of float) -0:89 smoothstep (global 4-component vector of float) -0:89 'uf' (uniform float) -0:89 'uf' (uniform float) -0:89 'v' (temp 4-component vector of float) -0:90 add second child into first child (temp 4-component vector of float) -0:90 'v' (temp 4-component vector of float) -0:90 normalize (global 4-component vector of float) -0:90 'v' (temp 4-component vector of float) -0:91 add second child into first child (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 face-forward (global 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:91 'v' (temp 4-component vector of float) -0:92 add second child into first child (temp 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:92 reflect (global 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:92 'v' (temp 4-component vector of float) -0:93 add second child into first child (temp 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 refract (global 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 'v' (temp 4-component vector of float) -0:93 'uf' (uniform float) -0:94 add second child into first child (temp 4-component vector of float) -0:94 'v' (temp 4-component vector of float) -0:94 dPdx (global 4-component vector of float) -0:94 'v' (temp 4-component vector of float) -0:95 add second child into first child (temp 4-component vector of float) -0:95 'v' (temp 4-component vector of float) -0:95 dPdy (global 4-component vector of float) -0:95 'v' (temp 4-component vector of float) -0:96 add second child into first child (temp 4-component vector of float) -0:96 'v' (temp 4-component vector of float) -0:96 fwidth (global 4-component vector of float) -0:96 'v' (temp 4-component vector of float) -0:101 add second child into first child (temp int) -0:101 'i' (temp int) -0:101 Absolute value (global int) -0:101 'ui' (uniform int) -0:102 add second child into first child (temp int) -0:102 'i' (temp int) -0:102 Sign (global int) -0:102 'i' (temp int) -0:103 add second child into first child (temp int) -0:103 'i' (temp int) -0:103 min (global int) -0:103 'i' (temp int) -0:103 'ui' (uniform int) -0:104 add second child into first child (temp int) -0:104 'i' (temp int) -0:104 max (global int) -0:104 'i' (temp int) -0:104 'ui' (uniform int) -0:105 add second child into first child (temp int) -0:105 'i' (temp int) -0:105 clamp (global int) -0:105 'i' (temp int) -0:105 'ui' (uniform int) -0:105 'ui' (uniform int) +0:86 add second child into first child ( temp 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:86 step ( global 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:86 'v' ( temp 4-component vector of float) +0:87 add second child into first child ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 smoothstep ( global 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:87 'v' ( temp 4-component vector of float) +0:88 add second child into first child ( temp 4-component vector of float) +0:88 'v' ( temp 4-component vector of float) +0:88 step ( global 4-component vector of float) +0:88 'uf' ( uniform float) +0:88 'v' ( temp 4-component vector of float) +0:89 add second child into first child ( temp 4-component vector of float) +0:89 'v' ( temp 4-component vector of float) +0:89 smoothstep ( global 4-component vector of float) +0:89 'uf' ( uniform float) +0:89 'uf' ( uniform float) +0:89 'v' ( temp 4-component vector of float) +0:90 add second child into first child ( temp 4-component vector of float) +0:90 'v' ( temp 4-component vector of float) +0:90 normalize ( global 4-component vector of float) +0:90 'v' ( temp 4-component vector of float) +0:91 add second child into first child ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 face-forward ( global 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:91 'v' ( temp 4-component vector of float) +0:92 add second child into first child ( temp 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:92 reflect ( global 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:92 'v' ( temp 4-component vector of float) +0:93 add second child into first child ( temp 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 refract ( global 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 'v' ( temp 4-component vector of float) +0:93 'uf' ( uniform float) +0:94 add second child into first child ( temp 4-component vector of float) +0:94 'v' ( temp 4-component vector of float) +0:94 dPdx ( global 4-component vector of float) +0:94 'v' ( temp 4-component vector of float) +0:95 add second child into first child ( temp 4-component vector of float) +0:95 'v' ( temp 4-component vector of float) +0:95 dPdy ( global 4-component vector of float) +0:95 'v' ( temp 4-component vector of float) +0:96 add second child into first child ( temp 4-component vector of float) +0:96 'v' ( temp 4-component vector of float) +0:96 fwidth ( global 4-component vector of float) +0:96 'v' ( temp 4-component vector of float) +0:101 add second child into first child ( temp int) +0:101 'i' ( temp int) +0:101 Absolute value ( global int) +0:101 'ui' ( uniform int) +0:102 add second child into first child ( temp int) +0:102 'i' ( temp int) +0:102 Sign ( global int) +0:102 'i' ( temp int) +0:103 add second child into first child ( temp int) +0:103 'i' ( temp int) +0:103 min ( global int) +0:103 'i' ( temp int) +0:103 'ui' ( uniform int) +0:104 add second child into first child ( temp int) +0:104 'i' ( temp int) +0:104 max ( global int) +0:104 'i' ( temp int) +0:104 'ui' ( uniform int) +0:105 add second child into first child ( temp int) +0:105 'i' ( temp int) +0:105 clamp ( global int) +0:105 'i' ( temp int) +0:105 'ui' ( uniform int) +0:105 'ui' ( uniform int) 0:107 Constant: 0:107 0.000000 0:108 Constant: @@ -883,181 +883,181 @@ ERROR: node is still EOpNull! 0:109 0.000000 0:110 Constant: 0:110 0.000000 -0:113 'u' (temp uint) -0:114 'u' (temp uint) -0:115 add second child into first child (temp uint) -0:115 'u' (temp uint) -0:115 min (global uint) -0:115 'u' (temp uint) -0:115 'uui' (uniform uint) -0:116 add second child into first child (temp uint) -0:116 'u' (temp uint) -0:116 max (global uint) -0:116 'u' (temp uint) -0:116 'uui' (uniform uint) -0:117 add second child into first child (temp uint) -0:117 'u' (temp uint) -0:117 clamp (global uint) -0:117 'u' (temp uint) -0:117 'uui' (uniform uint) -0:117 'uui' (uniform uint) -0:118 'u' (temp uint) -0:119 'u' (temp uint) -0:120 'u' (temp uint) -0:121 'i' (temp int) -0:122 'i' (temp int) -0:123 add second child into first child (temp int) -0:123 'i' (temp int) -0:123 'i' (temp int) -0:127 move second child to first child (temp bool) -0:127 'b' (temp bool) -0:127 isnan (global bool) -0:127 'uf' (uniform float) -0:128 move second child to first child (temp bool) -0:128 'b' (temp bool) -0:128 isinf (global bool) -0:128 direct index (temp float) -0:128 'v' (temp 4-component vector of float) +0:113 'u' ( temp uint) +0:114 'u' ( temp uint) +0:115 add second child into first child ( temp uint) +0:115 'u' ( temp uint) +0:115 min ( global uint) +0:115 'u' ( temp uint) +0:115 'uui' ( uniform uint) +0:116 add second child into first child ( temp uint) +0:116 'u' ( temp uint) +0:116 max ( global uint) +0:116 'u' ( temp uint) +0:116 'uui' ( uniform uint) +0:117 add second child into first child ( temp uint) +0:117 'u' ( temp uint) +0:117 clamp ( global uint) +0:117 'u' ( temp uint) +0:117 'uui' ( uniform uint) +0:117 'uui' ( uniform uint) +0:118 'u' ( temp uint) +0:119 'u' ( temp uint) +0:120 'u' ( temp uint) +0:121 'i' ( temp int) +0:122 'i' ( temp int) +0:123 add second child into first child ( temp int) +0:123 'i' ( temp int) +0:123 'i' ( temp int) +0:127 move second child to first child ( temp bool) +0:127 'b' ( temp bool) +0:127 isnan ( global bool) +0:127 'uf' ( uniform float) +0:128 move second child to first child ( temp bool) +0:128 'b' ( temp bool) +0:128 isinf ( global bool) +0:128 direct index ( temp float) +0:128 'v' ( temp 4-component vector of float) 0:128 Constant: 0:128 1 (const int) -0:130 move second child to first child (temp bool) -0:130 'b' (temp bool) -0:130 any (global bool) -0:130 Compare Less Than (global 4-component vector of bool) -0:130 'v' (temp 4-component vector of float) -0:130 'uv4' (uniform 4-component vector of float) -0:131 move second child to first child (temp bool) -0:131 'b' (temp bool) -0:131 logical-and (temp bool) -0:131 'b' (temp bool) -0:131 any (global bool) -0:131 Compare Less Than or Equal (global 4-component vector of bool) -0:131 'v' (temp 4-component vector of float) -0:131 'uv4' (uniform 4-component vector of float) -0:132 move second child to first child (temp bool) -0:132 'b' (temp bool) -0:132 logical-and (temp bool) -0:132 'b' (temp bool) -0:132 any (global bool) -0:132 Compare Greater Than (global 4-component vector of bool) -0:132 'v' (temp 4-component vector of float) -0:132 'uv4' (uniform 4-component vector of float) -0:133 move second child to first child (temp bool) -0:133 'b' (temp bool) -0:133 logical-and (temp bool) -0:133 'b' (temp bool) -0:133 any (global bool) -0:133 Compare Greater Than or Equal (global 4-component vector of bool) -0:133 'v' (temp 4-component vector of float) -0:133 'uv4' (uniform 4-component vector of float) -0:134 move second child to first child (temp bool) -0:134 'b' (temp bool) -0:134 logical-and (temp bool) -0:134 'b' (temp bool) -0:134 any (global bool) -0:134 Equal (global 4-component vector of bool) -0:134 'ub41' (uniform 4-component vector of bool) -0:134 'ub42' (uniform 4-component vector of bool) -0:135 move second child to first child (temp bool) -0:135 'b' (temp bool) -0:135 logical-and (temp bool) -0:135 'b' (temp bool) -0:135 any (global bool) -0:135 NotEqual (global 4-component vector of bool) -0:135 'ub41' (uniform 4-component vector of bool) -0:135 'ub42' (uniform 4-component vector of bool) -0:136 move second child to first child (temp bool) -0:136 'b' (temp bool) -0:136 logical-and (temp bool) -0:136 'b' (temp bool) -0:136 any (global bool) -0:136 'ub41' (uniform 4-component vector of bool) -0:137 move second child to first child (temp bool) -0:137 'b' (temp bool) -0:137 logical-and (temp bool) -0:137 'b' (temp bool) -0:137 all (global bool) -0:137 'ub41' (uniform 4-component vector of bool) -0:138 move second child to first child (temp bool) -0:138 'b' (temp bool) -0:138 logical-and (temp bool) -0:138 'b' (temp bool) -0:138 any (global bool) -0:138 Negate conditional (global 4-component vector of bool) -0:138 'ub41' (uniform 4-component vector of bool) -0:140 move second child to first child (temp int) -0:140 'i' (temp int) -0:140 divide (temp int) -0:140 subtract (temp int) -0:140 component-wise multiply (temp int) -0:140 add (temp int) -0:140 'i' (temp int) -0:140 'ui' (uniform int) -0:140 'i' (temp int) -0:140 'ui' (uniform int) -0:140 'i' (temp int) -0:141 move second child to first child (temp int) -0:141 'i' (temp int) -0:141 mod (temp int) -0:141 'i' (temp int) -0:141 'ui' (uniform int) -0:142 Test condition and select (temp void) +0:130 move second child to first child ( temp bool) +0:130 'b' ( temp bool) +0:130 any ( global bool) +0:130 Compare Less Than ( global 4-component vector of bool) +0:130 'v' ( temp 4-component vector of float) +0:130 'uv4' ( uniform 4-component vector of float) +0:131 move second child to first child ( temp bool) +0:131 'b' ( temp bool) +0:131 logical-and ( temp bool) +0:131 'b' ( temp bool) +0:131 any ( global bool) +0:131 Compare Less Than or Equal ( global 4-component vector of bool) +0:131 'v' ( temp 4-component vector of float) +0:131 'uv4' ( uniform 4-component vector of float) +0:132 move second child to first child ( temp bool) +0:132 'b' ( temp bool) +0:132 logical-and ( temp bool) +0:132 'b' ( temp bool) +0:132 any ( global bool) +0:132 Compare Greater Than ( global 4-component vector of bool) +0:132 'v' ( temp 4-component vector of float) +0:132 'uv4' ( uniform 4-component vector of float) +0:133 move second child to first child ( temp bool) +0:133 'b' ( temp bool) +0:133 logical-and ( temp bool) +0:133 'b' ( temp bool) +0:133 any ( global bool) +0:133 Compare Greater Than or Equal ( global 4-component vector of bool) +0:133 'v' ( temp 4-component vector of float) +0:133 'uv4' ( uniform 4-component vector of float) +0:134 move second child to first child ( temp bool) +0:134 'b' ( temp bool) +0:134 logical-and ( temp bool) +0:134 'b' ( temp bool) +0:134 any ( global bool) +0:134 Equal ( global 4-component vector of bool) +0:134 'ub41' ( uniform 4-component vector of bool) +0:134 'ub42' ( uniform 4-component vector of bool) +0:135 move second child to first child ( temp bool) +0:135 'b' ( temp bool) +0:135 logical-and ( temp bool) +0:135 'b' ( temp bool) +0:135 any ( global bool) +0:135 NotEqual ( global 4-component vector of bool) +0:135 'ub41' ( uniform 4-component vector of bool) +0:135 'ub42' ( uniform 4-component vector of bool) +0:136 move second child to first child ( temp bool) +0:136 'b' ( temp bool) +0:136 logical-and ( temp bool) +0:136 'b' ( temp bool) +0:136 any ( global bool) +0:136 'ub41' ( uniform 4-component vector of bool) +0:137 move second child to first child ( temp bool) +0:137 'b' ( temp bool) +0:137 logical-and ( temp bool) +0:137 'b' ( temp bool) +0:137 all ( global bool) +0:137 'ub41' ( uniform 4-component vector of bool) +0:138 move second child to first child ( temp bool) +0:138 'b' ( temp bool) +0:138 logical-and ( temp bool) +0:138 'b' ( temp bool) +0:138 any ( global bool) +0:138 Negate conditional ( global 4-component vector of bool) +0:138 'ub41' ( uniform 4-component vector of bool) +0:140 move second child to first child ( temp int) +0:140 'i' ( temp int) +0:140 divide ( temp int) +0:140 subtract ( temp int) +0:140 component-wise multiply ( temp int) +0:140 add ( temp int) +0:140 'i' ( temp int) +0:140 'ui' ( uniform int) +0:140 'i' ( temp int) +0:140 'ui' ( uniform int) +0:140 'i' ( temp int) +0:141 move second child to first child ( temp int) +0:141 'i' ( temp int) +0:141 mod ( temp int) +0:141 'i' ( temp int) +0:141 'ui' ( uniform int) +0:142 Test condition and select ( temp void) 0:142 Condition -0:142 logical-or (temp bool) -0:142 Compare Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 logical-xor (temp bool) -0:142 logical-and (temp bool) -0:142 Compare Not Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 Compare Equal (temp bool) -0:142 'i' (temp int) -0:142 'ui' (uniform int) -0:142 Compare Not Equal (temp bool) -0:142 'i' (temp int) +0:142 logical-or ( temp bool) +0:142 Compare Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 logical-xor ( temp bool) +0:142 logical-and ( temp bool) +0:142 Compare Not Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 Compare Equal ( temp bool) +0:142 'i' ( temp int) +0:142 'ui' ( uniform int) +0:142 Compare Not Equal ( temp bool) +0:142 'i' ( temp int) 0:142 Constant: 0:142 2 (const int) 0:142 true case -0:143 Pre-Increment (temp int) -0:143 'i' (temp int) -0:145 move second child to first child (temp float) -0:145 'f' (temp float) -0:145 divide (temp float) -0:145 subtract (temp float) -0:145 component-wise multiply (temp float) -0:145 add (temp float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:145 'uf' (uniform float) -0:147 add second child into first child (temp float) -0:147 'f' (temp float) -0:147 length (global float) -0:147 'v' (temp 4-component vector of float) -0:148 add second child into first child (temp float) -0:148 'f' (temp float) -0:148 distance (global float) -0:148 'v' (temp 4-component vector of float) -0:148 'v' (temp 4-component vector of float) -0:149 add second child into first child (temp float) -0:149 'f' (temp float) -0:149 dot-product (global float) -0:149 'v' (temp 4-component vector of float) -0:149 'v' (temp 4-component vector of float) -0:150 add second child into first child (temp float) -0:150 'f' (temp float) -0:150 dot-product (global float) -0:150 'f' (temp float) -0:150 'uf' (uniform float) -0:151 add second child into first child (temp float) -0:151 'f' (temp float) -0:151 direct index (temp float) -0:151 cross-product (global 3-component vector of float) -0:151 vector swizzle (temp 3-component vector of float) -0:151 'v' (temp 4-component vector of float) +0:143 Pre-Increment ( temp int) +0:143 'i' ( temp int) +0:145 move second child to first child ( temp float) +0:145 'f' ( temp float) +0:145 divide ( temp float) +0:145 subtract ( temp float) +0:145 component-wise multiply ( temp float) +0:145 add ( temp float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:145 'uf' ( uniform float) +0:147 add second child into first child ( temp float) +0:147 'f' ( temp float) +0:147 length ( global float) +0:147 'v' ( temp 4-component vector of float) +0:148 add second child into first child ( temp float) +0:148 'f' ( temp float) +0:148 distance ( global float) +0:148 'v' ( temp 4-component vector of float) +0:148 'v' ( temp 4-component vector of float) +0:149 add second child into first child ( temp float) +0:149 'f' ( temp float) +0:149 dot-product ( global float) +0:149 'v' ( temp 4-component vector of float) +0:149 'v' ( temp 4-component vector of float) +0:150 add second child into first child ( temp float) +0:150 'f' ( temp float) +0:150 dot-product ( global float) +0:150 'f' ( temp float) +0:150 'uf' ( uniform float) +0:151 add second child into first child ( temp float) +0:151 'f' ( temp float) +0:151 direct index ( temp float) +0:151 cross-product ( global 3-component vector of float) +0:151 vector swizzle ( temp 3-component vector of float) +0:151 'v' ( temp 4-component vector of float) 0:151 Sequence 0:151 Constant: 0:151 0 (const int) @@ -1065,8 +1065,8 @@ ERROR: node is still EOpNull! 0:151 1 (const int) 0:151 Constant: 0:151 2 (const int) -0:151 vector swizzle (temp 3-component vector of float) -0:151 'v' (temp 4-component vector of float) +0:151 vector swizzle ( temp 3-component vector of float) +0:151 'v' ( temp 4-component vector of float) 0:151 Sequence 0:151 Constant: 0:151 0 (const int) @@ -1076,76 +1076,76 @@ ERROR: node is still EOpNull! 0:151 2 (const int) 0:151 Constant: 0:151 0 (const int) -0:153 Test condition and select (temp void) +0:153 Test condition and select ( temp void) 0:153 Condition -0:153 logical-or (temp bool) -0:153 Compare Equal (temp bool) -0:153 'f' (temp float) -0:153 'uf' (uniform float) -0:153 logical-and (temp bool) -0:153 Compare Not Equal (temp bool) -0:153 'f' (temp float) -0:153 'uf' (uniform float) -0:153 Compare Not Equal (temp bool) -0:153 'f' (temp float) +0:153 logical-or ( temp bool) +0:153 Compare Equal ( temp bool) +0:153 'f' ( temp float) +0:153 'uf' ( uniform float) +0:153 logical-and ( temp bool) +0:153 Compare Not Equal ( temp bool) +0:153 'f' ( temp float) +0:153 'uf' ( uniform float) +0:153 Compare Not Equal ( temp bool) +0:153 'f' ( temp float) 0:153 Constant: 0:153 2.000000 0:153 true case -0:154 Pre-Increment (temp float) -0:154 'f' (temp float) -0:156 and second child into first child (temp int) -0:156 'i' (temp int) -0:156 'ui' (uniform int) -0:157 or second child into first child (temp int) -0:157 'i' (temp int) +0:154 Pre-Increment ( temp float) +0:154 'f' ( temp float) +0:156 and second child into first child ( temp int) +0:156 'i' ( temp int) +0:156 'ui' ( uniform int) +0:157 or second child into first child ( temp int) +0:157 'i' ( temp int) 0:157 Constant: 0:157 66 (const int) -0:158 exclusive or second child into first child (temp int) -0:158 'i' (temp int) -0:158 'ui' (uniform int) -0:159 mod second child into first child (temp int) -0:159 'i' (temp int) +0:158 exclusive or second child into first child ( temp int) +0:158 'i' ( temp int) +0:158 'ui' ( uniform int) +0:159 mod second child into first child ( temp int) +0:159 'i' ( temp int) 0:159 Constant: 0:159 17 (const int) -0:160 right shift second child into first child (temp int) -0:160 'i' (temp int) +0:160 right shift second child into first child ( temp int) +0:160 'i' ( temp int) 0:160 Constant: 0:160 2 (const int) -0:161 left shift second child into first child (temp int) -0:161 'i' (temp int) -0:161 'ui' (uniform int) -0:162 move second child to first child (temp int) -0:162 'i' (temp int) -0:162 Bitwise not (temp int) -0:162 'i' (temp int) -0:163 move second child to first child (temp bool) -0:163 'b' (temp bool) -0:163 Negate conditional (temp bool) -0:163 'b' (temp bool) -0:165 move second child to first child (temp 4-component vector of float) -0:165 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:165 Test condition and select (temp 4-component vector of float) +0:161 left shift second child into first child ( temp int) +0:161 'i' ( temp int) +0:161 'ui' ( uniform int) +0:162 move second child to first child ( temp int) +0:162 'i' ( temp int) +0:162 Bitwise not ( temp int) +0:162 'i' ( temp int) +0:163 move second child to first child ( temp bool) +0:163 'b' ( temp bool) +0:163 Negate conditional ( temp bool) +0:163 'b' ( temp bool) +0:165 move second child to first child ( temp 4-component vector of float) +0:165 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:165 Test condition and select ( temp 4-component vector of float) 0:165 Condition -0:165 'b' (temp bool) +0:165 'b' ( temp bool) 0:165 true case -0:165 add (temp 4-component vector of float) -0:165 add (temp 4-component vector of float) -0:165 Construct vec4 (temp 4-component vector of float) -0:165 Convert int to float (temp float) -0:165 'i' (temp int) -0:165 Construct vec4 (temp 4-component vector of float) -0:165 'f' (temp float) -0:165 'v' (temp 4-component vector of float) +0:165 add ( temp 4-component vector of float) +0:165 add ( temp 4-component vector of float) +0:165 Construct vec4 ( temp 4-component vector of float) +0:165 Convert int to float ( temp float) +0:165 'i' ( temp int) +0:165 Construct vec4 ( temp 4-component vector of float) +0:165 'f' ( temp float) +0:165 'v' ( temp 4-component vector of float) 0:165 false case -0:165 'v' (temp 4-component vector of float) +0:165 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'uiv4' (uniform 4-component vector of int) -0:? 'uv4' (uniform 4-component vector of float) -0:? 'ub' (uniform bool) -0:? 'ub41' (uniform 4-component vector of bool) -0:? 'ub42' (uniform 4-component vector of bool) -0:? 'uf' (uniform float) -0:? 'ui' (uniform int) -0:? 'uuv4' (uniform 4-component vector of uint) -0:? 'uui' (uniform uint) +0:? 'uiv4' ( uniform 4-component vector of int) +0:? 'uv4' ( uniform 4-component vector of float) +0:? 'ub' ( uniform bool) +0:? 'ub41' ( uniform 4-component vector of bool) +0:? 'ub42' ( uniform 4-component vector of bool) +0:? 'uf' ( uniform float) +0:? 'ui' ( uniform int) +0:? 'uuv4' ( uniform 4-component vector of uint) +0:? 'uui' ( uniform uint) diff --git a/Test/baseResults/aggOps.frag.out b/Test/baseResults/aggOps.frag.out index 7a60fbc6..eba1bf78 100644 --- a/Test/baseResults/aggOps.frag.out +++ b/Test/baseResults/aggOps.frag.out @@ -4,148 +4,148 @@ WARNING: 0:6: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:23 Function Definition: main( (global void) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 3-element array of structure{global int i, global float f}) -0:27 'a' (temp 3-element array of structure{global int i, global float f}) -0:27 Construct structure (temp 3-element array of structure{global int i, global float f}) -0:27 Construct structure (temp structure{global int i, global float f}) -0:27 Convert float to int (temp int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) +0:27 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f}) +0:27 Construct structure ( temp structure{ global int i, global float f}) +0:27 Convert float to int ( temp int) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 0 (const int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 1 (const int) -0:27 Construct structure (temp structure{global int i, global float f}) -0:27 Convert float to int (temp int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 Construct structure ( temp structure{ global int i, global float f}) +0:27 Convert float to int ( temp int) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 2 (const int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: 0:27 14 (const int) 0:27 14.000000 -0:28 move second child to first child (temp 3-element array of structure{global int i, global float f}) -0:28 'b' (temp 3-element array of structure{global int i, global float f}) -0:28 Construct structure (temp 3-element array of structure{global int i, global float f}) +0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) +0:28 'b' ( temp 3-element array of structure{ global int i, global float f}) +0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:28 Constant: 0:28 17 (const int) 0:28 17.000000 -0:28 Construct structure (temp structure{global int i, global float f}) -0:28 Convert float to int (temp int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 Construct structure ( temp structure{ global int i, global float f}) +0:28 Convert float to int ( temp int) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 1 (const int) -0:28 Construct structure (temp structure{global int i, global float f}) -0:28 Convert float to int (temp int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 Construct structure ( temp structure{ global int i, global float f}) +0:28 Convert float to int ( temp int) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 2 (const int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 3 (const int) -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Equal (temp bool) -0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:30 Compare Equal ( temp bool) +0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 true case -0:31 move second child to first child (temp 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:31 texture (global 4-component vector of float) -0:31 'sampler' (uniform sampler2D) -0:31 'coord' (smooth in 2-component vector of float) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:31 texture ( global 4-component vector of float) +0:31 'sampler' ( uniform sampler2D) +0:31 'coord' ( smooth in 2-component vector of float) 0:30 false case -0:33 move second child to first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:33 texture (global 4-component vector of float) -0:33 'sampler' (uniform sampler2D) -0:33 vector-scale (temp 2-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:33 texture ( global 4-component vector of float) +0:33 'sampler' ( uniform sampler2D) +0:33 vector-scale ( temp 2-component vector of float) 0:33 Constant: 0:33 2.000000 -0:33 'coord' (smooth in 2-component vector of float) -0:35 Test condition and select (temp void) +0:33 'coord' ( smooth in 2-component vector of float) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 Compare Equal (temp bool) -0:35 'u' (smooth in 4-component vector of float) -0:35 'v' (temp 4-component vector of float) +0:35 Compare Equal ( temp bool) +0:35 'u' ( smooth in 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) 0:35 true case -0:36 vector scale second child into first child (temp 4-component vector of float) -0:36 'v' (temp 4-component vector of float) +0:36 vector scale second child into first child ( temp 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) 0:36 Constant: 0:36 3.000000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Not Equal (temp bool) -0:38 'u' (smooth in 4-component vector of float) -0:38 'v' (temp 4-component vector of float) +0:38 Compare Not Equal ( temp bool) +0:38 'u' ( smooth in 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) 0:38 true case -0:39 vector scale second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) +0:39 vector scale second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) 0:39 Constant: 0:39 4.000000 -0:41 Test condition and select (temp void) +0:41 Test condition and select ( temp void) 0:41 Condition -0:41 Compare Equal (temp bool) -0:41 'coord' (smooth in 2-component vector of float) -0:41 vector swizzle (temp 2-component vector of float) -0:41 'v' (temp 4-component vector of float) +0:41 Compare Equal ( temp bool) +0:41 'coord' ( smooth in 2-component vector of float) +0:41 vector swizzle ( temp 2-component vector of float) +0:41 'v' ( temp 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 3 (const int) 0:41 true case -0:42 vector scale second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) +0:42 vector scale second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) 0:42 Constant: 0:42 5.000000 -0:44 Test condition and select (temp void) +0:44 Test condition and select ( temp void) 0:44 Condition -0:44 Compare Equal (temp bool) -0:44 'a' (temp 3-element array of structure{global int i, global float f}) -0:44 'b' (temp 3-element array of structure{global int i, global float f}) +0:44 Compare Equal ( temp bool) +0:44 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:44 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:44 true case -0:45 vector scale second child into first child (temp 4-component vector of float) -0:45 'v' (temp 4-component vector of float) +0:45 vector scale second child into first child ( temp 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 6.000000 -0:47 Test condition and select (temp void) +0:47 Test condition and select ( temp void) 0:47 Condition -0:47 Compare Not Equal (temp bool) -0:47 'a' (temp 3-element array of structure{global int i, global float f}) -0:47 'b' (temp 3-element array of structure{global int i, global float f}) +0:47 Compare Not Equal ( temp bool) +0:47 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:47 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:47 true case -0:48 vector scale second child into first child (temp 4-component vector of float) -0:48 'v' (temp 4-component vector of float) +0:48 vector scale second child into first child ( temp 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 7.000000 -0:50 move second child to first child (temp 4-component vector of float) -0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:50 'v' (temp 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:50 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'u' (smooth in 4-component vector of float) -0:? 'w' (smooth in 4-component vector of float) -0:? 'foo1' (uniform structure{global int i, global float f}) -0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'u' ( smooth in 4-component vector of float) +0:? 'w' ( smooth in 4-component vector of float) +0:? 'foo1' ( uniform structure{ global int i, global float f}) +0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) Linked fragment stage: @@ -153,146 +153,146 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:23 Function Definition: main( (global void) +0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 3-element array of structure{global int i, global float f}) -0:27 'a' (temp 3-element array of structure{global int i, global float f}) -0:27 Construct structure (temp 3-element array of structure{global int i, global float f}) -0:27 Construct structure (temp structure{global int i, global float f}) -0:27 Convert float to int (temp int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) +0:27 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f}) +0:27 Construct structure ( temp structure{ global int i, global float f}) +0:27 Convert float to int ( temp int) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 0 (const int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 1 (const int) -0:27 Construct structure (temp structure{global int i, global float f}) -0:27 Convert float to int (temp int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 Construct structure ( temp structure{ global int i, global float f}) +0:27 Convert float to int ( temp int) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 2 (const int) -0:27 direct index (temp float) -0:27 'u' (smooth in 4-component vector of float) +0:27 direct index ( temp float) +0:27 'u' ( smooth in 4-component vector of float) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: 0:27 14 (const int) 0:27 14.000000 -0:28 move second child to first child (temp 3-element array of structure{global int i, global float f}) -0:28 'b' (temp 3-element array of structure{global int i, global float f}) -0:28 Construct structure (temp 3-element array of structure{global int i, global float f}) +0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f}) +0:28 'b' ( temp 3-element array of structure{ global int i, global float f}) +0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f}) 0:28 Constant: 0:28 17 (const int) 0:28 17.000000 -0:28 Construct structure (temp structure{global int i, global float f}) -0:28 Convert float to int (temp int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 Construct structure ( temp structure{ global int i, global float f}) +0:28 Convert float to int ( temp int) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 1 (const int) -0:28 Construct structure (temp structure{global int i, global float f}) -0:28 Convert float to int (temp int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 Construct structure ( temp structure{ global int i, global float f}) +0:28 Convert float to int ( temp int) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 2 (const int) -0:28 direct index (temp float) -0:28 'w' (smooth in 4-component vector of float) +0:28 direct index ( temp float) +0:28 'w' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 3 (const int) -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Equal (temp bool) -0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:30 Compare Equal ( temp bool) +0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:30 true case -0:31 move second child to first child (temp 4-component vector of float) -0:31 'v' (temp 4-component vector of float) -0:31 texture (global 4-component vector of float) -0:31 'sampler' (uniform sampler2D) -0:31 'coord' (smooth in 2-component vector of float) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'v' ( temp 4-component vector of float) +0:31 texture ( global 4-component vector of float) +0:31 'sampler' ( uniform sampler2D) +0:31 'coord' ( smooth in 2-component vector of float) 0:30 false case -0:33 move second child to first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) -0:33 texture (global 4-component vector of float) -0:33 'sampler' (uniform sampler2D) -0:33 vector-scale (temp 2-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) +0:33 texture ( global 4-component vector of float) +0:33 'sampler' ( uniform sampler2D) +0:33 vector-scale ( temp 2-component vector of float) 0:33 Constant: 0:33 2.000000 -0:33 'coord' (smooth in 2-component vector of float) -0:35 Test condition and select (temp void) +0:33 'coord' ( smooth in 2-component vector of float) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 Compare Equal (temp bool) -0:35 'u' (smooth in 4-component vector of float) -0:35 'v' (temp 4-component vector of float) +0:35 Compare Equal ( temp bool) +0:35 'u' ( smooth in 4-component vector of float) +0:35 'v' ( temp 4-component vector of float) 0:35 true case -0:36 vector scale second child into first child (temp 4-component vector of float) -0:36 'v' (temp 4-component vector of float) +0:36 vector scale second child into first child ( temp 4-component vector of float) +0:36 'v' ( temp 4-component vector of float) 0:36 Constant: 0:36 3.000000 -0:38 Test condition and select (temp void) +0:38 Test condition and select ( temp void) 0:38 Condition -0:38 Compare Not Equal (temp bool) -0:38 'u' (smooth in 4-component vector of float) -0:38 'v' (temp 4-component vector of float) +0:38 Compare Not Equal ( temp bool) +0:38 'u' ( smooth in 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) 0:38 true case -0:39 vector scale second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) +0:39 vector scale second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) 0:39 Constant: 0:39 4.000000 -0:41 Test condition and select (temp void) +0:41 Test condition and select ( temp void) 0:41 Condition -0:41 Compare Equal (temp bool) -0:41 'coord' (smooth in 2-component vector of float) -0:41 vector swizzle (temp 2-component vector of float) -0:41 'v' (temp 4-component vector of float) +0:41 Compare Equal ( temp bool) +0:41 'coord' ( smooth in 2-component vector of float) +0:41 vector swizzle ( temp 2-component vector of float) +0:41 'v' ( temp 4-component vector of float) 0:41 Sequence 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 3 (const int) 0:41 true case -0:42 vector scale second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) +0:42 vector scale second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) 0:42 Constant: 0:42 5.000000 -0:44 Test condition and select (temp void) +0:44 Test condition and select ( temp void) 0:44 Condition -0:44 Compare Equal (temp bool) -0:44 'a' (temp 3-element array of structure{global int i, global float f}) -0:44 'b' (temp 3-element array of structure{global int i, global float f}) +0:44 Compare Equal ( temp bool) +0:44 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:44 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:44 true case -0:45 vector scale second child into first child (temp 4-component vector of float) -0:45 'v' (temp 4-component vector of float) +0:45 vector scale second child into first child ( temp 4-component vector of float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 6.000000 -0:47 Test condition and select (temp void) +0:47 Test condition and select ( temp void) 0:47 Condition -0:47 Compare Not Equal (temp bool) -0:47 'a' (temp 3-element array of structure{global int i, global float f}) -0:47 'b' (temp 3-element array of structure{global int i, global float f}) +0:47 Compare Not Equal ( temp bool) +0:47 'a' ( temp 3-element array of structure{ global int i, global float f}) +0:47 'b' ( temp 3-element array of structure{ global int i, global float f}) 0:47 true case -0:48 vector scale second child into first child (temp 4-component vector of float) -0:48 'v' (temp 4-component vector of float) +0:48 vector scale second child into first child ( temp 4-component vector of float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 7.000000 -0:50 move second child to first child (temp 4-component vector of float) -0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:50 'v' (temp 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:50 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'u' (smooth in 4-component vector of float) -0:? 'w' (smooth in 4-component vector of float) -0:? 'foo1' (uniform structure{global int i, global float f}) -0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'u' ( smooth in 4-component vector of float) +0:? 'w' ( smooth in 4-component vector of float) +0:? 'foo1' ( uniform structure{ global int i, global float f}) +0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) diff --git a/Test/baseResults/always-discard.frag.out b/Test/baseResults/always-discard.frag.out index e1eeae3e..17cd443e 100644 --- a/Test/baseResults/always-discard.frag.out +++ b/Test/baseResults/always-discard.frag.out @@ -1,36 +1,36 @@ always-discard.frag Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -38,12 +38,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -51,70 +51,70 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Sequence -0:14 move second child to first child (temp float) -0:14 'radius' (temp float) -0:14 sqrt (global float) -0:14 add (temp float) -0:14 component-wise multiply (temp float) -0:14 'x' (temp float) -0:14 'x' (temp float) -0:14 component-wise multiply (temp float) -0:14 'y' (temp float) -0:14 'y' (temp float) -0:15 Test condition and select (temp void) +0:14 move second child to first child ( temp float) +0:14 'radius' ( temp float) +0:14 sqrt ( global float) +0:14 add ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'x' ( temp float) +0:14 'x' ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'y' ( temp float) +0:14 'y' ( temp float) +0:15 Test condition and select ( temp void) 0:15 Condition -0:15 Compare Greater Than (temp bool) -0:15 'radius' (temp float) +0:15 Compare Greater Than ( temp bool) +0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence -0:16 Test condition and select (temp void) +0:16 Test condition and select ( temp void) 0:16 Condition -0:16 Compare Greater Than (temp bool) -0:16 'radius' (temp float) +0:16 Compare Greater Than ( temp bool) +0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence -0:17 Pre-Increment (temp 4-component vector of float) -0:17 'color' (temp 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 'color' (temp 4-component vector of float) -0:22 Test condition and select (temp void) +0:17 Pre-Increment ( temp 4-component vector of float) +0:17 'color' ( temp 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 'color' ( temp 4-component vector of float) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Greater Than (temp bool) -0:22 'radius' (temp float) +0:22 Compare Greater Than ( temp bool) +0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'color' (temp 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'color' ( temp 4-component vector of float) 0:28 Branch: Kill -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Greater Than or Equal (temp bool) -0:31 'radius' (temp float) +0:31 Compare Greater Than or Equal ( temp bool) +0:31 'radius' ( temp float) 0:31 Constant: 0:31 0.750000 0:31 true case -0:32 subtract second child into first child (temp 4-component vector of float) -0:32 'color' (temp 4-component vector of float) -0:32 Absolute value (global float) -0:32 divide (temp float) -0:32 pow (global float) -0:32 'radius' (temp float) +0:32 subtract second child into first child ( temp 4-component vector of float) +0:32 'color' ( temp 4-component vector of float) +0:32 Absolute value ( global float) +0:32 divide ( temp float) +0:32 pow ( global float) +0:32 'radius' ( temp float) 0:32 Constant: 0:32 16.000000 0:32 Constant: 0:32 2.000000 -0:34 move second child to first child (temp 4-component vector of float) -0:34 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:34 'color' (temp 4-component vector of float) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:34 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) Linked fragment stage: @@ -122,36 +122,36 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -159,12 +159,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -172,68 +172,68 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Sequence -0:14 move second child to first child (temp float) -0:14 'radius' (temp float) -0:14 sqrt (global float) -0:14 add (temp float) -0:14 component-wise multiply (temp float) -0:14 'x' (temp float) -0:14 'x' (temp float) -0:14 component-wise multiply (temp float) -0:14 'y' (temp float) -0:14 'y' (temp float) -0:15 Test condition and select (temp void) +0:14 move second child to first child ( temp float) +0:14 'radius' ( temp float) +0:14 sqrt ( global float) +0:14 add ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'x' ( temp float) +0:14 'x' ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'y' ( temp float) +0:14 'y' ( temp float) +0:15 Test condition and select ( temp void) 0:15 Condition -0:15 Compare Greater Than (temp bool) -0:15 'radius' (temp float) +0:15 Compare Greater Than ( temp bool) +0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence -0:16 Test condition and select (temp void) +0:16 Test condition and select ( temp void) 0:16 Condition -0:16 Compare Greater Than (temp bool) -0:16 'radius' (temp float) +0:16 Compare Greater Than ( temp bool) +0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence -0:17 Pre-Increment (temp 4-component vector of float) -0:17 'color' (temp 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 'color' (temp 4-component vector of float) -0:22 Test condition and select (temp void) +0:17 Pre-Increment ( temp 4-component vector of float) +0:17 'color' ( temp 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 'color' ( temp 4-component vector of float) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Greater Than (temp bool) -0:22 'radius' (temp float) +0:22 Compare Greater Than ( temp bool) +0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'color' (temp 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'color' ( temp 4-component vector of float) 0:28 Branch: Kill -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Greater Than or Equal (temp bool) -0:31 'radius' (temp float) +0:31 Compare Greater Than or Equal ( temp bool) +0:31 'radius' ( temp float) 0:31 Constant: 0:31 0.750000 0:31 true case -0:32 subtract second child into first child (temp 4-component vector of float) -0:32 'color' (temp 4-component vector of float) -0:32 Absolute value (global float) -0:32 divide (temp float) -0:32 pow (global float) -0:32 'radius' (temp float) +0:32 subtract second child into first child ( temp 4-component vector of float) +0:32 'color' ( temp 4-component vector of float) +0:32 Absolute value ( global float) +0:32 divide ( temp float) +0:32 pow ( global float) +0:32 'radius' ( temp float) 0:32 Constant: 0:32 16.000000 0:32 Constant: 0:32 2.000000 -0:34 move second child to first child (temp 4-component vector of float) -0:34 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:34 'color' (temp 4-component vector of float) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:34 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/always-discard2.frag.out b/Test/baseResults/always-discard2.frag.out index 72f21d2f..3c7c06f3 100644 --- a/Test/baseResults/always-discard2.frag.out +++ b/Test/baseResults/always-discard2.frag.out @@ -1,36 +1,36 @@ always-discard2.frag Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -38,12 +38,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -51,11 +51,11 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Branch: Kill -0:17 move second child to first child (temp 4-component vector of float) -0:17 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:17 'color' (temp 4-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:17 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) Linked fragment stage: @@ -63,36 +63,36 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -100,12 +100,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -113,9 +113,9 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Branch: Kill -0:17 move second child to first child (temp 4-component vector of float) -0:17 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:17 'color' (temp 4-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:17 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/array.frag.out b/Test/baseResults/array.frag.out index e254bf13..f41f0afe 100644 --- a/Test/baseResults/array.frag.out +++ b/Test/baseResults/array.frag.out @@ -1,137 +1,137 @@ array.frag ERROR: 0:21: '[' : array index out of range '2' ERROR: 0:27: '[' : array must be redeclared with a size before being indexed with a variable -ERROR: 0:30: 'assign' : cannot convert from 'global 4-element array of float' to 'global 5-element array of float' -ERROR: 0:31: 'assign' : cannot convert from 'global 4-element array of float' to 'global implicitly-sized array of float' +ERROR: 0:30: 'assign' : cannot convert from ' global 4-element array of float' to ' global 5-element array of float' +ERROR: 0:31: 'assign' : cannot convert from ' global 4-element array of float' to ' global implicitly-sized array of float' ERROR: 0:33: 'foo' : no matching overloaded function found ERROR: 0:42: '[' : array index out of range '5' ERROR: 0:45: '[' : array index out of range '1000' ERROR: 0:46: '[' : index out of range '-1' ERROR: 0:52: '[' : array index out of range '2' ERROR: 0:54: 'const' : non-matching or non-convertible constant type for const initializer -ERROR: 0:56: '=' : cannot convert from 'const 2-element array of int' to 'temp 3-element array of int' +ERROR: 0:56: '=' : cannot convert from ' const 2-element array of int' to ' temp 3-element array of int' ERROR: 0:57: '[]' : scalar integer expression required ERROR: 0:57: '[' : index out of range '-858993459' ERROR: 0:58: '[]' : scalar integer expression required ERROR: 0:61: '' : array size required ERROR: 0:62: '' : array size required ERROR: 0:63: '' : array size required -ERROR: 0:66: '=' : cannot convert from 'temp 3-component vector of float' to 'global float' +ERROR: 0:66: '=' : cannot convert from ' temp 3-component vector of float' to ' global float' ERROR: 0:76: 'bar' : no matching overloaded function found ERROR: 0:79: '' : array size required ERROR: 0:84: 'return' : type does not match, or is not convertible to, the function's return type ERROR: 0:93: 'length' : array must be declared with a size before using this method ERROR: 0:101: '[' : array index out of range '5' ERROR: 0:104: 'constructor' : array constructor must have at least one argument -ERROR: 0:104: '=' : cannot convert from 'const float' to 'global implicitly-sized array of int' +ERROR: 0:104: '=' : cannot convert from ' const float' to ' global implicitly-sized array of int' ERROR: 0:106: 'constructor' : array argument must be sized ERROR: 26 compilation errors. No code generated. Shader version: 130 ERROR: node is still EOpNull! -0:9 Function Definition: foo(f1[5]; (global 4-element array of float) +0:9 Function Definition: foo(f1[5]; ( global 4-element array of float) 0:9 Function Parameters: -0:9 'a' (in 5-element array of float) +0:9 'a' ( in 5-element array of float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 Construct float (temp 4-element array of float) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 Construct float ( temp 4-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 3 (const int) -0:14 Function Definition: bar(f1[5]; (global void) +0:14 Function Definition: bar(f1[5]; ( global void) 0:14 Function Parameters: -0:14 '' (in 5-element array of float) -0:16 Function Definition: main( (global void) +0:14 '' ( in 5-element array of float) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:? Sequence -0:21 move second child to first child (temp float) -0:21 direct index (temp float) -0:21 'gu' (temp 2-element array of float) +0:21 move second child to first child ( temp float) +0:21 direct index ( temp float) +0:21 'gu' ( temp 2-element array of float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4.000000 -0:24 move second child to first child (temp float) -0:24 direct index (temp float) -0:24 'gu' (global implicitly-sized array of float) +0:24 move second child to first child ( temp float) +0:24 direct index ( temp float) +0:24 'gu' ( global implicitly-sized array of float) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 4.000000 -0:26 move second child to first child (temp float) -0:26 direct index (temp float) -0:26 'gu' (global implicitly-sized array of float) +0:26 move second child to first child ( temp float) +0:26 direct index ( temp float) +0:26 'gu' ( global implicitly-sized array of float) 0:26 Constant: 0:26 3 (const int) 0:26 Constant: 0:26 3.000000 -0:27 move second child to first child (temp float) -0:27 indirect index (temp float) -0:27 'gu' (global implicitly-sized array of float) -0:27 'a' (uniform int) +0:27 move second child to first child ( temp float) +0:27 indirect index ( temp float) +0:27 'gu' ( global implicitly-sized array of float) +0:27 'a' ( uniform int) 0:27 Constant: 0:27 5.000000 -0:29 move second child to first child (temp 4-element array of float) -0:29 'g4' (global 4-element array of float) -0:29 Function Call: foo(f1[5]; (global 4-element array of float) -0:29 'g5' (global 5-element array of float) -0:30 'g5' (global 5-element array of float) -0:31 'gu' (global implicitly-sized array of float) +0:29 move second child to first child ( temp 4-element array of float) +0:29 'g4' ( global 4-element array of float) +0:29 Function Call: foo(f1[5]; ( global 4-element array of float) +0:29 'g5' ( global 5-element array of float) +0:30 'g5' ( global 5-element array of float) +0:31 'gu' ( global implicitly-sized array of float) 0:33 Constant: 0:33 0.000000 -0:34 Function Call: bar(f1[5]; (global void) -0:34 'g5' (global 5-element array of float) -0:36 Test condition and select (temp void) +0:34 Function Call: bar(f1[5]; ( global void) +0:34 'g5' ( global 5-element array of float) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Equal (temp bool) +0:36 Compare Equal ( temp bool) 0:36 Constant: 0:36 1.000000 0:36 2.000000 0:36 3.000000 0:36 4.000000 -0:36 'g4' (global 4-element array of float) +0:36 'g4' ( global 4-element array of float) 0:36 true case -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 'gu' (global implicitly-sized array of float) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 'gu' ( global implicitly-sized array of float) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: 0:37 2.000000 -0:40 move second child to first child (temp float) -0:40 direct index (temp float) -0:40 'u' (temp 5-element array of float) +0:40 move second child to first child ( temp float) +0:40 direct index ( temp float) +0:40 'u' ( temp 5-element array of float) 0:40 Constant: 0:40 2 (const int) 0:40 Constant: 0:40 3.000000 -0:42 move second child to first child (temp float) -0:42 direct index (temp float) -0:42 'u' (temp 5-element array of float) +0:42 move second child to first child ( temp float) +0:42 direct index ( temp float) +0:42 'u' ( temp 5-element array of float) 0:42 Constant: 0:42 5 (const int) 0:42 Constant: 0:42 5.000000 -0:43 Function Call: foo(f1[5]; (global 4-element array of float) -0:43 'u' (temp 5-element array of float) -0:45 move second child to first child (temp 4-component vector of float) -0:45 direct index (temp 4-component vector of float FragData) -0:45 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:43 Function Call: foo(f1[5]; ( global 4-element array of float) +0:43 'u' ( temp 5-element array of float) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 direct index ( temp 4-component vector of float FragData) +0:45 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:45 Constant: 0:45 1000 (const int) 0:45 Constant: @@ -139,9 +139,9 @@ ERROR: node is still EOpNull! 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 direct index (temp 4-component vector of float FragData) -0:46 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 direct index ( temp 4-component vector of float FragData) +0:46 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:46 Constant: 0:46 -1 (const int) 0:46 Constant: @@ -149,9 +149,9 @@ ERROR: node is still EOpNull! 0:46 1.000000 0:46 1.000000 0:46 1.000000 -0:47 move second child to first child (temp 4-component vector of float) -0:47 direct index (temp 4-component vector of float FragData) -0:47 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:47 move second child to first child ( temp 4-component vector of float) +0:47 direct index ( temp 4-component vector of float FragData) +0:47 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:47 Constant: 0:47 3 (const int) 0:47 Constant: @@ -160,60 +160,60 @@ ERROR: node is still EOpNull! 0:47 1.000000 0:47 1.000000 0:50 Sequence -0:50 move second child to first child (temp int) -0:50 'sum' (temp int) +0:50 move second child to first child ( temp int) +0:50 'sum' ( temp int) 0:50 Constant: 0:50 3 (const int) -0:51 add second child into first child (temp int) -0:51 'sum' (temp int) +0:51 add second child into first child ( temp int) +0:51 'sum' ( temp int) 0:51 Constant: 0:51 2 (const int) -0:52 add second child into first child (temp int) -0:52 'sum' (temp int) +0:52 add second child into first child ( temp int) +0:52 'sum' ( temp int) 0:52 Constant: 0:52 2 (const int) 0:55 Sequence -0:55 move second child to first child (temp 2-element array of int) -0:55 'ica' (temp 2-element array of int) +0:55 move second child to first child ( temp 2-element array of int) +0:55 'ica' ( temp 2-element array of int) 0:55 Constant: 0:55 3 (const int) 0:55 2 (const int) -0:57 move second child to first child (temp int) -0:57 direct index (temp int) -0:57 'ica' (temp 2-element array of int) +0:57 move second child to first child ( temp int) +0:57 direct index ( temp int) +0:57 'ica' ( temp 2-element array of int) 0:57 Constant: 0:57 3.100000 0:57 Constant: 0:57 3 (const int) -0:58 move second child to first child (temp int) -0:58 indirect index (temp int) -0:58 'ica' (temp 2-element array of int) -0:58 direct index (temp float) -0:58 'u' (temp 5-element array of float) +0:58 move second child to first child ( temp int) +0:58 indirect index ( temp int) +0:58 'ica' ( temp 2-element array of int) +0:58 direct index ( temp float) +0:58 'u' ( temp 5-element array of float) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 4 (const int) -0:68 Function Definition: foo( (global void) +0:68 Function Definition: foo( ( global void) 0:68 Function Parameters: 0:? Sequence -0:71 move second child to first child (temp int) -0:71 direct index (temp int) -0:71 'uns' (temp implicitly-sized array of int) +0:71 move second child to first child ( temp int) +0:71 direct index ( temp int) +0:71 'uns' ( temp implicitly-sized array of int) 0:71 Constant: 0:71 3 (const int) 0:71 Constant: 0:71 40 (const int) -0:72 move second child to first child (temp int) -0:72 direct index (temp int) -0:72 'uns' (temp implicitly-sized array of int) +0:72 move second child to first child ( temp int) +0:72 direct index ( temp int) +0:72 'uns' ( temp implicitly-sized array of int) 0:72 Constant: 0:72 1 (const int) 0:72 Constant: 0:72 30 (const int) -0:73 move second child to first child (temp 3-component vector of float) -0:73 direct index (temp 3-component vector of float) -0:73 'guns' (global implicitly-sized array of 3-component vector of float) +0:73 move second child to first child ( temp 3-component vector of float) +0:73 direct index ( temp 3-component vector of float) +0:73 'guns' ( global implicitly-sized array of 3-component vector of float) 0:73 Constant: 0:73 2 (const int) 0:73 Constant: @@ -222,19 +222,19 @@ ERROR: node is still EOpNull! 0:73 2.400000 0:76 Constant: 0:76 0.000000 -0:79 Function Definition: foo2( (global implicitly-sized array of float) +0:79 Function Definition: foo2( ( global implicitly-sized array of float) 0:79 Function Parameters: 0:? Sequence 0:82 Branch: Return with expression -0:82 'f' (temp implicitly-sized array of float) +0:82 'f' ( temp implicitly-sized array of float) 0:84 Branch: Return with expression -0:84 'g' (temp 9-element array of float) -0:89 Function Definition: foo3( (global void) +0:84 'g' ( temp 9-element array of float) +0:89 Function Definition: foo3( ( global void) 0:89 Function Parameters: 0:? Sequence -0:92 move second child to first child (temp float) -0:92 direct index (temp float) -0:92 'resize1' (temp 3-element array of float) +0:92 move second child to first child ( temp float) +0:92 direct index ( temp float) +0:92 'resize1' ( temp 3-element array of float) 0:92 Constant: 0:92 2 (const int) 0:92 Constant: @@ -243,38 +243,38 @@ ERROR: node is still EOpNull! 0:93 1 (const int) 0:95 Constant: 0:95 3 (const int) -0:98 move second child to first child (temp float) -0:98 direct index (temp float) -0:98 'resize2' (temp 5-element array of float) +0:98 move second child to first child ( temp float) +0:98 direct index ( temp float) +0:98 'resize2' ( temp 5-element array of float) 0:98 Constant: 0:98 5 (const int) 0:98 Constant: 0:98 4.000000 0:100 Constant: 0:100 5 (const int) -0:101 move second child to first child (temp float) -0:101 direct index (temp float) -0:101 'resize2' (temp 5-element array of float) +0:101 move second child to first child ( temp float) +0:101 direct index ( temp float) +0:101 'resize2' ( temp 5-element array of float) 0:101 Constant: 0:101 5 (const int) 0:101 Constant: 0:101 4.000000 0:106 Sequence -0:106 move second child to first child (temp float) -0:106 'b' (global float) +0:106 move second child to first child ( temp float) +0:106 'b' ( global float) 0:106 Constant: 0:106 0.000000 0:? Linker Objects -0:? 'gu' (global implicitly-sized array of float) -0:? 'g4' (global 4-element array of float) -0:? 'g5' (global 5-element array of float) -0:? 'a' (uniform int) -0:? 'guns' (global implicitly-sized array of 3-component vector of float) -0:? 'f' (global float) -0:? 'gUnusedUnsized' (global implicitly-sized array of float) -0:? 'i' (global implicitly-sized array of int) -0:? 'emptyA' (global implicitly-sized array of float) -0:? 'b' (global float) +0:? 'gu' ( global implicitly-sized array of float) +0:? 'g4' ( global 4-element array of float) +0:? 'g5' ( global 5-element array of float) +0:? 'a' ( uniform int) +0:? 'guns' ( global implicitly-sized array of 3-component vector of float) +0:? 'f' ( global float) +0:? 'gUnusedUnsized' ( global implicitly-sized array of float) +0:? 'i' ( global implicitly-sized array of int) +0:? 'emptyA' ( global implicitly-sized array of float) +0:? 'b' ( global float) Linked fragment stage: @@ -282,108 +282,108 @@ Linked fragment stage: Shader version: 130 ERROR: node is still EOpNull! -0:9 Function Definition: foo(f1[5]; (global 4-element array of float) +0:9 Function Definition: foo(f1[5]; ( global 4-element array of float) 0:9 Function Parameters: -0:9 'a' (in 5-element array of float) +0:9 'a' ( in 5-element array of float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 Construct float (temp 4-element array of float) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 Construct float ( temp 4-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp float) -0:11 'a' (in 5-element array of float) +0:11 direct index ( temp float) +0:11 'a' ( in 5-element array of float) 0:11 Constant: 0:11 3 (const int) -0:14 Function Definition: bar(f1[5]; (global void) +0:14 Function Definition: bar(f1[5]; ( global void) 0:14 Function Parameters: -0:14 '' (in 5-element array of float) -0:16 Function Definition: main( (global void) +0:14 '' ( in 5-element array of float) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:? Sequence -0:21 move second child to first child (temp float) -0:21 direct index (temp float) -0:21 'gu' (temp 2-element array of float) +0:21 move second child to first child ( temp float) +0:21 direct index ( temp float) +0:21 'gu' ( temp 2-element array of float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4.000000 -0:24 move second child to first child (temp float) -0:24 direct index (temp float) -0:24 'gu' (global 4-element array of float) +0:24 move second child to first child ( temp float) +0:24 direct index ( temp float) +0:24 'gu' ( global 4-element array of float) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 4.000000 -0:26 move second child to first child (temp float) -0:26 direct index (temp float) -0:26 'gu' (global 4-element array of float) +0:26 move second child to first child ( temp float) +0:26 direct index ( temp float) +0:26 'gu' ( global 4-element array of float) 0:26 Constant: 0:26 3 (const int) 0:26 Constant: 0:26 3.000000 -0:27 move second child to first child (temp float) -0:27 indirect index (temp float) -0:27 'gu' (global 4-element array of float) -0:27 'a' (uniform int) +0:27 move second child to first child ( temp float) +0:27 indirect index ( temp float) +0:27 'gu' ( global 4-element array of float) +0:27 'a' ( uniform int) 0:27 Constant: 0:27 5.000000 -0:29 move second child to first child (temp 4-element array of float) -0:29 'g4' (global 4-element array of float) -0:29 Function Call: foo(f1[5]; (global 4-element array of float) -0:29 'g5' (global 5-element array of float) -0:30 'g5' (global 5-element array of float) -0:31 'gu' (global 4-element array of float) +0:29 move second child to first child ( temp 4-element array of float) +0:29 'g4' ( global 4-element array of float) +0:29 Function Call: foo(f1[5]; ( global 4-element array of float) +0:29 'g5' ( global 5-element array of float) +0:30 'g5' ( global 5-element array of float) +0:31 'gu' ( global 4-element array of float) 0:33 Constant: 0:33 0.000000 -0:34 Function Call: bar(f1[5]; (global void) -0:34 'g5' (global 5-element array of float) -0:36 Test condition and select (temp void) +0:34 Function Call: bar(f1[5]; ( global void) +0:34 'g5' ( global 5-element array of float) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Equal (temp bool) +0:36 Compare Equal ( temp bool) 0:36 Constant: 0:36 1.000000 0:36 2.000000 0:36 3.000000 0:36 4.000000 -0:36 'g4' (global 4-element array of float) +0:36 'g4' ( global 4-element array of float) 0:36 true case -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 'gu' (global 4-element array of float) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 'gu' ( global 4-element array of float) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: 0:37 2.000000 -0:40 move second child to first child (temp float) -0:40 direct index (temp float) -0:40 'u' (temp 5-element array of float) +0:40 move second child to first child ( temp float) +0:40 direct index ( temp float) +0:40 'u' ( temp 5-element array of float) 0:40 Constant: 0:40 2 (const int) 0:40 Constant: 0:40 3.000000 -0:42 move second child to first child (temp float) -0:42 direct index (temp float) -0:42 'u' (temp 5-element array of float) +0:42 move second child to first child ( temp float) +0:42 direct index ( temp float) +0:42 'u' ( temp 5-element array of float) 0:42 Constant: 0:42 5 (const int) 0:42 Constant: 0:42 5.000000 -0:43 Function Call: foo(f1[5]; (global 4-element array of float) -0:43 'u' (temp 5-element array of float) -0:45 move second child to first child (temp 4-component vector of float) -0:45 direct index (temp 4-component vector of float FragData) -0:45 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:43 Function Call: foo(f1[5]; ( global 4-element array of float) +0:43 'u' ( temp 5-element array of float) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 direct index ( temp 4-component vector of float FragData) +0:45 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:45 Constant: 0:45 1000 (const int) 0:45 Constant: @@ -391,9 +391,9 @@ ERROR: node is still EOpNull! 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 direct index (temp 4-component vector of float FragData) -0:46 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 direct index ( temp 4-component vector of float FragData) +0:46 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:46 Constant: 0:46 -1 (const int) 0:46 Constant: @@ -401,9 +401,9 @@ ERROR: node is still EOpNull! 0:46 1.000000 0:46 1.000000 0:46 1.000000 -0:47 move second child to first child (temp 4-component vector of float) -0:47 direct index (temp 4-component vector of float FragData) -0:47 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:47 move second child to first child ( temp 4-component vector of float) +0:47 direct index ( temp 4-component vector of float FragData) +0:47 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:47 Constant: 0:47 3 (const int) 0:47 Constant: @@ -412,54 +412,54 @@ ERROR: node is still EOpNull! 0:47 1.000000 0:47 1.000000 0:50 Sequence -0:50 move second child to first child (temp int) -0:50 'sum' (temp int) +0:50 move second child to first child ( temp int) +0:50 'sum' ( temp int) 0:50 Constant: 0:50 3 (const int) -0:51 add second child into first child (temp int) -0:51 'sum' (temp int) +0:51 add second child into first child ( temp int) +0:51 'sum' ( temp int) 0:51 Constant: 0:51 2 (const int) -0:52 add second child into first child (temp int) -0:52 'sum' (temp int) +0:52 add second child into first child ( temp int) +0:52 'sum' ( temp int) 0:52 Constant: 0:52 2 (const int) 0:55 Sequence -0:55 move second child to first child (temp 2-element array of int) -0:55 'ica' (temp 2-element array of int) +0:55 move second child to first child ( temp 2-element array of int) +0:55 'ica' ( temp 2-element array of int) 0:55 Constant: 0:55 3 (const int) 0:55 2 (const int) -0:57 move second child to first child (temp int) -0:57 direct index (temp int) -0:57 'ica' (temp 2-element array of int) +0:57 move second child to first child ( temp int) +0:57 direct index ( temp int) +0:57 'ica' ( temp 2-element array of int) 0:57 Constant: 0:57 3.100000 0:57 Constant: 0:57 3 (const int) -0:58 move second child to first child (temp int) -0:58 indirect index (temp int) -0:58 'ica' (temp 2-element array of int) -0:58 direct index (temp float) -0:58 'u' (temp 5-element array of float) +0:58 move second child to first child ( temp int) +0:58 indirect index ( temp int) +0:58 'ica' ( temp 2-element array of int) +0:58 direct index ( temp float) +0:58 'u' ( temp 5-element array of float) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 4 (const int) 0:106 Sequence -0:106 move second child to first child (temp float) -0:106 'b' (global float) +0:106 move second child to first child ( temp float) +0:106 'b' ( global float) 0:106 Constant: 0:106 0.000000 0:? Linker Objects -0:? 'gu' (global 4-element array of float) -0:? 'g4' (global 4-element array of float) -0:? 'g5' (global 5-element array of float) -0:? 'a' (uniform int) -0:? 'guns' (global 8-element array of 3-component vector of float) -0:? 'f' (global float) -0:? 'gUnusedUnsized' (global 1-element array of float) -0:? 'i' (global 1-element array of int) -0:? 'emptyA' (global 1-element array of float) -0:? 'b' (global float) +0:? 'gu' ( global 4-element array of float) +0:? 'g4' ( global 4-element array of float) +0:? 'g5' ( global 5-element array of float) +0:? 'a' ( uniform int) +0:? 'guns' ( global 8-element array of 3-component vector of float) +0:? 'f' ( global float) +0:? 'gUnusedUnsized' ( global 1-element array of float) +0:? 'i' ( global 1-element array of int) +0:? 'emptyA' ( global 1-element array of float) +0:? 'b' ( global float) diff --git a/Test/baseResults/array100.frag.out b/Test/baseResults/array100.frag.out index cf543614..b99d8174 100644 --- a/Test/baseResults/array100.frag.out +++ b/Test/baseResults/array100.frag.out @@ -8,9 +8,9 @@ ERROR: 0:11: 'arrayed constructor' : not supported for this version or the enabl ERROR: 0:21: '[' : array index out of range '2' ERROR: 0:24: 'array assignment' : not supported for this version or the enabled extensions ERROR: 0:25: 'array assignment' : not supported for this version or the enabled extensions -ERROR: 0:25: 'assign' : cannot convert from 'global 4-element array of mediump float' to 'global 5-element array of mediump float' +ERROR: 0:25: 'assign' : cannot convert from ' global 4-element array of mediump float' to ' global 5-element array of mediump float' ERROR: 0:26: 'array assignment' : not supported for this version or the enabled extensions -ERROR: 0:26: 'assign' : cannot convert from 'global 4-element array of mediump float' to 'global implicitly-sized array of mediump float' +ERROR: 0:26: 'assign' : cannot convert from ' global 4-element array of mediump float' to ' global implicitly-sized array of mediump float' ERROR: 0:28: 'foo' : no matching overloaded function found ERROR: 0:31: 'arrayed constructor' : not supported for this version or the enabled extensions ERROR: 0:31: 'array comparison' : not supported for this version or the enabled extensions @@ -26,81 +26,81 @@ ERROR: 22 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! -0:9 Function Definition: foo(f1[5]; (global 4-element array of mediump float) +0:9 Function Definition: foo(f1[5]; ( global 4-element array of mediump float) 0:9 Function Parameters: -0:9 'a' (in 5-element array of mediump float) +0:9 'a' ( in 5-element array of mediump float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 Construct float (temp 4-element array of float) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 Construct float ( temp 4-element array of float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 3 (const int) -0:14 Function Definition: bar(f1[5]; (global void) +0:14 Function Definition: bar(f1[5]; ( global void) 0:14 Function Parameters: -0:14 '' (in 5-element array of mediump float) -0:16 Function Definition: main( (global void) +0:14 '' ( in 5-element array of mediump float) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:? Sequence -0:21 move second child to first child (temp mediump float) -0:21 direct index (temp mediump float) -0:21 'gu' (temp 2-element array of mediump float) +0:21 move second child to first child ( temp mediump float) +0:21 direct index ( temp mediump float) +0:21 'gu' ( temp 2-element array of mediump float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4.000000 -0:24 move second child to first child (temp 4-element array of mediump float) -0:24 'g4' (global 4-element array of mediump float) -0:24 Function Call: foo(f1[5]; (global 4-element array of mediump float) -0:24 'g5' (global 5-element array of mediump float) -0:25 'g5' (global 5-element array of mediump float) -0:26 'gu' (global implicitly-sized array of mediump float) +0:24 move second child to first child ( temp 4-element array of mediump float) +0:24 'g4' ( global 4-element array of mediump float) +0:24 Function Call: foo(f1[5]; ( global 4-element array of mediump float) +0:24 'g5' ( global 5-element array of mediump float) +0:25 'g5' ( global 5-element array of mediump float) +0:26 'gu' ( global implicitly-sized array of mediump float) 0:28 Constant: 0:28 0.000000 -0:29 Function Call: bar(f1[5]; (global void) -0:29 'g5' (global 5-element array of mediump float) -0:31 Test condition and select (temp void) +0:29 Function Call: bar(f1[5]; ( global void) +0:29 'g5' ( global 5-element array of mediump float) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Equal (temp bool) +0:31 Compare Equal ( temp bool) 0:31 Constant: 0:31 1.000000 0:31 2.000000 0:31 3.000000 0:31 4.000000 -0:31 'g4' (global 4-element array of mediump float) +0:31 'g4' ( global 4-element array of mediump float) 0:31 true case -0:32 move second child to first child (temp mediump float) -0:32 direct index (temp mediump float) -0:32 'gu' (global implicitly-sized array of mediump float) +0:32 move second child to first child ( temp mediump float) +0:32 direct index ( temp mediump float) +0:32 'gu' ( global implicitly-sized array of mediump float) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: 0:32 2.000000 -0:35 move second child to first child (temp mediump float) -0:35 direct index (temp mediump float) -0:35 'u' (temp 5-element array of mediump float) +0:35 move second child to first child ( temp mediump float) +0:35 direct index ( temp mediump float) +0:35 'u' ( temp 5-element array of mediump float) 0:35 Constant: 0:35 5 (const int) 0:35 Constant: 0:35 5.000000 -0:36 Function Call: foo(f1[5]; (global 4-element array of mediump float) -0:36 'u' (temp 5-element array of mediump float) -0:38 move second child to first child (temp mediump 4-component vector of float) -0:38 direct index (temp mediump 4-component vector of float FragData) -0:38 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:36 Function Call: foo(f1[5]; ( global 4-element array of mediump float) +0:36 'u' ( temp 5-element array of mediump float) +0:38 move second child to first child ( temp mediump 4-component vector of float) +0:38 direct index ( temp mediump 4-component vector of float FragData) +0:38 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:38 Constant: 0:38 1000 (const int) 0:38 Constant: @@ -108,9 +108,9 @@ ERROR: node is still EOpNull! 0:38 1.000000 0:38 1.000000 0:38 1.000000 -0:39 move second child to first child (temp mediump 4-component vector of float) -0:39 direct index (temp mediump 4-component vector of float FragData) -0:39 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:39 move second child to first child ( temp mediump 4-component vector of float) +0:39 direct index ( temp mediump 4-component vector of float FragData) +0:39 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:39 Constant: 0:39 -1 (const int) 0:39 Constant: @@ -118,9 +118,9 @@ ERROR: node is still EOpNull! 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp mediump 4-component vector of float) -0:40 direct index (temp mediump 4-component vector of float FragData) -0:40 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:40 move second child to first child ( temp mediump 4-component vector of float) +0:40 direct index ( temp mediump 4-component vector of float FragData) +0:40 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:40 Constant: 0:40 3 (const int) 0:40 Constant: @@ -128,34 +128,34 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:53 Function Definition: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:53 Function Definition: bar9( ( global structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) 0:53 Function Parameters: 0:? Sequence 0:56 Branch: Return with expression -0:56 's' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void) +0:56 's' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; ( global void) 0:59 Function Parameters: -0:59 's' (in structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:63 Function Definition: bar11( (global void) +0:59 's' ( in structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:63 Function Definition: bar11( ( global void) 0:63 Function Parameters: 0:? Sequence -0:66 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:66 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:66 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (global void) -0:67 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:68 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:68 's2' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:68 Function Call: bar9( (global structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:66 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:66 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:66 's2' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; ( global void) +0:67 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:68 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:68 's2' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:68 Function Call: bar9( ( global structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) 0:69 Sequence -0:69 move second child to first child (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:69 'initSb' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) -0:69 's1' (temp structure{global mediump 4-component vector of float v4, global structure{global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:69 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:69 'initSb' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) +0:69 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa}) 0:? Linker Objects -0:? 'gu' (global implicitly-sized array of mediump float) -0:? 'g4' (global 4-element array of mediump float) -0:? 'g5' (global 5-element array of mediump float) -0:? 'a' (uniform mediump int) +0:? 'gu' ( global implicitly-sized array of mediump float) +0:? 'g4' ( global 4-element array of mediump float) +0:? 'g5' ( global 5-element array of mediump float) +0:? 'a' ( uniform mediump int) Linked fragment stage: @@ -163,81 +163,81 @@ Linked fragment stage: Shader version: 100 ERROR: node is still EOpNull! -0:9 Function Definition: foo(f1[5]; (global 4-element array of mediump float) +0:9 Function Definition: foo(f1[5]; ( global 4-element array of mediump float) 0:9 Function Parameters: -0:9 'a' (in 5-element array of mediump float) +0:9 'a' ( in 5-element array of mediump float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 Construct float (temp 4-element array of float) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 Construct float ( temp 4-element array of float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp mediump float) -0:11 'a' (in 5-element array of mediump float) +0:11 direct index ( temp mediump float) +0:11 'a' ( in 5-element array of mediump float) 0:11 Constant: 0:11 3 (const int) -0:14 Function Definition: bar(f1[5]; (global void) +0:14 Function Definition: bar(f1[5]; ( global void) 0:14 Function Parameters: -0:14 '' (in 5-element array of mediump float) -0:16 Function Definition: main( (global void) +0:14 '' ( in 5-element array of mediump float) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:? Sequence -0:21 move second child to first child (temp mediump float) -0:21 direct index (temp mediump float) -0:21 'gu' (temp 2-element array of mediump float) +0:21 move second child to first child ( temp mediump float) +0:21 direct index ( temp mediump float) +0:21 'gu' ( temp 2-element array of mediump float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4.000000 -0:24 move second child to first child (temp 4-element array of mediump float) -0:24 'g4' (global 4-element array of mediump float) -0:24 Function Call: foo(f1[5]; (global 4-element array of mediump float) -0:24 'g5' (global 5-element array of mediump float) -0:25 'g5' (global 5-element array of mediump float) -0:26 'gu' (global 1-element array of mediump float) +0:24 move second child to first child ( temp 4-element array of mediump float) +0:24 'g4' ( global 4-element array of mediump float) +0:24 Function Call: foo(f1[5]; ( global 4-element array of mediump float) +0:24 'g5' ( global 5-element array of mediump float) +0:25 'g5' ( global 5-element array of mediump float) +0:26 'gu' ( global 1-element array of mediump float) 0:28 Constant: 0:28 0.000000 -0:29 Function Call: bar(f1[5]; (global void) -0:29 'g5' (global 5-element array of mediump float) -0:31 Test condition and select (temp void) +0:29 Function Call: bar(f1[5]; ( global void) +0:29 'g5' ( global 5-element array of mediump float) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Equal (temp bool) +0:31 Compare Equal ( temp bool) 0:31 Constant: 0:31 1.000000 0:31 2.000000 0:31 3.000000 0:31 4.000000 -0:31 'g4' (global 4-element array of mediump float) +0:31 'g4' ( global 4-element array of mediump float) 0:31 true case -0:32 move second child to first child (temp mediump float) -0:32 direct index (temp mediump float) -0:32 'gu' (global 1-element array of mediump float) +0:32 move second child to first child ( temp mediump float) +0:32 direct index ( temp mediump float) +0:32 'gu' ( global 1-element array of mediump float) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: 0:32 2.000000 -0:35 move second child to first child (temp mediump float) -0:35 direct index (temp mediump float) -0:35 'u' (temp 5-element array of mediump float) +0:35 move second child to first child ( temp mediump float) +0:35 direct index ( temp mediump float) +0:35 'u' ( temp 5-element array of mediump float) 0:35 Constant: 0:35 5 (const int) 0:35 Constant: 0:35 5.000000 -0:36 Function Call: foo(f1[5]; (global 4-element array of mediump float) -0:36 'u' (temp 5-element array of mediump float) -0:38 move second child to first child (temp mediump 4-component vector of float) -0:38 direct index (temp mediump 4-component vector of float FragData) -0:38 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:36 Function Call: foo(f1[5]; ( global 4-element array of mediump float) +0:36 'u' ( temp 5-element array of mediump float) +0:38 move second child to first child ( temp mediump 4-component vector of float) +0:38 direct index ( temp mediump 4-component vector of float FragData) +0:38 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:38 Constant: 0:38 1000 (const int) 0:38 Constant: @@ -245,9 +245,9 @@ ERROR: node is still EOpNull! 0:38 1.000000 0:38 1.000000 0:38 1.000000 -0:39 move second child to first child (temp mediump 4-component vector of float) -0:39 direct index (temp mediump 4-component vector of float FragData) -0:39 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:39 move second child to first child ( temp mediump 4-component vector of float) +0:39 direct index ( temp mediump 4-component vector of float FragData) +0:39 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:39 Constant: 0:39 -1 (const int) 0:39 Constant: @@ -255,9 +255,9 @@ ERROR: node is still EOpNull! 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp mediump 4-component vector of float) -0:40 direct index (temp mediump 4-component vector of float FragData) -0:40 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float FragData) +0:40 move second child to first child ( temp mediump 4-component vector of float) +0:40 direct index ( temp mediump 4-component vector of float FragData) +0:40 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData) 0:40 Constant: 0:40 3 (const int) 0:40 Constant: @@ -266,8 +266,8 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:? Linker Objects -0:? 'gu' (global 1-element array of mediump float) -0:? 'g4' (global 4-element array of mediump float) -0:? 'g5' (global 5-element array of mediump float) -0:? 'a' (uniform mediump int) +0:? 'gu' ( global 1-element array of mediump float) +0:? 'g4' ( global 4-element array of mediump float) +0:? 'g5' ( global 5-element array of mediump float) +0:? 'a' ( uniform mediump int) diff --git a/Test/baseResults/atomic_uint.frag.out b/Test/baseResults/atomic_uint.frag.out index e54b5dcf..e0ba0994 100644 --- a/Test/baseResults/atomic_uint.frag.out +++ b/Test/baseResults/atomic_uint.frag.out @@ -5,11 +5,11 @@ ERROR: 0:12: 'return' : type does not match, or is not convertible to, the funct ERROR: 0:18: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: non_uniform_counter ERROR: 0:18: 'atomic_uint' : layout(binding=X) is required ERROR: 0:23: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings -ERROR: 0:28: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout(binding=0 offset=0 ) uniform atomic_uint' and a right operand of type 'layout(binding=0 offset=0 ) uniform atomic_uint' (or there is no acceptable conversion) -ERROR: 0:29: '-' : wrong operand type no operation '-' exists that takes an operand of type layout(binding=0 offset=0 ) uniform atomic_uint (or there is no acceptable conversion) +ERROR: 0:28: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout( binding=0 offset=0) uniform atomic_uint' and a right operand of type 'layout( binding=0 offset=0) uniform atomic_uint' (or there is no acceptable conversion) +ERROR: 0:29: '-' : wrong operand type no operation '-' exists that takes an operand of type layout( binding=0 offset=0) uniform atomic_uint (or there is no acceptable conversion) ERROR: 0:31: '[]' : scalar integer expression required ERROR: 0:34: 'assign' : l-value required "counter" (can't modify a uniform) -ERROR: 0:34: 'assign' : cannot convert from 'const int' to 'layout(binding=0 offset=0 ) uniform atomic_uint' +ERROR: 0:34: 'assign' : cannot convert from ' const int' to 'layout( binding=0 offset=0) uniform atomic_uint' ERROR: 0:37: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: acin ERROR: 0:37: 'atomic_uint' : layout(binding=X) is required ERROR: 0:38: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: acg @@ -23,62 +23,62 @@ ERROR: 18 compilation errors. No code generated. Shader version: 420 ERROR: node is still EOpNull! -0:5 Function Definition: func(au1; (global uint) +0:5 Function Definition: func(au1; ( global uint) 0:5 Function Parameters: -0:5 'c' (in atomic_uint) +0:5 'c' ( in atomic_uint) 0:7 Sequence 0:7 Branch: Return with expression -0:7 AtomicCounterIncrement (global uint) -0:7 'c' (in atomic_uint) -0:10 Function Definition: func2(au1; (global uint) +0:7 AtomicCounterIncrement ( global uint) +0:7 'c' ( in atomic_uint) +0:10 Function Definition: func2(au1; ( global uint) 0:10 Function Parameters: -0:10 'c' (out atomic_uint) +0:10 'c' ( out atomic_uint) 0:12 Sequence 0:12 Branch: Return with expression -0:12 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) +0:12 'counter' (layout( binding=0 offset=0) uniform atomic_uint) 0:13 Branch: Return with expression -0:13 AtomicCounter (global uint) -0:13 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:16 Function Definition: main( (global void) +0:13 AtomicCounter ( global uint) +0:13 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:19 Sequence -0:19 move second child to first child (temp uint) -0:19 'val' (temp uint) -0:19 AtomicCounter (global uint) -0:19 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:20 AtomicCounterDecrement (global uint) -0:20 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:26 Function Definition: opac( (global void) +0:19 move second child to first child ( temp uint) +0:19 'val' ( temp uint) +0:19 AtomicCounter ( global uint) +0:19 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:20 AtomicCounterDecrement ( global uint) +0:20 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:26 Function Definition: opac( ( global void) 0:26 Function Parameters: 0:28 Sequence -0:28 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:29 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:31 indirect index (temp int) -0:31 'a' (temp 3-element array of int) -0:31 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:32 direct index (layout(binding=1 offset=3 ) temp atomic_uint) -0:32 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint) +0:28 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:29 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:31 indirect index ( temp int) +0:31 'a' ( temp 3-element array of int) +0:31 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:32 direct index (layout( binding=1 offset=3) temp atomic_uint) +0:32 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint) 0:32 Constant: 0:32 2 (const int) -0:33 indirect index (layout(binding=1 offset=3 ) temp atomic_uint) -0:33 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint) -0:33 'i' (uniform int) -0:34 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) +0:33 indirect index (layout( binding=1 offset=3) temp atomic_uint) +0:33 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint) +0:33 'i' ( uniform int) +0:34 'counter' (layout( binding=0 offset=0) uniform atomic_uint) 0:? Linker Objects -0:? 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:? 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint) -0:? 'i' (uniform int) -0:? 'acin' (smooth in atomic_uint) -0:? 'acg' (global atomic_uint) -0:? 'aNoBind' (uniform atomic_uint) -0:? 'aOffset' (layout(binding=0 offset=32 ) uniform atomic_uint) -0:? 'bar3' (layout(binding=0 offset=4 ) uniform atomic_uint) -0:? 'ac' (layout(binding=0 offset=8 ) uniform 3-element array of atomic_uint) -0:? 'ad' (layout(binding=0 offset=20 ) uniform atomic_uint) -0:? 'bar4' (layout(offset=8 ) uniform atomic_uint) -0:? 'overlap' (layout(binding=0 offset=12 ) uniform atomic_uint) -0:? 'bigBind' (layout(binding=20 ) uniform atomic_uint) +0:? 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:? 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint) +0:? 'i' ( uniform int) +0:? 'acin' ( smooth in atomic_uint) +0:? 'acg' ( global atomic_uint) +0:? 'aNoBind' ( uniform atomic_uint) +0:? 'aOffset' (layout( binding=0 offset=32) uniform atomic_uint) +0:? 'bar3' (layout( binding=0 offset=4) uniform atomic_uint) +0:? 'ac' (layout( binding=0 offset=8) uniform 3-element array of atomic_uint) +0:? 'ad' (layout( binding=0 offset=20) uniform atomic_uint) +0:? 'bar4' (layout( offset=8) uniform atomic_uint) +0:? 'overlap' (layout( binding=0 offset=12) uniform atomic_uint) +0:? 'bigBind' (layout( binding=20) uniform atomic_uint) Linked fragment stage: @@ -86,28 +86,28 @@ Linked fragment stage: Shader version: 420 ERROR: node is still EOpNull! -0:16 Function Definition: main( (global void) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:? Sequence 0:19 Sequence -0:19 move second child to first child (temp uint) -0:19 'val' (temp uint) -0:19 AtomicCounter (global uint) -0:19 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:20 AtomicCounterDecrement (global uint) -0:20 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) +0:19 move second child to first child ( temp uint) +0:19 'val' ( temp uint) +0:19 AtomicCounter ( global uint) +0:19 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:20 AtomicCounterDecrement ( global uint) +0:20 'counter' (layout( binding=0 offset=0) uniform atomic_uint) 0:? Linker Objects -0:? 'counter' (layout(binding=0 offset=0 ) uniform atomic_uint) -0:? 'countArr' (layout(binding=1 offset=3 ) uniform 4-element array of atomic_uint) -0:? 'i' (uniform int) -0:? 'acin' (smooth in atomic_uint) -0:? 'acg' (global atomic_uint) -0:? 'aNoBind' (uniform atomic_uint) -0:? 'aOffset' (layout(binding=0 offset=32 ) uniform atomic_uint) -0:? 'bar3' (layout(binding=0 offset=4 ) uniform atomic_uint) -0:? 'ac' (layout(binding=0 offset=8 ) uniform 3-element array of atomic_uint) -0:? 'ad' (layout(binding=0 offset=20 ) uniform atomic_uint) -0:? 'bar4' (layout(offset=8 ) uniform atomic_uint) -0:? 'overlap' (layout(binding=0 offset=12 ) uniform atomic_uint) -0:? 'bigBind' (layout(binding=20 ) uniform atomic_uint) +0:? 'counter' (layout( binding=0 offset=0) uniform atomic_uint) +0:? 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint) +0:? 'i' ( uniform int) +0:? 'acin' ( smooth in atomic_uint) +0:? 'acg' ( global atomic_uint) +0:? 'aNoBind' ( uniform atomic_uint) +0:? 'aOffset' (layout( binding=0 offset=32) uniform atomic_uint) +0:? 'bar3' (layout( binding=0 offset=4) uniform atomic_uint) +0:? 'ac' (layout( binding=0 offset=8) uniform 3-element array of atomic_uint) +0:? 'ad' (layout( binding=0 offset=20) uniform atomic_uint) +0:? 'bar4' (layout( offset=8) uniform atomic_uint) +0:? 'overlap' (layout( binding=0 offset=12) uniform atomic_uint) +0:? 'bigBind' (layout( binding=20) uniform atomic_uint) diff --git a/Test/baseResults/badChars.frag.out b/Test/baseResults/badChars.frag.out index 9a2aecab..de9af0da 100644 --- a/Test/baseResults/badChars.frag.out +++ b/Test/baseResults/badChars.frag.out @@ -13,7 +13,7 @@ ERROR: 8 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'a' (global mediump int) +0:? 'a' ( global mediump int) Linked fragment stage: @@ -23,5 +23,5 @@ ERROR: Linking fragment stage: Missing entry point: Each stage requires one entr Shader version: 100 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'a' (global mediump int) +0:? 'a' ( global mediump int) diff --git a/Test/baseResults/comment.frag.out b/Test/baseResults/comment.frag.out index 1c876bb5..57f2a1d0 100644 --- a/Test/baseResults/comment.frag.out +++ b/Test/baseResults/comment.frag.out @@ -5,10 +5,10 @@ WARNING: 0:12: 'line continuation' : used at end of comment; the following line Shader version: 430 0:? Sequence -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:? Linker Objects -0:? 'v' (smooth in 4-component vector of float) +0:? 'v' ( smooth in 4-component vector of float) Linked fragment stage: @@ -16,8 +16,8 @@ Linked fragment stage: Shader version: 430 0:? Sequence -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:? Linker Objects -0:? 'v' (smooth in 4-component vector of float) +0:? 'v' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/conditionalDiscard.frag.out b/Test/baseResults/conditionalDiscard.frag.out index 169787f4..255d9c4d 100644 --- a/Test/baseResults/conditionalDiscard.frag.out +++ b/Test/baseResults/conditionalDiscard.frag.out @@ -1,19 +1,19 @@ conditionalDiscard.frag Shader version: 110 0:? Sequence -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'v' (temp 4-component vector of float) -0:8 texture (global 4-component vector of float) -0:8 'tex' (uniform sampler2D) -0:8 'coord' (smooth in 2-component vector of float) -0:10 Test condition and select (temp void) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'v' ( temp 4-component vector of float) +0:8 texture ( global 4-component vector of float) +0:8 'tex' ( uniform sampler2D) +0:8 'coord' ( smooth in 2-component vector of float) +0:10 Test condition and select ( temp void) 0:10 Condition -0:10 Compare Equal (temp bool) -0:10 'v' (temp 4-component vector of float) +0:10 Compare Equal ( temp bool) +0:10 'v' ( temp 4-component vector of float) 0:10 Constant: 0:10 0.100000 0:10 0.200000 @@ -21,12 +21,12 @@ Shader version: 110 0:10 0.400000 0:10 true case 0:11 Branch: Kill -0:13 move second child to first child (temp 4-component vector of float) -0:13 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:13 'v' (temp 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:13 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) +0:? 'tex' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) Linked fragment stage: @@ -34,19 +34,19 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'v' (temp 4-component vector of float) -0:8 texture (global 4-component vector of float) -0:8 'tex' (uniform sampler2D) -0:8 'coord' (smooth in 2-component vector of float) -0:10 Test condition and select (temp void) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'v' ( temp 4-component vector of float) +0:8 texture ( global 4-component vector of float) +0:8 'tex' ( uniform sampler2D) +0:8 'coord' ( smooth in 2-component vector of float) +0:10 Test condition and select ( temp void) 0:10 Condition -0:10 Compare Equal (temp bool) -0:10 'v' (temp 4-component vector of float) +0:10 Compare Equal ( temp bool) +0:10 'v' ( temp 4-component vector of float) 0:10 Constant: 0:10 0.100000 0:10 0.200000 @@ -54,10 +54,10 @@ Shader version: 110 0:10 0.400000 0:10 true case 0:11 Branch: Kill -0:13 move second child to first child (temp 4-component vector of float) -0:13 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:13 'v' (temp 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:13 'v' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) +0:? 'tex' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/constErrors.frag.out b/Test/baseResults/constErrors.frag.out index f04c7369..0b2dc62f 100644 --- a/Test/baseResults/constErrors.frag.out +++ b/Test/baseResults/constErrors.frag.out @@ -3,29 +3,29 @@ ERROR: 0:14: 'non-constant initializer' : not supported for this version or the ERROR: 0:17: '' : array size must be a constant integer expression ERROR: 0:18: '' : array size must be a constant integer expression ERROR: 0:19: '' : array size must be a constant integer expression -ERROR: 0:27: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2}' -ERROR: 0:33: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}' +ERROR: 0:27: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2}' +ERROR: 0:33: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}' ERROR: 6 compilation errors. No code generated. Shader version: 330 ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a3' (const (read only) int) -0:14 'uniformInt' (uniform int) +0:14 move second child to first child ( temp int) +0:14 'a3' ( const (read only) int) +0:14 'uniformInt' ( uniform int) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (out 4-component vector of float) -0:? 'constInt' (const int) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' ( out 4-component vector of float) +0:? 'constInt' ( const int) 0:? 3 (const int) -0:? 'uniformInt' (uniform int) -0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2}) -0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) -0:? 'f' (const float) +0:? 'uniformInt' ( uniform int) +0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2}) +0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) +0:? 'f' ( const float) 0:? 3.000000 @@ -34,21 +34,21 @@ Linked fragment stage: Shader version: 330 ERROR: node is still EOpNull! -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'a3' (const (read only) int) -0:14 'uniformInt' (uniform int) +0:14 move second child to first child ( temp int) +0:14 'a3' ( const (read only) int) +0:14 'uniformInt' ( uniform int) 0:? Linker Objects -0:? 'inVar' (smooth in 4-component vector of float) -0:? 'outVar' (out 4-component vector of float) -0:? 'constInt' (const int) +0:? 'inVar' ( smooth in 4-component vector of float) +0:? 'outVar' ( out 4-component vector of float) +0:? 'constInt' ( const int) 0:? 3 (const int) -0:? 'uniformInt' (uniform int) -0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2}) -0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) -0:? 'f' (const float) +0:? 'uniformInt' ( uniform int) +0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2}) +0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) +0:? 'f' ( const float) 0:? 3.000000 diff --git a/Test/baseResults/constFold.frag.out b/Test/baseResults/constFold.frag.out index 33bf5130..8c014684 100644 --- a/Test/baseResults/constFold.frag.out +++ b/Test/baseResults/constFold.frag.out @@ -11,165 +11,165 @@ ERROR: 6 compilation errors. No code generated. Shader version: 430 ERROR: node is still EOpNull! -0:28 Function Definition: main( (global void) +0:28 Function Definition: main( ( global void) 0:28 Function Parameters: 0:30 Sequence 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:30 'dx' (temp 4-component vector of float) -0:30 dPdx (global 4-component vector of float) -0:30 'inv' (smooth in 4-component vector of float) -0:37 move second child to first child (temp 4-component vector of float) -0:37 'FragColor' (out 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'dx' ( temp 4-component vector of float) +0:30 dPdx ( global 4-component vector of float) +0:30 'inv' ( smooth in 4-component vector of float) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'FragColor' ( out 4-component vector of float) 0:37 Constant: 0:37 2.000000 0:37 6.000000 0:37 3.000000 0:37 171.887339 -0:42 move second child to first child (temp 4-component vector of float) -0:42 'FragColor' (out 4-component vector of float) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'FragColor' ( out 4-component vector of float) 0:42 Constant: 0:42 3.000000 0:42 2.000000 0:42 0.001593 0:42 -0.999999 -0:43 move second child to first child (temp 2-component vector of float) -0:43 'out2' (out 2-component vector of float) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'out2' ( out 2-component vector of float) 0:43 Constant: 0:43 5.600000 0:43 5.800000 -0:44 move second child to first child (temp 4-component vector of float) -0:44 'out3' (out 4-component vector of float) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'out3' ( out 4-component vector of float) 0:44 Constant: 0:44 20.085537 0:44 2.302585 0:44 16.000000 0:44 8.000000 -0:45 move second child to first child (temp 4-component vector of float) -0:45 'out4' (out 4-component vector of float) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'out4' ( out 4-component vector of float) 0:45 Constant: 0:45 10.000000 0:45 0.100000 0:45 4.700000 0:45 10.900000 -0:46 move second child to first child (temp 4-component vector of int) -0:46 'out5' (out 4-component vector of int) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'out5' ( out 4-component vector of int) 0:46 Constant: 0:46 8 (const int) 0:46 17 (const int) 0:46 -1 (const int) 0:46 1 (const int) -0:47 move second child to first child (temp 3-component vector of float) -0:47 'out6' (out 3-component vector of float) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'out6' ( out 3-component vector of float) 0:47 Constant: 0:47 -1.000000 0:47 1.000000 0:47 0.000000 -0:48 move second child to first child (temp 4-component vector of float) -0:48 'out7' (out 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'out7' ( out 4-component vector of float) 0:48 Constant: 0:48 4.000000 0:48 -4.000000 0:48 5.000000 0:48 -5.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 'out8' (out 4-component vector of float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'out8' ( out 4-component vector of float) 0:49 Constant: 0:49 4.000000 0:49 5.000000 0:49 4.000000 0:49 -6.000000 -0:50 move second child to first child (temp 4-component vector of float) -0:50 'out9' (out 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'out9' ( out 4-component vector of float) 0:50 Constant: 0:50 8.000000 0:50 -4.000000 0:50 0.345000 0:50 0.400000 -0:51 move second child to first child (temp 4-component vector of float) -0:51 'out10' (out 4-component vector of float) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'out10' ( out 4-component vector of float) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 0.000000 0:51 0.000000 -0:52 move second child to first child (temp 4-component vector of float) -0:52 'out11' (out 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of float) +0:52 'out11' ( out 4-component vector of float) 0:52 Constant: 0:52 0.000000 0:52 0.000000 0:52 1.000000 0:52 0.000000 -0:53 move second child to first child (temp 4-component vector of float) -0:53 'out11' (out 4-component vector of float) +0:53 move second child to first child ( temp 4-component vector of float) +0:53 'out11' ( out 4-component vector of float) 0:53 Constant: 0:53 1.029639 0:53 0.799690 0:53 0.674741 0:53 1.570696 -0:54 move second child to first child (temp 4-component vector of float) -0:54 'out11' (out 4-component vector of float) +0:54 move second child to first child ( temp 4-component vector of float) +0:54 'out11' ( out 4-component vector of float) 0:54 Constant: 0:54 0.000000 0:54 0.523599 0:54 1.570796 0:54 1.047198 -0:58 move second child to first child (temp 4-component vector of float) -0:58 'out11' (out 4-component vector of float) +0:58 move second child to first child ( temp 4-component vector of float) +0:58 'out11' ( out 4-component vector of float) 0:58 Constant: 0:58 1.373401 0:58 0.000000 0:58 0.896055 0:58 -0.380506 -0:62 move second child to first child (temp 2-component vector of int) -0:62 'out12' (out 2-component vector of int) +0:62 move second child to first child ( temp 2-component vector of int) +0:62 'out12' ( out 2-component vector of int) 0:62 Constant: 0:62 15 (const int) 0:62 16 (const int) -0:63 move second child to first child (temp 2-component vector of int) -0:63 'out12' (out 2-component vector of int) +0:63 move second child to first child ( temp 2-component vector of int) +0:63 'out12' ( out 2-component vector of int) 0:63 Constant: 0:63 17 (const int) 0:63 17 (const int) -0:64 move second child to first child (temp 2-component vector of float) -0:64 'out2' (out 2-component vector of float) +0:64 move second child to first child ( temp 2-component vector of float) +0:64 'out2' ( out 2-component vector of float) 0:64 Constant: 0:64 871.421253 0:64 4913.000000 -0:65 move second child to first child (temp 3-component vector of uint) -0:65 'out13' (out 3-component vector of uint) +0:65 move second child to first child ( temp 3-component vector of uint) +0:65 'out13' ( out 3-component vector of uint) 0:65 Constant: 0:65 10 (const uint) 0:65 20 (const uint) 0:65 30 (const uint) -0:66 move second child to first child (temp 2-component vector of float) -0:66 'out2' (out 2-component vector of float) +0:66 move second child to first child ( temp 2-component vector of float) +0:66 'out2' ( out 2-component vector of float) 0:66 Constant: 0:66 3.000000 0:66 6.000000 -0:67 move second child to first child (temp 2-component vector of float) -0:67 'out2' (out 2-component vector of float) +0:67 move second child to first child ( temp 2-component vector of float) +0:67 'out2' ( out 2-component vector of float) 0:67 Constant: 0:67 3.500000 0:67 4.500000 -0:68 move second child to first child (temp 2-component vector of float) -0:68 'out2' (out 2-component vector of float) +0:68 move second child to first child ( temp 2-component vector of float) +0:68 'out2' ( out 2-component vector of float) 0:68 Constant: 0:68 0.000000 0:68 1.000000 -0:69 move second child to first child (temp 4-component vector of float) -0:69 'out11' (out 4-component vector of float) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'out11' ( out 4-component vector of float) 0:69 Constant: 0:69 0.000000 0:69 0.028000 0:69 0.500000 0:69 1.000000 -0:78 Function Definition: foo( (global void) +0:78 Function Definition: foo( ( global void) 0:78 Function Parameters: 0:? Sequence -0:81 move second child to first child (temp float) -0:81 direct index (temp float) -0:81 'a' (temp 3-element array of float) +0:81 move second child to first child ( temp float) +0:81 direct index ( temp float) +0:81 'a' ( temp 3-element array of float) 0:81 Constant: 0:81 0 (const int) 0:81 Constant: @@ -188,23 +188,23 @@ ERROR: node is still EOpNull! 0:90 Constant: 0:90 6 (const uint) 0:90 7 (const uint) -0:103 Function Definition: foo2( (global void) +0:103 Function Definition: foo2( ( global void) 0:103 Function Parameters: 0:105 Sequence -0:105 direct index (temp float) -0:105 'a1' (global 1-element array of float) +0:105 direct index ( temp float) +0:105 'a1' ( global 1-element array of float) 0:105 Constant: 0:105 0 (const int) -0:106 direct index (temp float) -0:106 'a2' (global 2-element array of float) +0:106 direct index ( temp float) +0:106 'a2' ( global 2-element array of float) 0:106 Constant: 0:106 0 (const int) -0:107 direct index (temp float) -0:107 'a3' (global 4-element array of float) +0:107 direct index ( temp float) +0:107 'a3' ( global 4-element array of float) 0:107 Constant: 0:107 0 (const int) -0:108 direct index (temp float) -0:108 'a4' (global 2-element array of float) +0:108 direct index ( temp float) +0:108 'a4' ( global 2-element array of float) 0:108 Constant: 0:108 0 (const int) 0:109 Constant: @@ -219,32 +219,32 @@ ERROR: node is still EOpNull! 0:113 0.000000 0:114 Constant: 0:114 0.000000 -0:116 move second child to first child (temp int) -0:116 'p' (temp int) +0:116 move second child to first child ( temp int) +0:116 'p' ( temp int) 0:116 Constant: 0:116 2147483647 (const int) -0:117 move second child to first child (temp int) -0:117 'p' (temp int) +0:117 move second child to first child ( temp int) +0:117 'p' ( temp int) 0:117 Constant: 0:117 -2147483648 (const int) -0:118 move second child to first child (temp int) -0:118 'p' (temp int) +0:118 move second child to first child ( temp int) +0:118 'p' ( temp int) 0:118 Constant: 0:118 -2147483647 (const int) 0:119 Sequence -0:119 move second child to first child (temp float) -0:119 'f' (temp float) +0:119 move second child to first child ( temp float) +0:119 'f' ( temp float) 0:119 Constant: 0:119 1.444000 -0:120 move second child to first child (temp float) -0:120 'f' (temp float) -0:120 direct index (temp float) -0:120 Construct vec4 (temp 4-component vector of float) -0:120 Test condition and select (temp float) +0:120 move second child to first child ( temp float) +0:120 'f' ( temp float) +0:120 direct index ( temp float) +0:120 Construct vec4 ( temp 4-component vector of float) +0:120 Test condition and select ( temp float) 0:120 Condition -0:120 Compare Less Than (temp bool) -0:120 direct index (temp float) -0:120 'inv' (smooth in 4-component vector of float) +0:120 Compare Less Than ( temp bool) +0:120 direct index ( temp float) +0:120 'inv' ( smooth in 4-component vector of float) 0:120 Constant: 0:120 0 (const int) 0:120 Constant: @@ -257,12 +257,12 @@ ERROR: node is still EOpNull! 0:120 1.000000 0:120 Constant: 0:120 3 (const int) -0:126 Function Definition: foo3( (global void) +0:126 Function Definition: foo3( ( global void) 0:126 Function Parameters: 0:128 Sequence 0:128 Sequence -0:128 move second child to first child (temp 3X2 matrix of float) -0:128 'r32' (temp 3X2 matrix of float) +0:128 move second child to first child ( temp 3X2 matrix of float) +0:128 'r32' ( temp 3X2 matrix of float) 0:128 Constant: 0:128 43.000000 0:128 64.000000 @@ -270,47 +270,47 @@ ERROR: node is still EOpNull! 0:128 76.000000 0:128 59.000000 0:128 88.000000 -0:138 Function Definition: foo4( (global void) +0:138 Function Definition: foo4( ( global void) 0:138 Function Parameters: 0:140 Sequence 0:140 Sequence -0:140 move second child to first child (temp int) -0:140 'a' (temp int) +0:140 move second child to first child ( temp int) +0:140 'a' ( temp int) 0:140 Constant: 0:140 9 (const int) 0:? Linker Objects -0:? 'a' (const int) +0:? 'a' ( const int) 0:? 1 (const int) -0:? 'b' (const int) +0:? 'b' ( const int) 0:? 2 (const int) -0:? 'c' (const int) +0:? 'c' ( const int) 0:? 3 (const int) -0:? 'd' (const int) +0:? 'd' ( const int) 0:? 2 (const int) -0:? 'e' (const float) +0:? 'e' ( const float) 0:? 2.000000 -0:? 'f' (const float) +0:? 'f' ( const float) 0:? 6.000000 -0:? 'g' (const float) +0:? 'g' ( const float) 0:? 3.000000 -0:? 'pytho' (const 2-component vector of float) +0:? 'pytho' ( const 2-component vector of float) 0:? 3.000000 0:? 4.000000 -0:? 'inv' (smooth in 4-component vector of float) -0:? 'FragColor' (out 4-component vector of float) -0:? 'out2' (out 2-component vector of float) -0:? 'out3' (out 4-component vector of float) -0:? 'out4' (out 4-component vector of float) -0:? 'out5' (out 4-component vector of int) -0:? 'out6' (out 3-component vector of float) -0:? 'out7' (out 4-component vector of float) -0:? 'out8' (out 4-component vector of float) -0:? 'out9' (out 4-component vector of float) -0:? 'out10' (out 4-component vector of float) -0:? 'out11' (out 4-component vector of float) -0:? 'out12' (out 2-component vector of int) -0:? 'out13' (out 3-component vector of uint) -0:? 's' (const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) +0:? 'inv' ( smooth in 4-component vector of float) +0:? 'FragColor' ( out 4-component vector of float) +0:? 'out2' ( out 2-component vector of float) +0:? 'out3' ( out 4-component vector of float) +0:? 'out4' ( out 4-component vector of float) +0:? 'out5' ( out 4-component vector of int) +0:? 'out6' ( out 3-component vector of float) +0:? 'out7' ( out 4-component vector of float) +0:? 'out8' ( out 4-component vector of float) +0:? 'out9' ( out 4-component vector of float) +0:? 'out10' ( out 4-component vector of float) +0:? 'out11' ( out 4-component vector of float) +0:? 'out12' ( out 2-component vector of int) +0:? 'out13' ( out 3-component vector of uint) +0:? 's' ( const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) 0:? 3.000000 0:? 3.000000 0:? 3.000000 @@ -324,12 +324,12 @@ ERROR: node is still EOpNull! 0:? 6.000000 0:? 7.000000 0:? 8.000000 -0:? 'm2' (const 2X2 matrix of float) +0:? 'm2' ( const 2X2 matrix of float) 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 5.000000 -0:? 'm3' (const 3X3 matrix of float) +0:? 'm3' ( const 3X3 matrix of float) 0:? 2.000000 0:? 3.000000 0:? 0.000000 @@ -339,32 +339,32 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'mc' (const int) +0:? 'mc' ( const int) 0:? 1 (const int) -0:? 'a1' (global 1-element array of float) -0:? 'a2' (global 2-element array of float) -0:? 'a3' (global 4-element array of float) -0:? 'v2' (const 2-component vector of float) +0:? 'a1' ( global 1-element array of float) +0:? 'a2' ( global 2-element array of float) +0:? 'a3' ( global 4-element array of float) +0:? 'v2' ( const 2-component vector of float) 0:? 1.000000 0:? 2.000000 -0:? 'v3' (const 3-component vector of float) +0:? 'v3' ( const 3-component vector of float) 0:? 3.000000 0:? 4.000000 0:? 5.000000 -0:? 'a4' (global 2-element array of float) -0:? 'mm2' (const 2X2 matrix of float) +0:? 'a4' ( global 2-element array of float) +0:? 'mm2' ( const 2X2 matrix of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:? 'mm32' (const 3X2 matrix of float) +0:? 'mm32' ( const 3X2 matrix of float) 0:? 10.000000 0:? 11.000000 0:? 12.000000 0:? 13.000000 0:? 14.000000 0:? 15.000000 -0:? 'a0' (const 3-element array of structure{global int i, global float f, global bool b}) +0:? 'a0' ( const 3-element array of structure{ global int i, global float f, global bool b}) 0:? 3 (const int) 0:? 2.000000 0:? true (const bool) @@ -374,17 +374,17 @@ ERROR: node is still EOpNull! 0:? 1 (const int) 0:? 9.000000 0:? false (const bool) -0:? 'cval1' (const bool) +0:? 'cval1' ( const bool) 0:? true (const bool) -0:? 'cval2' (const bool) +0:? 'cval2' ( const bool) 0:? false (const bool) -0:? 'cval3' (const bool) +0:? 'cval3' ( const bool) 0:? false (const bool) -0:? 'cval4' (const bool) +0:? 'cval4' ( const bool) 0:? true (const bool) -0:? 'cval5' (const bool) +0:? 'cval5' ( const bool) 0:? false (const bool) -0:? 'cval6' (const bool) +0:? 'cval6' ( const bool) 0:? true (const bool) @@ -393,192 +393,192 @@ Linked fragment stage: Shader version: 430 ERROR: node is still EOpNull! -0:28 Function Definition: main( (global void) +0:28 Function Definition: main( ( global void) 0:28 Function Parameters: 0:30 Sequence 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:30 'dx' (temp 4-component vector of float) -0:30 dPdx (global 4-component vector of float) -0:30 'inv' (smooth in 4-component vector of float) -0:37 move second child to first child (temp 4-component vector of float) -0:37 'FragColor' (out 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'dx' ( temp 4-component vector of float) +0:30 dPdx ( global 4-component vector of float) +0:30 'inv' ( smooth in 4-component vector of float) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'FragColor' ( out 4-component vector of float) 0:37 Constant: 0:37 2.000000 0:37 6.000000 0:37 3.000000 0:37 171.887339 -0:42 move second child to first child (temp 4-component vector of float) -0:42 'FragColor' (out 4-component vector of float) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'FragColor' ( out 4-component vector of float) 0:42 Constant: 0:42 3.000000 0:42 2.000000 0:42 0.001593 0:42 -0.999999 -0:43 move second child to first child (temp 2-component vector of float) -0:43 'out2' (out 2-component vector of float) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'out2' ( out 2-component vector of float) 0:43 Constant: 0:43 5.600000 0:43 5.800000 -0:44 move second child to first child (temp 4-component vector of float) -0:44 'out3' (out 4-component vector of float) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'out3' ( out 4-component vector of float) 0:44 Constant: 0:44 20.085537 0:44 2.302585 0:44 16.000000 0:44 8.000000 -0:45 move second child to first child (temp 4-component vector of float) -0:45 'out4' (out 4-component vector of float) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'out4' ( out 4-component vector of float) 0:45 Constant: 0:45 10.000000 0:45 0.100000 0:45 4.700000 0:45 10.900000 -0:46 move second child to first child (temp 4-component vector of int) -0:46 'out5' (out 4-component vector of int) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'out5' ( out 4-component vector of int) 0:46 Constant: 0:46 8 (const int) 0:46 17 (const int) 0:46 -1 (const int) 0:46 1 (const int) -0:47 move second child to first child (temp 3-component vector of float) -0:47 'out6' (out 3-component vector of float) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'out6' ( out 3-component vector of float) 0:47 Constant: 0:47 -1.000000 0:47 1.000000 0:47 0.000000 -0:48 move second child to first child (temp 4-component vector of float) -0:48 'out7' (out 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'out7' ( out 4-component vector of float) 0:48 Constant: 0:48 4.000000 0:48 -4.000000 0:48 5.000000 0:48 -5.000000 -0:49 move second child to first child (temp 4-component vector of float) -0:49 'out8' (out 4-component vector of float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'out8' ( out 4-component vector of float) 0:49 Constant: 0:49 4.000000 0:49 5.000000 0:49 4.000000 0:49 -6.000000 -0:50 move second child to first child (temp 4-component vector of float) -0:50 'out9' (out 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'out9' ( out 4-component vector of float) 0:50 Constant: 0:50 8.000000 0:50 -4.000000 0:50 0.345000 0:50 0.400000 -0:51 move second child to first child (temp 4-component vector of float) -0:51 'out10' (out 4-component vector of float) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'out10' ( out 4-component vector of float) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 0.000000 0:51 0.000000 -0:52 move second child to first child (temp 4-component vector of float) -0:52 'out11' (out 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of float) +0:52 'out11' ( out 4-component vector of float) 0:52 Constant: 0:52 0.000000 0:52 0.000000 0:52 1.000000 0:52 0.000000 -0:53 move second child to first child (temp 4-component vector of float) -0:53 'out11' (out 4-component vector of float) +0:53 move second child to first child ( temp 4-component vector of float) +0:53 'out11' ( out 4-component vector of float) 0:53 Constant: 0:53 1.029639 0:53 0.799690 0:53 0.674741 0:53 1.570696 -0:54 move second child to first child (temp 4-component vector of float) -0:54 'out11' (out 4-component vector of float) +0:54 move second child to first child ( temp 4-component vector of float) +0:54 'out11' ( out 4-component vector of float) 0:54 Constant: 0:54 0.000000 0:54 0.523599 0:54 1.570796 0:54 1.047198 -0:58 move second child to first child (temp 4-component vector of float) -0:58 'out11' (out 4-component vector of float) +0:58 move second child to first child ( temp 4-component vector of float) +0:58 'out11' ( out 4-component vector of float) 0:58 Constant: 0:58 1.373401 0:58 0.000000 0:58 0.896055 0:58 -0.380506 -0:62 move second child to first child (temp 2-component vector of int) -0:62 'out12' (out 2-component vector of int) +0:62 move second child to first child ( temp 2-component vector of int) +0:62 'out12' ( out 2-component vector of int) 0:62 Constant: 0:62 15 (const int) 0:62 16 (const int) -0:63 move second child to first child (temp 2-component vector of int) -0:63 'out12' (out 2-component vector of int) +0:63 move second child to first child ( temp 2-component vector of int) +0:63 'out12' ( out 2-component vector of int) 0:63 Constant: 0:63 17 (const int) 0:63 17 (const int) -0:64 move second child to first child (temp 2-component vector of float) -0:64 'out2' (out 2-component vector of float) +0:64 move second child to first child ( temp 2-component vector of float) +0:64 'out2' ( out 2-component vector of float) 0:64 Constant: 0:64 871.421253 0:64 4913.000000 -0:65 move second child to first child (temp 3-component vector of uint) -0:65 'out13' (out 3-component vector of uint) +0:65 move second child to first child ( temp 3-component vector of uint) +0:65 'out13' ( out 3-component vector of uint) 0:65 Constant: 0:65 10 (const uint) 0:65 20 (const uint) 0:65 30 (const uint) -0:66 move second child to first child (temp 2-component vector of float) -0:66 'out2' (out 2-component vector of float) +0:66 move second child to first child ( temp 2-component vector of float) +0:66 'out2' ( out 2-component vector of float) 0:66 Constant: 0:66 3.000000 0:66 6.000000 -0:67 move second child to first child (temp 2-component vector of float) -0:67 'out2' (out 2-component vector of float) +0:67 move second child to first child ( temp 2-component vector of float) +0:67 'out2' ( out 2-component vector of float) 0:67 Constant: 0:67 3.500000 0:67 4.500000 -0:68 move second child to first child (temp 2-component vector of float) -0:68 'out2' (out 2-component vector of float) +0:68 move second child to first child ( temp 2-component vector of float) +0:68 'out2' ( out 2-component vector of float) 0:68 Constant: 0:68 0.000000 0:68 1.000000 -0:69 move second child to first child (temp 4-component vector of float) -0:69 'out11' (out 4-component vector of float) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'out11' ( out 4-component vector of float) 0:69 Constant: 0:69 0.000000 0:69 0.028000 0:69 0.500000 0:69 1.000000 0:? Linker Objects -0:? 'a' (const int) +0:? 'a' ( const int) 0:? 1 (const int) -0:? 'b' (const int) +0:? 'b' ( const int) 0:? 2 (const int) -0:? 'c' (const int) +0:? 'c' ( const int) 0:? 3 (const int) -0:? 'd' (const int) +0:? 'd' ( const int) 0:? 2 (const int) -0:? 'e' (const float) +0:? 'e' ( const float) 0:? 2.000000 -0:? 'f' (const float) +0:? 'f' ( const float) 0:? 6.000000 -0:? 'g' (const float) +0:? 'g' ( const float) 0:? 3.000000 -0:? 'pytho' (const 2-component vector of float) +0:? 'pytho' ( const 2-component vector of float) 0:? 3.000000 0:? 4.000000 -0:? 'inv' (smooth in 4-component vector of float) -0:? 'FragColor' (out 4-component vector of float) -0:? 'out2' (out 2-component vector of float) -0:? 'out3' (out 4-component vector of float) -0:? 'out4' (out 4-component vector of float) -0:? 'out5' (out 4-component vector of int) -0:? 'out6' (out 3-component vector of float) -0:? 'out7' (out 4-component vector of float) -0:? 'out8' (out 4-component vector of float) -0:? 'out9' (out 4-component vector of float) -0:? 'out10' (out 4-component vector of float) -0:? 'out11' (out 4-component vector of float) -0:? 'out12' (out 2-component vector of int) -0:? 'out13' (out 3-component vector of uint) -0:? 's' (const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) +0:? 'inv' ( smooth in 4-component vector of float) +0:? 'FragColor' ( out 4-component vector of float) +0:? 'out2' ( out 2-component vector of float) +0:? 'out3' ( out 4-component vector of float) +0:? 'out4' ( out 4-component vector of float) +0:? 'out5' ( out 4-component vector of int) +0:? 'out6' ( out 3-component vector of float) +0:? 'out7' ( out 4-component vector of float) +0:? 'out8' ( out 4-component vector of float) +0:? 'out9' ( out 4-component vector of float) +0:? 'out10' ( out 4-component vector of float) +0:? 'out11' ( out 4-component vector of float) +0:? 'out12' ( out 2-component vector of int) +0:? 'out13' ( out 3-component vector of uint) +0:? 's' ( const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}) 0:? 3.000000 0:? 3.000000 0:? 3.000000 @@ -592,12 +592,12 @@ ERROR: node is still EOpNull! 0:? 6.000000 0:? 7.000000 0:? 8.000000 -0:? 'm2' (const 2X2 matrix of float) +0:? 'm2' ( const 2X2 matrix of float) 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 5.000000 -0:? 'm3' (const 3X3 matrix of float) +0:? 'm3' ( const 3X3 matrix of float) 0:? 2.000000 0:? 3.000000 0:? 0.000000 @@ -607,32 +607,32 @@ ERROR: node is still EOpNull! 0:? 0.000000 0:? 0.000000 0:? 1.000000 -0:? 'mc' (const int) +0:? 'mc' ( const int) 0:? 1 (const int) -0:? 'a1' (global 1-element array of float) -0:? 'a2' (global 2-element array of float) -0:? 'a3' (global 4-element array of float) -0:? 'v2' (const 2-component vector of float) +0:? 'a1' ( global 1-element array of float) +0:? 'a2' ( global 2-element array of float) +0:? 'a3' ( global 4-element array of float) +0:? 'v2' ( const 2-component vector of float) 0:? 1.000000 0:? 2.000000 -0:? 'v3' (const 3-component vector of float) +0:? 'v3' ( const 3-component vector of float) 0:? 3.000000 0:? 4.000000 0:? 5.000000 -0:? 'a4' (global 2-element array of float) -0:? 'mm2' (const 2X2 matrix of float) +0:? 'a4' ( global 2-element array of float) +0:? 'mm2' ( const 2X2 matrix of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:? 'mm32' (const 3X2 matrix of float) +0:? 'mm32' ( const 3X2 matrix of float) 0:? 10.000000 0:? 11.000000 0:? 12.000000 0:? 13.000000 0:? 14.000000 0:? 15.000000 -0:? 'a0' (const 3-element array of structure{global int i, global float f, global bool b}) +0:? 'a0' ( const 3-element array of structure{ global int i, global float f, global bool b}) 0:? 3 (const int) 0:? 2.000000 0:? true (const bool) @@ -642,16 +642,16 @@ ERROR: node is still EOpNull! 0:? 1 (const int) 0:? 9.000000 0:? false (const bool) -0:? 'cval1' (const bool) +0:? 'cval1' ( const bool) 0:? true (const bool) -0:? 'cval2' (const bool) +0:? 'cval2' ( const bool) 0:? false (const bool) -0:? 'cval3' (const bool) +0:? 'cval3' ( const bool) 0:? false (const bool) -0:? 'cval4' (const bool) +0:? 'cval4' ( const bool) 0:? true (const bool) -0:? 'cval5' (const bool) +0:? 'cval5' ( const bool) 0:? false (const bool) -0:? 'cval6' (const bool) +0:? 'cval6' ( const bool) 0:? true (const bool) diff --git a/Test/baseResults/conversion.frag.out b/Test/baseResults/conversion.frag.out index 3abf82ce..73875d19 100644 --- a/Test/baseResults/conversion.frag.out +++ b/Test/baseResults/conversion.frag.out @@ -1,427 +1,427 @@ conversion.frag Shader version: 130 0:? Sequence -0:33 Function Definition: main( (global void) +0:33 Function Definition: main( ( global void) 0:33 Function Parameters: 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp bool) -0:35 'b' (temp bool) -0:35 logical-xor (temp bool) -0:35 Convert int to bool (temp bool) -0:35 'u_i' (uniform int) -0:35 Convert float to bool (temp bool) -0:35 'u_f' (uniform float) +0:35 move second child to first child ( temp bool) +0:35 'b' ( temp bool) +0:35 logical-xor ( temp bool) +0:35 Convert int to bool ( temp bool) +0:35 'u_i' ( uniform int) +0:35 Convert float to bool ( temp bool) +0:35 'u_f' ( uniform float) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of bool) -0:36 'b2' (temp 2-component vector of bool) -0:36 Construct bvec2 (temp 2-component vector of bool) -0:36 Convert int to bool (temp bool) -0:36 'u_i' (uniform int) -0:36 Convert float to bool (temp bool) -0:36 'u_f' (uniform float) +0:36 move second child to first child ( temp 2-component vector of bool) +0:36 'b2' ( temp 2-component vector of bool) +0:36 Construct bvec2 ( temp 2-component vector of bool) +0:36 Convert int to bool ( temp bool) +0:36 'u_i' ( uniform int) +0:36 Convert float to bool ( temp bool) +0:36 'u_f' ( uniform float) 0:37 Sequence -0:37 move second child to first child (temp 3-component vector of bool) -0:37 'b3' (temp 3-component vector of bool) -0:37 Construct bvec3 (temp 3-component vector of bool) -0:37 Convert int to bool (temp bool) -0:37 'u_i' (uniform int) -0:37 Convert float to bool (temp bool) -0:37 'u_f' (uniform float) -0:37 Convert int to bool (temp bool) -0:37 'i_i' (flat in int) +0:37 move second child to first child ( temp 3-component vector of bool) +0:37 'b3' ( temp 3-component vector of bool) +0:37 Construct bvec3 ( temp 3-component vector of bool) +0:37 Convert int to bool ( temp bool) +0:37 'u_i' ( uniform int) +0:37 Convert float to bool ( temp bool) +0:37 'u_f' ( uniform float) +0:37 Convert int to bool ( temp bool) +0:37 'i_i' ( flat in int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b4' (temp 4-component vector of bool) -0:38 Construct bvec4 (temp 4-component vector of bool) -0:38 Convert int to bool (temp bool) -0:38 'u_i' (uniform int) -0:38 Convert float to bool (temp bool) -0:38 'u_f' (uniform float) -0:38 Convert int to bool (temp bool) -0:38 'i_i' (flat in int) -0:38 Convert float to bool (temp bool) -0:38 'i_f' (smooth in float) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b4' ( temp 4-component vector of bool) +0:38 Construct bvec4 ( temp 4-component vector of bool) +0:38 Convert int to bool ( temp bool) +0:38 'u_i' ( uniform int) +0:38 Convert float to bool ( temp bool) +0:38 'u_f' ( uniform float) +0:38 Convert int to bool ( temp bool) +0:38 'i_i' ( flat in int) +0:38 Convert float to bool ( temp bool) +0:38 'i_f' ( smooth in float) 0:40 Sequence -0:40 move second child to first child (temp int) -0:40 'i' (temp int) -0:40 add (temp int) -0:40 Convert float to int (temp int) -0:40 'u_f' (uniform float) -0:40 Convert bool to int (temp int) -0:40 'b' (temp bool) +0:40 move second child to first child ( temp int) +0:40 'i' ( temp int) +0:40 add ( temp int) +0:40 Convert float to int ( temp int) +0:40 'u_f' ( uniform float) +0:40 Convert bool to int ( temp int) +0:40 'b' ( temp bool) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of int) -0:41 'i2' (temp 2-component vector of int) -0:41 add (temp 2-component vector of int) -0:41 Convert float to int (temp 2-component vector of int) -0:41 'u_f2' (uniform 2-component vector of float) -0:41 Convert bool to int (temp 2-component vector of int) -0:41 'b2' (temp 2-component vector of bool) +0:41 move second child to first child ( temp 2-component vector of int) +0:41 'i2' ( temp 2-component vector of int) +0:41 add ( temp 2-component vector of int) +0:41 Convert float to int ( temp 2-component vector of int) +0:41 'u_f2' ( uniform 2-component vector of float) +0:41 Convert bool to int ( temp 2-component vector of int) +0:41 'b2' ( temp 2-component vector of bool) 0:42 Sequence -0:42 move second child to first child (temp 3-component vector of int) -0:42 'i3' (temp 3-component vector of int) -0:42 add (temp 3-component vector of int) -0:42 Convert float to int (temp 3-component vector of int) -0:42 'u_f3' (uniform 3-component vector of float) -0:42 Convert bool to int (temp 3-component vector of int) -0:42 'b3' (temp 3-component vector of bool) +0:42 move second child to first child ( temp 3-component vector of int) +0:42 'i3' ( temp 3-component vector of int) +0:42 add ( temp 3-component vector of int) +0:42 Convert float to int ( temp 3-component vector of int) +0:42 'u_f3' ( uniform 3-component vector of float) +0:42 Convert bool to int ( temp 3-component vector of int) +0:42 'b3' ( temp 3-component vector of bool) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'i4' (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:43 Convert float to int (temp 4-component vector of int) -0:43 'u_f4' (uniform 4-component vector of float) -0:43 Convert bool to int (temp 4-component vector of int) -0:43 'b4' (temp 4-component vector of bool) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'i4' ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:43 Convert float to int ( temp 4-component vector of int) +0:43 'u_f4' ( uniform 4-component vector of float) +0:43 Convert bool to int ( temp 4-component vector of int) +0:43 'b4' ( temp 4-component vector of bool) 0:45 Sequence -0:45 move second child to first child (temp float) -0:45 'f' (temp float) -0:45 Convert int to float (temp float) -0:45 'i' (temp int) +0:45 move second child to first child ( temp float) +0:45 'f' ( temp float) +0:45 Convert int to float ( temp float) +0:45 'i' ( temp int) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'f2' (temp 2-component vector of float) -0:46 Convert int to float (temp 2-component vector of float) -0:46 'i2' (temp 2-component vector of int) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'f2' ( temp 2-component vector of float) +0:46 Convert int to float ( temp 2-component vector of float) +0:46 'i2' ( temp 2-component vector of int) 0:47 Sequence -0:47 move second child to first child (temp 3-component vector of float) -0:47 'f3' (temp 3-component vector of float) -0:47 Convert int to float (temp 3-component vector of float) -0:47 'i3' (temp 3-component vector of int) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'f3' ( temp 3-component vector of float) +0:47 Convert int to float ( temp 3-component vector of float) +0:47 'i3' ( temp 3-component vector of int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'f4' (temp 4-component vector of float) -0:48 Convert int to float (temp 4-component vector of float) -0:48 'i4' (temp 4-component vector of int) -0:50 add second child into first child (temp float) -0:50 'f' (temp float) -0:50 add (temp float) -0:50 Convert int to float (temp float) -0:50 'i' (temp int) -0:50 Convert bool to float (temp float) -0:50 'b' (temp bool) -0:51 subtract second child into first child (temp 2-component vector of float) -0:51 'f2' (temp 2-component vector of float) -0:51 add (temp 2-component vector of float) -0:51 Convert int to float (temp 2-component vector of float) -0:51 'i2' (temp 2-component vector of int) -0:51 Convert bool to float (temp 2-component vector of float) -0:51 'b2' (temp 2-component vector of bool) -0:52 divide second child into first child (temp 3-component vector of float) -0:52 'f3' (temp 3-component vector of float) -0:52 add (temp 3-component vector of float) -0:52 Convert int to float (temp 3-component vector of float) -0:52 'i3' (temp 3-component vector of int) -0:52 Convert bool to float (temp 3-component vector of float) -0:52 'b3' (temp 3-component vector of bool) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'f4' (temp 4-component vector of float) -0:53 add (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'i4' (temp 4-component vector of int) -0:53 Convert bool to float (temp 4-component vector of float) -0:53 'b4' (temp 4-component vector of bool) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'f4' (temp 4-component vector of float) -0:55 Convert bool to float (temp 4-component vector of float) -0:55 Convert int to bool (temp 4-component vector of bool) -0:55 'i_i4' (flat in 4-component vector of int) -0:56 add second child into first child (temp 4-component vector of float) -0:56 'f4' (temp 4-component vector of float) -0:56 Convert bool to float (temp 4-component vector of float) -0:56 Convert float to bool (temp 4-component vector of bool) -0:56 'u_f4' (uniform 4-component vector of float) -0:58 add second child into first child (temp float) -0:58 'f' (temp float) -0:58 subtract (temp float) -0:58 'f' (temp float) -0:58 Convert int to float (temp float) -0:58 'i' (temp int) -0:59 add second child into first child (temp 2-component vector of float) -0:59 'f2' (temp 2-component vector of float) -0:59 add (temp 2-component vector of float) -0:59 Construct vec2 (temp 2-component vector of float) -0:59 'f' (temp float) -0:59 Convert int to float (temp float) -0:59 'i' (temp int) -0:59 Convert int to float (temp 2-component vector of float) -0:59 'i2' (temp 2-component vector of int) -0:60 add second child into first child (temp 3-component vector of float) -0:60 'f3' (temp 3-component vector of float) -0:60 add (temp 3-component vector of float) -0:60 Convert int to float (temp 3-component vector of float) -0:60 'i3' (temp 3-component vector of int) -0:60 Construct vec3 (temp 3-component vector of float) -0:60 'f' (temp float) -0:60 Convert int to float (temp float) -0:60 'i' (temp int) -0:60 'f' (temp float) -0:61 add second child into first child (temp 4-component vector of float) -0:61 'f4' (temp 4-component vector of float) -0:61 add (temp 4-component vector of float) -0:61 Construct vec4 (temp 4-component vector of float) -0:61 Convert bool to float (temp float) -0:61 'b' (temp bool) -0:61 Convert int to float (temp float) -0:61 'i' (temp int) -0:61 'f' (temp float) -0:61 Convert int to float (temp float) -0:61 'i' (temp int) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'i4' (temp 4-component vector of int) -0:63 add second child into first child (temp 2-component vector of float) -0:63 'f2' (temp 2-component vector of float) -0:63 vector-scale (temp 2-component vector of float) -0:63 Construct vec2 (temp 2-component vector of float) -0:63 'f' (temp float) -0:63 Convert int to float (temp float) -0:63 'i' (temp int) -0:63 Convert int to float (temp float) -0:63 'i' (temp int) -0:64 add second child into first child (temp 3-component vector of float) -0:64 'f3' (temp 3-component vector of float) -0:64 add (temp 3-component vector of float) -0:64 Construct vec3 (temp 3-component vector of float) -0:64 'f' (temp float) -0:64 Convert int to float (temp float) -0:64 'i' (temp int) -0:64 'f' (temp float) -0:64 Convert int to float (temp float) -0:64 'i' (temp int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'f4' (temp 4-component vector of float) -0:65 subtract (temp 4-component vector of float) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:65 Construct vec4 (temp 4-component vector of float) -0:65 Convert bool to float (temp float) -0:65 'b' (temp bool) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:65 'f' (temp float) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:67 add second child into first child (temp 2-component vector of int) -0:67 'i2' (temp 2-component vector of int) -0:67 Construct ivec2 (temp 2-component vector of int) -0:67 Convert float to int (temp int) -0:67 'f' (temp float) -0:67 'i' (temp int) -0:68 add second child into first child (temp 3-component vector of int) -0:68 'i3' (temp 3-component vector of int) -0:68 Construct ivec3 (temp 3-component vector of int) -0:68 Convert float to int (temp int) -0:68 'f' (temp float) -0:68 'i' (temp int) -0:68 Convert float to int (temp int) -0:68 'f' (temp float) -0:69 add second child into first child (temp 4-component vector of int) -0:69 'i4' (temp 4-component vector of int) -0:69 Construct ivec4 (temp 4-component vector of int) -0:69 Convert bool to int (temp int) -0:69 'b' (temp bool) -0:69 'i' (temp int) -0:69 Convert float to int (temp int) -0:69 'f' (temp float) -0:69 'i' (temp int) -0:71 Test condition and select (temp void) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'f4' ( temp 4-component vector of float) +0:48 Convert int to float ( temp 4-component vector of float) +0:48 'i4' ( temp 4-component vector of int) +0:50 add second child into first child ( temp float) +0:50 'f' ( temp float) +0:50 add ( temp float) +0:50 Convert int to float ( temp float) +0:50 'i' ( temp int) +0:50 Convert bool to float ( temp float) +0:50 'b' ( temp bool) +0:51 subtract second child into first child ( temp 2-component vector of float) +0:51 'f2' ( temp 2-component vector of float) +0:51 add ( temp 2-component vector of float) +0:51 Convert int to float ( temp 2-component vector of float) +0:51 'i2' ( temp 2-component vector of int) +0:51 Convert bool to float ( temp 2-component vector of float) +0:51 'b2' ( temp 2-component vector of bool) +0:52 divide second child into first child ( temp 3-component vector of float) +0:52 'f3' ( temp 3-component vector of float) +0:52 add ( temp 3-component vector of float) +0:52 Convert int to float ( temp 3-component vector of float) +0:52 'i3' ( temp 3-component vector of int) +0:52 Convert bool to float ( temp 3-component vector of float) +0:52 'b3' ( temp 3-component vector of bool) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'f4' ( temp 4-component vector of float) +0:53 add ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'i4' ( temp 4-component vector of int) +0:53 Convert bool to float ( temp 4-component vector of float) +0:53 'b4' ( temp 4-component vector of bool) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'f4' ( temp 4-component vector of float) +0:55 Convert bool to float ( temp 4-component vector of float) +0:55 Convert int to bool ( temp 4-component vector of bool) +0:55 'i_i4' ( flat in 4-component vector of int) +0:56 add second child into first child ( temp 4-component vector of float) +0:56 'f4' ( temp 4-component vector of float) +0:56 Convert bool to float ( temp 4-component vector of float) +0:56 Convert float to bool ( temp 4-component vector of bool) +0:56 'u_f4' ( uniform 4-component vector of float) +0:58 add second child into first child ( temp float) +0:58 'f' ( temp float) +0:58 subtract ( temp float) +0:58 'f' ( temp float) +0:58 Convert int to float ( temp float) +0:58 'i' ( temp int) +0:59 add second child into first child ( temp 2-component vector of float) +0:59 'f2' ( temp 2-component vector of float) +0:59 add ( temp 2-component vector of float) +0:59 Construct vec2 ( temp 2-component vector of float) +0:59 'f' ( temp float) +0:59 Convert int to float ( temp float) +0:59 'i' ( temp int) +0:59 Convert int to float ( temp 2-component vector of float) +0:59 'i2' ( temp 2-component vector of int) +0:60 add second child into first child ( temp 3-component vector of float) +0:60 'f3' ( temp 3-component vector of float) +0:60 add ( temp 3-component vector of float) +0:60 Convert int to float ( temp 3-component vector of float) +0:60 'i3' ( temp 3-component vector of int) +0:60 Construct vec3 ( temp 3-component vector of float) +0:60 'f' ( temp float) +0:60 Convert int to float ( temp float) +0:60 'i' ( temp int) +0:60 'f' ( temp float) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'f4' ( temp 4-component vector of float) +0:61 add ( temp 4-component vector of float) +0:61 Construct vec4 ( temp 4-component vector of float) +0:61 Convert bool to float ( temp float) +0:61 'b' ( temp bool) +0:61 Convert int to float ( temp float) +0:61 'i' ( temp int) +0:61 'f' ( temp float) +0:61 Convert int to float ( temp float) +0:61 'i' ( temp int) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'i4' ( temp 4-component vector of int) +0:63 add second child into first child ( temp 2-component vector of float) +0:63 'f2' ( temp 2-component vector of float) +0:63 vector-scale ( temp 2-component vector of float) +0:63 Construct vec2 ( temp 2-component vector of float) +0:63 'f' ( temp float) +0:63 Convert int to float ( temp float) +0:63 'i' ( temp int) +0:63 Convert int to float ( temp float) +0:63 'i' ( temp int) +0:64 add second child into first child ( temp 3-component vector of float) +0:64 'f3' ( temp 3-component vector of float) +0:64 add ( temp 3-component vector of float) +0:64 Construct vec3 ( temp 3-component vector of float) +0:64 'f' ( temp float) +0:64 Convert int to float ( temp float) +0:64 'i' ( temp int) +0:64 'f' ( temp float) +0:64 Convert int to float ( temp float) +0:64 'i' ( temp int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'f4' ( temp 4-component vector of float) +0:65 subtract ( temp 4-component vector of float) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:65 Construct vec4 ( temp 4-component vector of float) +0:65 Convert bool to float ( temp float) +0:65 'b' ( temp bool) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:65 'f' ( temp float) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:67 add second child into first child ( temp 2-component vector of int) +0:67 'i2' ( temp 2-component vector of int) +0:67 Construct ivec2 ( temp 2-component vector of int) +0:67 Convert float to int ( temp int) +0:67 'f' ( temp float) +0:67 'i' ( temp int) +0:68 add second child into first child ( temp 3-component vector of int) +0:68 'i3' ( temp 3-component vector of int) +0:68 Construct ivec3 ( temp 3-component vector of int) +0:68 Convert float to int ( temp int) +0:68 'f' ( temp float) +0:68 'i' ( temp int) +0:68 Convert float to int ( temp int) +0:68 'f' ( temp float) +0:69 add second child into first child ( temp 4-component vector of int) +0:69 'i4' ( temp 4-component vector of int) +0:69 Construct ivec4 ( temp 4-component vector of int) +0:69 Convert bool to int ( temp int) +0:69 'b' ( temp bool) +0:69 'i' ( temp int) +0:69 Convert float to int ( temp int) +0:69 'f' ( temp float) +0:69 'i' ( temp int) +0:71 Test condition and select ( temp void) 0:71 Condition -0:72 logical-or (temp bool) -0:71 logical-or (temp bool) -0:71 logical-or (temp bool) -0:71 Compare Less Than (temp bool) -0:71 'f' (temp float) -0:71 Convert int to float (temp float) -0:71 'i' (temp int) -0:71 Compare Less Than (temp bool) -0:71 Convert int to float (temp float) -0:71 'i' (temp int) -0:71 'f' (temp float) -0:72 Compare Equal (temp bool) -0:72 'f2' (temp 2-component vector of float) -0:72 Convert int to float (temp 2-component vector of float) -0:72 'i2' (temp 2-component vector of int) -0:73 Compare Not Equal (temp bool) -0:73 Convert int to float (temp 3-component vector of float) -0:73 'i3' (temp 3-component vector of int) -0:73 'f3' (temp 3-component vector of float) +0:72 logical-or ( temp bool) +0:71 logical-or ( temp bool) +0:71 logical-or ( temp bool) +0:71 Compare Less Than ( temp bool) +0:71 'f' ( temp float) +0:71 Convert int to float ( temp float) +0:71 'i' ( temp int) +0:71 Compare Less Than ( temp bool) +0:71 Convert int to float ( temp float) +0:71 'i' ( temp int) +0:71 'f' ( temp float) +0:72 Compare Equal ( temp bool) +0:72 'f2' ( temp 2-component vector of float) +0:72 Convert int to float ( temp 2-component vector of float) +0:72 'i2' ( temp 2-component vector of int) +0:73 Compare Not Equal ( temp bool) +0:73 Convert int to float ( temp 3-component vector of float) +0:73 'i3' ( temp 3-component vector of int) +0:73 'f3' ( temp 3-component vector of float) 0:71 true case -0:74 move second child to first child (temp float) -0:74 'f' (temp float) -0:74 add (temp float) -0:74 Test condition and select (temp float) +0:74 move second child to first child ( temp float) +0:74 'f' ( temp float) +0:74 add ( temp float) +0:74 Test condition and select ( temp float) 0:74 Condition -0:74 'b' (temp bool) +0:74 'b' ( temp bool) 0:74 true case -0:74 Convert int to float (temp float) -0:74 'i' (temp int) +0:74 Convert int to float ( temp float) +0:74 'i' ( temp int) 0:74 false case -0:74 direct index (temp float) -0:74 'f2' (temp 2-component vector of float) +0:74 direct index ( temp float) +0:74 'f2' ( temp 2-component vector of float) 0:74 Constant: 0:74 0 (const int) -0:74 Test condition and select (temp float) +0:74 Test condition and select ( temp float) 0:74 Condition -0:74 direct index (temp bool) -0:74 'b2' (temp 2-component vector of bool) +0:74 direct index ( temp bool) +0:74 'b2' ( temp 2-component vector of bool) 0:74 Constant: 0:74 0 (const int) 0:74 true case -0:74 direct index (temp float) -0:74 'f3' (temp 3-component vector of float) +0:74 direct index ( temp float) +0:74 'f3' ( temp 3-component vector of float) 0:74 Constant: 0:74 0 (const int) 0:74 false case -0:74 Convert int to float (temp float) -0:74 direct index (temp int) -0:74 'i2' (temp 2-component vector of int) +0:74 Convert int to float ( temp float) +0:74 direct index ( temp int) +0:74 'i2' ( temp 2-component vector of int) 0:74 Constant: 0:74 1 (const int) -0:76 move second child to first child (temp 4-component vector of float) -0:76 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:86 Test condition and select (temp 4-component vector of float) +0:76 move second child to first child ( temp 4-component vector of float) +0:76 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:86 Test condition and select ( temp 4-component vector of float) 0:86 Condition -0:85 logical-or (temp bool) -0:84 logical-or (temp bool) -0:83 logical-or (temp bool) -0:82 logical-or (temp bool) -0:81 logical-or (temp bool) -0:80 logical-or (temp bool) -0:79 logical-or (temp bool) -0:78 logical-or (temp bool) -0:77 logical-or (temp bool) -0:77 'b' (temp bool) -0:78 direct index (temp bool) -0:78 'b2' (temp 2-component vector of bool) +0:85 logical-or ( temp bool) +0:84 logical-or ( temp bool) +0:83 logical-or ( temp bool) +0:82 logical-or ( temp bool) +0:81 logical-or ( temp bool) +0:80 logical-or ( temp bool) +0:79 logical-or ( temp bool) +0:78 logical-or ( temp bool) +0:77 logical-or ( temp bool) +0:77 'b' ( temp bool) +0:78 direct index ( temp bool) +0:78 'b2' ( temp 2-component vector of bool) 0:78 Constant: 0:78 0 (const int) -0:79 direct index (temp bool) -0:79 'b2' (temp 2-component vector of bool) +0:79 direct index ( temp bool) +0:79 'b2' ( temp 2-component vector of bool) 0:79 Constant: 0:79 1 (const int) -0:80 direct index (temp bool) -0:80 'b3' (temp 3-component vector of bool) +0:80 direct index ( temp bool) +0:80 'b3' ( temp 3-component vector of bool) 0:80 Constant: 0:80 0 (const int) -0:81 direct index (temp bool) -0:81 'b3' (temp 3-component vector of bool) +0:81 direct index ( temp bool) +0:81 'b3' ( temp 3-component vector of bool) 0:81 Constant: 0:81 1 (const int) -0:82 direct index (temp bool) -0:82 'b3' (temp 3-component vector of bool) +0:82 direct index ( temp bool) +0:82 'b3' ( temp 3-component vector of bool) 0:82 Constant: 0:82 2 (const int) -0:83 direct index (temp bool) -0:83 'b4' (temp 4-component vector of bool) +0:83 direct index ( temp bool) +0:83 'b4' ( temp 4-component vector of bool) 0:83 Constant: 0:83 0 (const int) -0:84 direct index (temp bool) -0:84 'b4' (temp 4-component vector of bool) +0:84 direct index ( temp bool) +0:84 'b4' ( temp 4-component vector of bool) 0:84 Constant: 0:84 1 (const int) -0:85 direct index (temp bool) -0:85 'b4' (temp 4-component vector of bool) +0:85 direct index ( temp bool) +0:85 'b4' ( temp 4-component vector of bool) 0:85 Constant: 0:85 2 (const int) -0:86 direct index (temp bool) -0:86 'b4' (temp 4-component vector of bool) +0:86 direct index ( temp bool) +0:86 'b4' ( temp 4-component vector of bool) 0:86 Constant: 0:86 3 (const int) 0:86 true case -0:105 Construct vec4 (temp 4-component vector of float) -0:105 add (temp float) -0:104 add (temp float) -0:103 add (temp float) -0:102 add (temp float) -0:101 add (temp float) -0:100 add (temp float) -0:99 add (temp float) -0:98 add (temp float) -0:97 add (temp float) -0:96 add (temp float) -0:95 Convert int to float (temp float) -0:95 add (temp int) -0:94 add (temp int) -0:93 add (temp int) -0:92 add (temp int) -0:91 add (temp int) -0:90 add (temp int) -0:89 add (temp int) -0:88 add (temp int) -0:87 add (temp int) -0:87 'i' (temp int) -0:88 direct index (temp int) -0:88 'i2' (temp 2-component vector of int) +0:105 Construct vec4 ( temp 4-component vector of float) +0:105 add ( temp float) +0:104 add ( temp float) +0:103 add ( temp float) +0:102 add ( temp float) +0:101 add ( temp float) +0:100 add ( temp float) +0:99 add ( temp float) +0:98 add ( temp float) +0:97 add ( temp float) +0:96 add ( temp float) +0:95 Convert int to float ( temp float) +0:95 add ( temp int) +0:94 add ( temp int) +0:93 add ( temp int) +0:92 add ( temp int) +0:91 add ( temp int) +0:90 add ( temp int) +0:89 add ( temp int) +0:88 add ( temp int) +0:87 add ( temp int) +0:87 'i' ( temp int) +0:88 direct index ( temp int) +0:88 'i2' ( temp 2-component vector of int) 0:88 Constant: 0:88 0 (const int) -0:89 direct index (temp int) -0:89 'i2' (temp 2-component vector of int) +0:89 direct index ( temp int) +0:89 'i2' ( temp 2-component vector of int) 0:89 Constant: 0:89 1 (const int) -0:90 direct index (temp int) -0:90 'i3' (temp 3-component vector of int) +0:90 direct index ( temp int) +0:90 'i3' ( temp 3-component vector of int) 0:90 Constant: 0:90 0 (const int) -0:91 direct index (temp int) -0:91 'i3' (temp 3-component vector of int) +0:91 direct index ( temp int) +0:91 'i3' ( temp 3-component vector of int) 0:91 Constant: 0:91 1 (const int) -0:92 direct index (temp int) -0:92 'i3' (temp 3-component vector of int) +0:92 direct index ( temp int) +0:92 'i3' ( temp 3-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:93 direct index (temp int) -0:93 'i4' (temp 4-component vector of int) +0:93 direct index ( temp int) +0:93 'i4' ( temp 4-component vector of int) 0:93 Constant: 0:93 0 (const int) -0:94 direct index (temp int) -0:94 'i4' (temp 4-component vector of int) +0:94 direct index ( temp int) +0:94 'i4' ( temp 4-component vector of int) 0:94 Constant: 0:94 1 (const int) -0:95 direct index (temp int) -0:95 'i4' (temp 4-component vector of int) +0:95 direct index ( temp int) +0:95 'i4' ( temp 4-component vector of int) 0:95 Constant: 0:95 2 (const int) -0:96 direct index (temp int) -0:96 'i4' (temp 4-component vector of int) +0:96 direct index ( temp int) +0:96 'i4' ( temp 4-component vector of int) 0:96 Constant: 0:96 3 (const int) -0:97 'f' (temp float) -0:98 direct index (temp float) -0:98 'f2' (temp 2-component vector of float) +0:97 'f' ( temp float) +0:98 direct index ( temp float) +0:98 'f2' ( temp 2-component vector of float) 0:98 Constant: 0:98 0 (const int) -0:99 direct index (temp float) -0:99 'f2' (temp 2-component vector of float) +0:99 direct index ( temp float) +0:99 'f2' ( temp 2-component vector of float) 0:99 Constant: 0:99 1 (const int) -0:100 direct index (temp float) -0:100 'f3' (temp 3-component vector of float) +0:100 direct index ( temp float) +0:100 'f3' ( temp 3-component vector of float) 0:100 Constant: 0:100 0 (const int) -0:101 direct index (temp float) -0:101 'f3' (temp 3-component vector of float) +0:101 direct index ( temp float) +0:101 'f3' ( temp 3-component vector of float) 0:101 Constant: 0:101 1 (const int) -0:102 direct index (temp float) -0:102 'f3' (temp 3-component vector of float) +0:102 direct index ( temp float) +0:102 'f3' ( temp 3-component vector of float) 0:102 Constant: 0:102 2 (const int) -0:103 direct index (temp float) -0:103 'f4' (temp 4-component vector of float) +0:103 direct index ( temp float) +0:103 'f4' ( temp 4-component vector of float) 0:103 Constant: 0:103 0 (const int) -0:104 direct index (temp float) -0:104 'f4' (temp 4-component vector of float) +0:104 direct index ( temp float) +0:104 'f4' ( temp 4-component vector of float) 0:104 Constant: 0:104 1 (const int) -0:105 direct index (temp float) -0:105 'f4' (temp 4-component vector of float) +0:105 direct index ( temp float) +0:105 'f4' ( temp 4-component vector of float) 0:105 Constant: 0:105 2 (const int) -0:106 direct index (temp float) -0:106 'f4' (temp 4-component vector of float) +0:106 direct index ( temp float) +0:106 'f4' ( temp 4-component vector of float) 0:106 Constant: 0:106 3 (const int) 0:86 false case @@ -431,48 +431,48 @@ Shader version: 130 0:106 1.000000 0:106 1.000000 0:109 Sequence -0:109 move second child to first child (temp 4-component vector of int) -0:109 'cv2' (temp 4-component vector of int) +0:109 move second child to first child ( temp 4-component vector of int) +0:109 'cv2' ( temp 4-component vector of int) 0:109 Constant: 0:109 1 (const int) 0:109 1 (const int) 0:109 1 (const int) 0:109 1 (const int) 0:110 Sequence -0:110 move second child to first child (temp 4-component vector of bool) -0:110 'cv5' (temp 4-component vector of bool) -0:110 Convert int to bool (temp 4-component vector of bool) -0:110 'cv2' (temp 4-component vector of int) -0:111 add second child into first child (temp 4-component vector of float) -0:111 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:111 Construct float (temp float) -0:111 Convert bool to float (temp 4-component vector of float) -0:111 'cv5' (temp 4-component vector of bool) +0:110 move second child to first child ( temp 4-component vector of bool) +0:110 'cv5' ( temp 4-component vector of bool) +0:110 Convert int to bool ( temp 4-component vector of bool) +0:110 'cv2' ( temp 4-component vector of int) +0:111 add second child into first child ( temp 4-component vector of float) +0:111 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:111 Construct float ( temp float) +0:111 Convert bool to float ( temp 4-component vector of float) +0:111 'cv5' ( temp 4-component vector of bool) 0:? Linker Objects -0:? 'u_b' (uniform bool) -0:? 'u_b2' (uniform 2-component vector of bool) -0:? 'u_b3' (uniform 3-component vector of bool) -0:? 'u_b4' (uniform 4-component vector of bool) -0:? 'u_i' (uniform int) -0:? 'u_i2' (uniform 2-component vector of int) -0:? 'u_i3' (uniform 3-component vector of int) -0:? 'u_i4' (uniform 4-component vector of int) -0:? 'u_f' (uniform float) -0:? 'u_f2' (uniform 2-component vector of float) -0:? 'u_f3' (uniform 3-component vector of float) -0:? 'u_f4' (uniform 4-component vector of float) -0:? 'i_b' (uniform bool) -0:? 'i_b2' (uniform 2-component vector of bool) -0:? 'i_b3' (uniform 3-component vector of bool) -0:? 'i_b4' (uniform 4-component vector of bool) -0:? 'i_i' (flat in int) -0:? 'i_i2' (flat in 2-component vector of int) -0:? 'i_i3' (flat in 3-component vector of int) -0:? 'i_i4' (flat in 4-component vector of int) -0:? 'i_f' (smooth in float) -0:? 'i_f2' (smooth in 2-component vector of float) -0:? 'i_f3' (smooth in 3-component vector of float) -0:? 'i_f4' (smooth in 4-component vector of float) +0:? 'u_b' ( uniform bool) +0:? 'u_b2' ( uniform 2-component vector of bool) +0:? 'u_b3' ( uniform 3-component vector of bool) +0:? 'u_b4' ( uniform 4-component vector of bool) +0:? 'u_i' ( uniform int) +0:? 'u_i2' ( uniform 2-component vector of int) +0:? 'u_i3' ( uniform 3-component vector of int) +0:? 'u_i4' ( uniform 4-component vector of int) +0:? 'u_f' ( uniform float) +0:? 'u_f2' ( uniform 2-component vector of float) +0:? 'u_f3' ( uniform 3-component vector of float) +0:? 'u_f4' ( uniform 4-component vector of float) +0:? 'i_b' ( uniform bool) +0:? 'i_b2' ( uniform 2-component vector of bool) +0:? 'i_b3' ( uniform 3-component vector of bool) +0:? 'i_b4' ( uniform 4-component vector of bool) +0:? 'i_i' ( flat in int) +0:? 'i_i2' ( flat in 2-component vector of int) +0:? 'i_i3' ( flat in 3-component vector of int) +0:? 'i_i4' ( flat in 4-component vector of int) +0:? 'i_f' ( smooth in float) +0:? 'i_f2' ( smooth in 2-component vector of float) +0:? 'i_f3' ( smooth in 3-component vector of float) +0:? 'i_f4' ( smooth in 4-component vector of float) Linked fragment stage: @@ -480,427 +480,427 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:33 Function Definition: main( (global void) +0:33 Function Definition: main( ( global void) 0:33 Function Parameters: 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp bool) -0:35 'b' (temp bool) -0:35 logical-xor (temp bool) -0:35 Convert int to bool (temp bool) -0:35 'u_i' (uniform int) -0:35 Convert float to bool (temp bool) -0:35 'u_f' (uniform float) +0:35 move second child to first child ( temp bool) +0:35 'b' ( temp bool) +0:35 logical-xor ( temp bool) +0:35 Convert int to bool ( temp bool) +0:35 'u_i' ( uniform int) +0:35 Convert float to bool ( temp bool) +0:35 'u_f' ( uniform float) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of bool) -0:36 'b2' (temp 2-component vector of bool) -0:36 Construct bvec2 (temp 2-component vector of bool) -0:36 Convert int to bool (temp bool) -0:36 'u_i' (uniform int) -0:36 Convert float to bool (temp bool) -0:36 'u_f' (uniform float) +0:36 move second child to first child ( temp 2-component vector of bool) +0:36 'b2' ( temp 2-component vector of bool) +0:36 Construct bvec2 ( temp 2-component vector of bool) +0:36 Convert int to bool ( temp bool) +0:36 'u_i' ( uniform int) +0:36 Convert float to bool ( temp bool) +0:36 'u_f' ( uniform float) 0:37 Sequence -0:37 move second child to first child (temp 3-component vector of bool) -0:37 'b3' (temp 3-component vector of bool) -0:37 Construct bvec3 (temp 3-component vector of bool) -0:37 Convert int to bool (temp bool) -0:37 'u_i' (uniform int) -0:37 Convert float to bool (temp bool) -0:37 'u_f' (uniform float) -0:37 Convert int to bool (temp bool) -0:37 'i_i' (flat in int) +0:37 move second child to first child ( temp 3-component vector of bool) +0:37 'b3' ( temp 3-component vector of bool) +0:37 Construct bvec3 ( temp 3-component vector of bool) +0:37 Convert int to bool ( temp bool) +0:37 'u_i' ( uniform int) +0:37 Convert float to bool ( temp bool) +0:37 'u_f' ( uniform float) +0:37 Convert int to bool ( temp bool) +0:37 'i_i' ( flat in int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b4' (temp 4-component vector of bool) -0:38 Construct bvec4 (temp 4-component vector of bool) -0:38 Convert int to bool (temp bool) -0:38 'u_i' (uniform int) -0:38 Convert float to bool (temp bool) -0:38 'u_f' (uniform float) -0:38 Convert int to bool (temp bool) -0:38 'i_i' (flat in int) -0:38 Convert float to bool (temp bool) -0:38 'i_f' (smooth in float) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b4' ( temp 4-component vector of bool) +0:38 Construct bvec4 ( temp 4-component vector of bool) +0:38 Convert int to bool ( temp bool) +0:38 'u_i' ( uniform int) +0:38 Convert float to bool ( temp bool) +0:38 'u_f' ( uniform float) +0:38 Convert int to bool ( temp bool) +0:38 'i_i' ( flat in int) +0:38 Convert float to bool ( temp bool) +0:38 'i_f' ( smooth in float) 0:40 Sequence -0:40 move second child to first child (temp int) -0:40 'i' (temp int) -0:40 add (temp int) -0:40 Convert float to int (temp int) -0:40 'u_f' (uniform float) -0:40 Convert bool to int (temp int) -0:40 'b' (temp bool) +0:40 move second child to first child ( temp int) +0:40 'i' ( temp int) +0:40 add ( temp int) +0:40 Convert float to int ( temp int) +0:40 'u_f' ( uniform float) +0:40 Convert bool to int ( temp int) +0:40 'b' ( temp bool) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of int) -0:41 'i2' (temp 2-component vector of int) -0:41 add (temp 2-component vector of int) -0:41 Convert float to int (temp 2-component vector of int) -0:41 'u_f2' (uniform 2-component vector of float) -0:41 Convert bool to int (temp 2-component vector of int) -0:41 'b2' (temp 2-component vector of bool) +0:41 move second child to first child ( temp 2-component vector of int) +0:41 'i2' ( temp 2-component vector of int) +0:41 add ( temp 2-component vector of int) +0:41 Convert float to int ( temp 2-component vector of int) +0:41 'u_f2' ( uniform 2-component vector of float) +0:41 Convert bool to int ( temp 2-component vector of int) +0:41 'b2' ( temp 2-component vector of bool) 0:42 Sequence -0:42 move second child to first child (temp 3-component vector of int) -0:42 'i3' (temp 3-component vector of int) -0:42 add (temp 3-component vector of int) -0:42 Convert float to int (temp 3-component vector of int) -0:42 'u_f3' (uniform 3-component vector of float) -0:42 Convert bool to int (temp 3-component vector of int) -0:42 'b3' (temp 3-component vector of bool) +0:42 move second child to first child ( temp 3-component vector of int) +0:42 'i3' ( temp 3-component vector of int) +0:42 add ( temp 3-component vector of int) +0:42 Convert float to int ( temp 3-component vector of int) +0:42 'u_f3' ( uniform 3-component vector of float) +0:42 Convert bool to int ( temp 3-component vector of int) +0:42 'b3' ( temp 3-component vector of bool) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'i4' (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:43 Convert float to int (temp 4-component vector of int) -0:43 'u_f4' (uniform 4-component vector of float) -0:43 Convert bool to int (temp 4-component vector of int) -0:43 'b4' (temp 4-component vector of bool) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'i4' ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:43 Convert float to int ( temp 4-component vector of int) +0:43 'u_f4' ( uniform 4-component vector of float) +0:43 Convert bool to int ( temp 4-component vector of int) +0:43 'b4' ( temp 4-component vector of bool) 0:45 Sequence -0:45 move second child to first child (temp float) -0:45 'f' (temp float) -0:45 Convert int to float (temp float) -0:45 'i' (temp int) +0:45 move second child to first child ( temp float) +0:45 'f' ( temp float) +0:45 Convert int to float ( temp float) +0:45 'i' ( temp int) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'f2' (temp 2-component vector of float) -0:46 Convert int to float (temp 2-component vector of float) -0:46 'i2' (temp 2-component vector of int) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'f2' ( temp 2-component vector of float) +0:46 Convert int to float ( temp 2-component vector of float) +0:46 'i2' ( temp 2-component vector of int) 0:47 Sequence -0:47 move second child to first child (temp 3-component vector of float) -0:47 'f3' (temp 3-component vector of float) -0:47 Convert int to float (temp 3-component vector of float) -0:47 'i3' (temp 3-component vector of int) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'f3' ( temp 3-component vector of float) +0:47 Convert int to float ( temp 3-component vector of float) +0:47 'i3' ( temp 3-component vector of int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'f4' (temp 4-component vector of float) -0:48 Convert int to float (temp 4-component vector of float) -0:48 'i4' (temp 4-component vector of int) -0:50 add second child into first child (temp float) -0:50 'f' (temp float) -0:50 add (temp float) -0:50 Convert int to float (temp float) -0:50 'i' (temp int) -0:50 Convert bool to float (temp float) -0:50 'b' (temp bool) -0:51 subtract second child into first child (temp 2-component vector of float) -0:51 'f2' (temp 2-component vector of float) -0:51 add (temp 2-component vector of float) -0:51 Convert int to float (temp 2-component vector of float) -0:51 'i2' (temp 2-component vector of int) -0:51 Convert bool to float (temp 2-component vector of float) -0:51 'b2' (temp 2-component vector of bool) -0:52 divide second child into first child (temp 3-component vector of float) -0:52 'f3' (temp 3-component vector of float) -0:52 add (temp 3-component vector of float) -0:52 Convert int to float (temp 3-component vector of float) -0:52 'i3' (temp 3-component vector of int) -0:52 Convert bool to float (temp 3-component vector of float) -0:52 'b3' (temp 3-component vector of bool) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'f4' (temp 4-component vector of float) -0:53 add (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'i4' (temp 4-component vector of int) -0:53 Convert bool to float (temp 4-component vector of float) -0:53 'b4' (temp 4-component vector of bool) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'f4' (temp 4-component vector of float) -0:55 Convert bool to float (temp 4-component vector of float) -0:55 Convert int to bool (temp 4-component vector of bool) -0:55 'i_i4' (flat in 4-component vector of int) -0:56 add second child into first child (temp 4-component vector of float) -0:56 'f4' (temp 4-component vector of float) -0:56 Convert bool to float (temp 4-component vector of float) -0:56 Convert float to bool (temp 4-component vector of bool) -0:56 'u_f4' (uniform 4-component vector of float) -0:58 add second child into first child (temp float) -0:58 'f' (temp float) -0:58 subtract (temp float) -0:58 'f' (temp float) -0:58 Convert int to float (temp float) -0:58 'i' (temp int) -0:59 add second child into first child (temp 2-component vector of float) -0:59 'f2' (temp 2-component vector of float) -0:59 add (temp 2-component vector of float) -0:59 Construct vec2 (temp 2-component vector of float) -0:59 'f' (temp float) -0:59 Convert int to float (temp float) -0:59 'i' (temp int) -0:59 Convert int to float (temp 2-component vector of float) -0:59 'i2' (temp 2-component vector of int) -0:60 add second child into first child (temp 3-component vector of float) -0:60 'f3' (temp 3-component vector of float) -0:60 add (temp 3-component vector of float) -0:60 Convert int to float (temp 3-component vector of float) -0:60 'i3' (temp 3-component vector of int) -0:60 Construct vec3 (temp 3-component vector of float) -0:60 'f' (temp float) -0:60 Convert int to float (temp float) -0:60 'i' (temp int) -0:60 'f' (temp float) -0:61 add second child into first child (temp 4-component vector of float) -0:61 'f4' (temp 4-component vector of float) -0:61 add (temp 4-component vector of float) -0:61 Construct vec4 (temp 4-component vector of float) -0:61 Convert bool to float (temp float) -0:61 'b' (temp bool) -0:61 Convert int to float (temp float) -0:61 'i' (temp int) -0:61 'f' (temp float) -0:61 Convert int to float (temp float) -0:61 'i' (temp int) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'i4' (temp 4-component vector of int) -0:63 add second child into first child (temp 2-component vector of float) -0:63 'f2' (temp 2-component vector of float) -0:63 vector-scale (temp 2-component vector of float) -0:63 Construct vec2 (temp 2-component vector of float) -0:63 'f' (temp float) -0:63 Convert int to float (temp float) -0:63 'i' (temp int) -0:63 Convert int to float (temp float) -0:63 'i' (temp int) -0:64 add second child into first child (temp 3-component vector of float) -0:64 'f3' (temp 3-component vector of float) -0:64 add (temp 3-component vector of float) -0:64 Construct vec3 (temp 3-component vector of float) -0:64 'f' (temp float) -0:64 Convert int to float (temp float) -0:64 'i' (temp int) -0:64 'f' (temp float) -0:64 Convert int to float (temp float) -0:64 'i' (temp int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'f4' (temp 4-component vector of float) -0:65 subtract (temp 4-component vector of float) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:65 Construct vec4 (temp 4-component vector of float) -0:65 Convert bool to float (temp float) -0:65 'b' (temp bool) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:65 'f' (temp float) -0:65 Convert int to float (temp float) -0:65 'i' (temp int) -0:67 add second child into first child (temp 2-component vector of int) -0:67 'i2' (temp 2-component vector of int) -0:67 Construct ivec2 (temp 2-component vector of int) -0:67 Convert float to int (temp int) -0:67 'f' (temp float) -0:67 'i' (temp int) -0:68 add second child into first child (temp 3-component vector of int) -0:68 'i3' (temp 3-component vector of int) -0:68 Construct ivec3 (temp 3-component vector of int) -0:68 Convert float to int (temp int) -0:68 'f' (temp float) -0:68 'i' (temp int) -0:68 Convert float to int (temp int) -0:68 'f' (temp float) -0:69 add second child into first child (temp 4-component vector of int) -0:69 'i4' (temp 4-component vector of int) -0:69 Construct ivec4 (temp 4-component vector of int) -0:69 Convert bool to int (temp int) -0:69 'b' (temp bool) -0:69 'i' (temp int) -0:69 Convert float to int (temp int) -0:69 'f' (temp float) -0:69 'i' (temp int) -0:71 Test condition and select (temp void) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'f4' ( temp 4-component vector of float) +0:48 Convert int to float ( temp 4-component vector of float) +0:48 'i4' ( temp 4-component vector of int) +0:50 add second child into first child ( temp float) +0:50 'f' ( temp float) +0:50 add ( temp float) +0:50 Convert int to float ( temp float) +0:50 'i' ( temp int) +0:50 Convert bool to float ( temp float) +0:50 'b' ( temp bool) +0:51 subtract second child into first child ( temp 2-component vector of float) +0:51 'f2' ( temp 2-component vector of float) +0:51 add ( temp 2-component vector of float) +0:51 Convert int to float ( temp 2-component vector of float) +0:51 'i2' ( temp 2-component vector of int) +0:51 Convert bool to float ( temp 2-component vector of float) +0:51 'b2' ( temp 2-component vector of bool) +0:52 divide second child into first child ( temp 3-component vector of float) +0:52 'f3' ( temp 3-component vector of float) +0:52 add ( temp 3-component vector of float) +0:52 Convert int to float ( temp 3-component vector of float) +0:52 'i3' ( temp 3-component vector of int) +0:52 Convert bool to float ( temp 3-component vector of float) +0:52 'b3' ( temp 3-component vector of bool) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'f4' ( temp 4-component vector of float) +0:53 add ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'i4' ( temp 4-component vector of int) +0:53 Convert bool to float ( temp 4-component vector of float) +0:53 'b4' ( temp 4-component vector of bool) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'f4' ( temp 4-component vector of float) +0:55 Convert bool to float ( temp 4-component vector of float) +0:55 Convert int to bool ( temp 4-component vector of bool) +0:55 'i_i4' ( flat in 4-component vector of int) +0:56 add second child into first child ( temp 4-component vector of float) +0:56 'f4' ( temp 4-component vector of float) +0:56 Convert bool to float ( temp 4-component vector of float) +0:56 Convert float to bool ( temp 4-component vector of bool) +0:56 'u_f4' ( uniform 4-component vector of float) +0:58 add second child into first child ( temp float) +0:58 'f' ( temp float) +0:58 subtract ( temp float) +0:58 'f' ( temp float) +0:58 Convert int to float ( temp float) +0:58 'i' ( temp int) +0:59 add second child into first child ( temp 2-component vector of float) +0:59 'f2' ( temp 2-component vector of float) +0:59 add ( temp 2-component vector of float) +0:59 Construct vec2 ( temp 2-component vector of float) +0:59 'f' ( temp float) +0:59 Convert int to float ( temp float) +0:59 'i' ( temp int) +0:59 Convert int to float ( temp 2-component vector of float) +0:59 'i2' ( temp 2-component vector of int) +0:60 add second child into first child ( temp 3-component vector of float) +0:60 'f3' ( temp 3-component vector of float) +0:60 add ( temp 3-component vector of float) +0:60 Convert int to float ( temp 3-component vector of float) +0:60 'i3' ( temp 3-component vector of int) +0:60 Construct vec3 ( temp 3-component vector of float) +0:60 'f' ( temp float) +0:60 Convert int to float ( temp float) +0:60 'i' ( temp int) +0:60 'f' ( temp float) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'f4' ( temp 4-component vector of float) +0:61 add ( temp 4-component vector of float) +0:61 Construct vec4 ( temp 4-component vector of float) +0:61 Convert bool to float ( temp float) +0:61 'b' ( temp bool) +0:61 Convert int to float ( temp float) +0:61 'i' ( temp int) +0:61 'f' ( temp float) +0:61 Convert int to float ( temp float) +0:61 'i' ( temp int) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'i4' ( temp 4-component vector of int) +0:63 add second child into first child ( temp 2-component vector of float) +0:63 'f2' ( temp 2-component vector of float) +0:63 vector-scale ( temp 2-component vector of float) +0:63 Construct vec2 ( temp 2-component vector of float) +0:63 'f' ( temp float) +0:63 Convert int to float ( temp float) +0:63 'i' ( temp int) +0:63 Convert int to float ( temp float) +0:63 'i' ( temp int) +0:64 add second child into first child ( temp 3-component vector of float) +0:64 'f3' ( temp 3-component vector of float) +0:64 add ( temp 3-component vector of float) +0:64 Construct vec3 ( temp 3-component vector of float) +0:64 'f' ( temp float) +0:64 Convert int to float ( temp float) +0:64 'i' ( temp int) +0:64 'f' ( temp float) +0:64 Convert int to float ( temp float) +0:64 'i' ( temp int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'f4' ( temp 4-component vector of float) +0:65 subtract ( temp 4-component vector of float) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:65 Construct vec4 ( temp 4-component vector of float) +0:65 Convert bool to float ( temp float) +0:65 'b' ( temp bool) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:65 'f' ( temp float) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) +0:67 add second child into first child ( temp 2-component vector of int) +0:67 'i2' ( temp 2-component vector of int) +0:67 Construct ivec2 ( temp 2-component vector of int) +0:67 Convert float to int ( temp int) +0:67 'f' ( temp float) +0:67 'i' ( temp int) +0:68 add second child into first child ( temp 3-component vector of int) +0:68 'i3' ( temp 3-component vector of int) +0:68 Construct ivec3 ( temp 3-component vector of int) +0:68 Convert float to int ( temp int) +0:68 'f' ( temp float) +0:68 'i' ( temp int) +0:68 Convert float to int ( temp int) +0:68 'f' ( temp float) +0:69 add second child into first child ( temp 4-component vector of int) +0:69 'i4' ( temp 4-component vector of int) +0:69 Construct ivec4 ( temp 4-component vector of int) +0:69 Convert bool to int ( temp int) +0:69 'b' ( temp bool) +0:69 'i' ( temp int) +0:69 Convert float to int ( temp int) +0:69 'f' ( temp float) +0:69 'i' ( temp int) +0:71 Test condition and select ( temp void) 0:71 Condition -0:72 logical-or (temp bool) -0:71 logical-or (temp bool) -0:71 logical-or (temp bool) -0:71 Compare Less Than (temp bool) -0:71 'f' (temp float) -0:71 Convert int to float (temp float) -0:71 'i' (temp int) -0:71 Compare Less Than (temp bool) -0:71 Convert int to float (temp float) -0:71 'i' (temp int) -0:71 'f' (temp float) -0:72 Compare Equal (temp bool) -0:72 'f2' (temp 2-component vector of float) -0:72 Convert int to float (temp 2-component vector of float) -0:72 'i2' (temp 2-component vector of int) -0:73 Compare Not Equal (temp bool) -0:73 Convert int to float (temp 3-component vector of float) -0:73 'i3' (temp 3-component vector of int) -0:73 'f3' (temp 3-component vector of float) +0:72 logical-or ( temp bool) +0:71 logical-or ( temp bool) +0:71 logical-or ( temp bool) +0:71 Compare Less Than ( temp bool) +0:71 'f' ( temp float) +0:71 Convert int to float ( temp float) +0:71 'i' ( temp int) +0:71 Compare Less Than ( temp bool) +0:71 Convert int to float ( temp float) +0:71 'i' ( temp int) +0:71 'f' ( temp float) +0:72 Compare Equal ( temp bool) +0:72 'f2' ( temp 2-component vector of float) +0:72 Convert int to float ( temp 2-component vector of float) +0:72 'i2' ( temp 2-component vector of int) +0:73 Compare Not Equal ( temp bool) +0:73 Convert int to float ( temp 3-component vector of float) +0:73 'i3' ( temp 3-component vector of int) +0:73 'f3' ( temp 3-component vector of float) 0:71 true case -0:74 move second child to first child (temp float) -0:74 'f' (temp float) -0:74 add (temp float) -0:74 Test condition and select (temp float) +0:74 move second child to first child ( temp float) +0:74 'f' ( temp float) +0:74 add ( temp float) +0:74 Test condition and select ( temp float) 0:74 Condition -0:74 'b' (temp bool) +0:74 'b' ( temp bool) 0:74 true case -0:74 Convert int to float (temp float) -0:74 'i' (temp int) +0:74 Convert int to float ( temp float) +0:74 'i' ( temp int) 0:74 false case -0:74 direct index (temp float) -0:74 'f2' (temp 2-component vector of float) +0:74 direct index ( temp float) +0:74 'f2' ( temp 2-component vector of float) 0:74 Constant: 0:74 0 (const int) -0:74 Test condition and select (temp float) +0:74 Test condition and select ( temp float) 0:74 Condition -0:74 direct index (temp bool) -0:74 'b2' (temp 2-component vector of bool) +0:74 direct index ( temp bool) +0:74 'b2' ( temp 2-component vector of bool) 0:74 Constant: 0:74 0 (const int) 0:74 true case -0:74 direct index (temp float) -0:74 'f3' (temp 3-component vector of float) +0:74 direct index ( temp float) +0:74 'f3' ( temp 3-component vector of float) 0:74 Constant: 0:74 0 (const int) 0:74 false case -0:74 Convert int to float (temp float) -0:74 direct index (temp int) -0:74 'i2' (temp 2-component vector of int) +0:74 Convert int to float ( temp float) +0:74 direct index ( temp int) +0:74 'i2' ( temp 2-component vector of int) 0:74 Constant: 0:74 1 (const int) -0:76 move second child to first child (temp 4-component vector of float) -0:76 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:86 Test condition and select (temp 4-component vector of float) +0:76 move second child to first child ( temp 4-component vector of float) +0:76 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:86 Test condition and select ( temp 4-component vector of float) 0:86 Condition -0:85 logical-or (temp bool) -0:84 logical-or (temp bool) -0:83 logical-or (temp bool) -0:82 logical-or (temp bool) -0:81 logical-or (temp bool) -0:80 logical-or (temp bool) -0:79 logical-or (temp bool) -0:78 logical-or (temp bool) -0:77 logical-or (temp bool) -0:77 'b' (temp bool) -0:78 direct index (temp bool) -0:78 'b2' (temp 2-component vector of bool) +0:85 logical-or ( temp bool) +0:84 logical-or ( temp bool) +0:83 logical-or ( temp bool) +0:82 logical-or ( temp bool) +0:81 logical-or ( temp bool) +0:80 logical-or ( temp bool) +0:79 logical-or ( temp bool) +0:78 logical-or ( temp bool) +0:77 logical-or ( temp bool) +0:77 'b' ( temp bool) +0:78 direct index ( temp bool) +0:78 'b2' ( temp 2-component vector of bool) 0:78 Constant: 0:78 0 (const int) -0:79 direct index (temp bool) -0:79 'b2' (temp 2-component vector of bool) +0:79 direct index ( temp bool) +0:79 'b2' ( temp 2-component vector of bool) 0:79 Constant: 0:79 1 (const int) -0:80 direct index (temp bool) -0:80 'b3' (temp 3-component vector of bool) +0:80 direct index ( temp bool) +0:80 'b3' ( temp 3-component vector of bool) 0:80 Constant: 0:80 0 (const int) -0:81 direct index (temp bool) -0:81 'b3' (temp 3-component vector of bool) +0:81 direct index ( temp bool) +0:81 'b3' ( temp 3-component vector of bool) 0:81 Constant: 0:81 1 (const int) -0:82 direct index (temp bool) -0:82 'b3' (temp 3-component vector of bool) +0:82 direct index ( temp bool) +0:82 'b3' ( temp 3-component vector of bool) 0:82 Constant: 0:82 2 (const int) -0:83 direct index (temp bool) -0:83 'b4' (temp 4-component vector of bool) +0:83 direct index ( temp bool) +0:83 'b4' ( temp 4-component vector of bool) 0:83 Constant: 0:83 0 (const int) -0:84 direct index (temp bool) -0:84 'b4' (temp 4-component vector of bool) +0:84 direct index ( temp bool) +0:84 'b4' ( temp 4-component vector of bool) 0:84 Constant: 0:84 1 (const int) -0:85 direct index (temp bool) -0:85 'b4' (temp 4-component vector of bool) +0:85 direct index ( temp bool) +0:85 'b4' ( temp 4-component vector of bool) 0:85 Constant: 0:85 2 (const int) -0:86 direct index (temp bool) -0:86 'b4' (temp 4-component vector of bool) +0:86 direct index ( temp bool) +0:86 'b4' ( temp 4-component vector of bool) 0:86 Constant: 0:86 3 (const int) 0:86 true case -0:105 Construct vec4 (temp 4-component vector of float) -0:105 add (temp float) -0:104 add (temp float) -0:103 add (temp float) -0:102 add (temp float) -0:101 add (temp float) -0:100 add (temp float) -0:99 add (temp float) -0:98 add (temp float) -0:97 add (temp float) -0:96 add (temp float) -0:95 Convert int to float (temp float) -0:95 add (temp int) -0:94 add (temp int) -0:93 add (temp int) -0:92 add (temp int) -0:91 add (temp int) -0:90 add (temp int) -0:89 add (temp int) -0:88 add (temp int) -0:87 add (temp int) -0:87 'i' (temp int) -0:88 direct index (temp int) -0:88 'i2' (temp 2-component vector of int) +0:105 Construct vec4 ( temp 4-component vector of float) +0:105 add ( temp float) +0:104 add ( temp float) +0:103 add ( temp float) +0:102 add ( temp float) +0:101 add ( temp float) +0:100 add ( temp float) +0:99 add ( temp float) +0:98 add ( temp float) +0:97 add ( temp float) +0:96 add ( temp float) +0:95 Convert int to float ( temp float) +0:95 add ( temp int) +0:94 add ( temp int) +0:93 add ( temp int) +0:92 add ( temp int) +0:91 add ( temp int) +0:90 add ( temp int) +0:89 add ( temp int) +0:88 add ( temp int) +0:87 add ( temp int) +0:87 'i' ( temp int) +0:88 direct index ( temp int) +0:88 'i2' ( temp 2-component vector of int) 0:88 Constant: 0:88 0 (const int) -0:89 direct index (temp int) -0:89 'i2' (temp 2-component vector of int) +0:89 direct index ( temp int) +0:89 'i2' ( temp 2-component vector of int) 0:89 Constant: 0:89 1 (const int) -0:90 direct index (temp int) -0:90 'i3' (temp 3-component vector of int) +0:90 direct index ( temp int) +0:90 'i3' ( temp 3-component vector of int) 0:90 Constant: 0:90 0 (const int) -0:91 direct index (temp int) -0:91 'i3' (temp 3-component vector of int) +0:91 direct index ( temp int) +0:91 'i3' ( temp 3-component vector of int) 0:91 Constant: 0:91 1 (const int) -0:92 direct index (temp int) -0:92 'i3' (temp 3-component vector of int) +0:92 direct index ( temp int) +0:92 'i3' ( temp 3-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:93 direct index (temp int) -0:93 'i4' (temp 4-component vector of int) +0:93 direct index ( temp int) +0:93 'i4' ( temp 4-component vector of int) 0:93 Constant: 0:93 0 (const int) -0:94 direct index (temp int) -0:94 'i4' (temp 4-component vector of int) +0:94 direct index ( temp int) +0:94 'i4' ( temp 4-component vector of int) 0:94 Constant: 0:94 1 (const int) -0:95 direct index (temp int) -0:95 'i4' (temp 4-component vector of int) +0:95 direct index ( temp int) +0:95 'i4' ( temp 4-component vector of int) 0:95 Constant: 0:95 2 (const int) -0:96 direct index (temp int) -0:96 'i4' (temp 4-component vector of int) +0:96 direct index ( temp int) +0:96 'i4' ( temp 4-component vector of int) 0:96 Constant: 0:96 3 (const int) -0:97 'f' (temp float) -0:98 direct index (temp float) -0:98 'f2' (temp 2-component vector of float) +0:97 'f' ( temp float) +0:98 direct index ( temp float) +0:98 'f2' ( temp 2-component vector of float) 0:98 Constant: 0:98 0 (const int) -0:99 direct index (temp float) -0:99 'f2' (temp 2-component vector of float) +0:99 direct index ( temp float) +0:99 'f2' ( temp 2-component vector of float) 0:99 Constant: 0:99 1 (const int) -0:100 direct index (temp float) -0:100 'f3' (temp 3-component vector of float) +0:100 direct index ( temp float) +0:100 'f3' ( temp 3-component vector of float) 0:100 Constant: 0:100 0 (const int) -0:101 direct index (temp float) -0:101 'f3' (temp 3-component vector of float) +0:101 direct index ( temp float) +0:101 'f3' ( temp 3-component vector of float) 0:101 Constant: 0:101 1 (const int) -0:102 direct index (temp float) -0:102 'f3' (temp 3-component vector of float) +0:102 direct index ( temp float) +0:102 'f3' ( temp 3-component vector of float) 0:102 Constant: 0:102 2 (const int) -0:103 direct index (temp float) -0:103 'f4' (temp 4-component vector of float) +0:103 direct index ( temp float) +0:103 'f4' ( temp 4-component vector of float) 0:103 Constant: 0:103 0 (const int) -0:104 direct index (temp float) -0:104 'f4' (temp 4-component vector of float) +0:104 direct index ( temp float) +0:104 'f4' ( temp 4-component vector of float) 0:104 Constant: 0:104 1 (const int) -0:105 direct index (temp float) -0:105 'f4' (temp 4-component vector of float) +0:105 direct index ( temp float) +0:105 'f4' ( temp 4-component vector of float) 0:105 Constant: 0:105 2 (const int) -0:106 direct index (temp float) -0:106 'f4' (temp 4-component vector of float) +0:106 direct index ( temp float) +0:106 'f4' ( temp 4-component vector of float) 0:106 Constant: 0:106 3 (const int) 0:86 false case @@ -910,46 +910,46 @@ Shader version: 130 0:106 1.000000 0:106 1.000000 0:109 Sequence -0:109 move second child to first child (temp 4-component vector of int) -0:109 'cv2' (temp 4-component vector of int) +0:109 move second child to first child ( temp 4-component vector of int) +0:109 'cv2' ( temp 4-component vector of int) 0:109 Constant: 0:109 1 (const int) 0:109 1 (const int) 0:109 1 (const int) 0:109 1 (const int) 0:110 Sequence -0:110 move second child to first child (temp 4-component vector of bool) -0:110 'cv5' (temp 4-component vector of bool) -0:110 Convert int to bool (temp 4-component vector of bool) -0:110 'cv2' (temp 4-component vector of int) -0:111 add second child into first child (temp 4-component vector of float) -0:111 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:111 Construct float (temp float) -0:111 Convert bool to float (temp 4-component vector of float) -0:111 'cv5' (temp 4-component vector of bool) +0:110 move second child to first child ( temp 4-component vector of bool) +0:110 'cv5' ( temp 4-component vector of bool) +0:110 Convert int to bool ( temp 4-component vector of bool) +0:110 'cv2' ( temp 4-component vector of int) +0:111 add second child into first child ( temp 4-component vector of float) +0:111 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:111 Construct float ( temp float) +0:111 Convert bool to float ( temp 4-component vector of float) +0:111 'cv5' ( temp 4-component vector of bool) 0:? Linker Objects -0:? 'u_b' (uniform bool) -0:? 'u_b2' (uniform 2-component vector of bool) -0:? 'u_b3' (uniform 3-component vector of bool) -0:? 'u_b4' (uniform 4-component vector of bool) -0:? 'u_i' (uniform int) -0:? 'u_i2' (uniform 2-component vector of int) -0:? 'u_i3' (uniform 3-component vector of int) -0:? 'u_i4' (uniform 4-component vector of int) -0:? 'u_f' (uniform float) -0:? 'u_f2' (uniform 2-component vector of float) -0:? 'u_f3' (uniform 3-component vector of float) -0:? 'u_f4' (uniform 4-component vector of float) -0:? 'i_b' (uniform bool) -0:? 'i_b2' (uniform 2-component vector of bool) -0:? 'i_b3' (uniform 3-component vector of bool) -0:? 'i_b4' (uniform 4-component vector of bool) -0:? 'i_i' (flat in int) -0:? 'i_i2' (flat in 2-component vector of int) -0:? 'i_i3' (flat in 3-component vector of int) -0:? 'i_i4' (flat in 4-component vector of int) -0:? 'i_f' (smooth in float) -0:? 'i_f2' (smooth in 2-component vector of float) -0:? 'i_f3' (smooth in 3-component vector of float) -0:? 'i_f4' (smooth in 4-component vector of float) +0:? 'u_b' ( uniform bool) +0:? 'u_b2' ( uniform 2-component vector of bool) +0:? 'u_b3' ( uniform 3-component vector of bool) +0:? 'u_b4' ( uniform 4-component vector of bool) +0:? 'u_i' ( uniform int) +0:? 'u_i2' ( uniform 2-component vector of int) +0:? 'u_i3' ( uniform 3-component vector of int) +0:? 'u_i4' ( uniform 4-component vector of int) +0:? 'u_f' ( uniform float) +0:? 'u_f2' ( uniform 2-component vector of float) +0:? 'u_f3' ( uniform 3-component vector of float) +0:? 'u_f4' ( uniform 4-component vector of float) +0:? 'i_b' ( uniform bool) +0:? 'i_b2' ( uniform 2-component vector of bool) +0:? 'i_b3' ( uniform 3-component vector of bool) +0:? 'i_b4' ( uniform 4-component vector of bool) +0:? 'i_i' ( flat in int) +0:? 'i_i2' ( flat in 2-component vector of int) +0:? 'i_i3' ( flat in 3-component vector of int) +0:? 'i_i4' ( flat in 4-component vector of int) +0:? 'i_f' ( smooth in float) +0:? 'i_f2' ( smooth in 2-component vector of float) +0:? 'i_f3' ( smooth in 3-component vector of float) +0:? 'i_f4' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/cppComplexExpr.vert.out b/Test/baseResults/cppComplexExpr.vert.out index 90d62c12..6bfcd9cc 100644 --- a/Test/baseResults/cppComplexExpr.vert.out +++ b/Test/baseResults/cppComplexExpr.vert.out @@ -55,37 +55,37 @@ ERROR: 49 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! 0:4 Sequence -0:4 move second child to first child (temp highp float) -0:4 'sum' (global highp float) +0:4 move second child to first child ( temp highp float) +0:4 'sum' ( global highp float) 0:4 Constant: 0:4 0.000000 -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:10 Sequence -0:10 add second child into first child (temp highp float) -0:10 'sum' (global highp float) +0:10 add second child into first child ( temp highp float) +0:10 'sum' ( global highp float) 0:10 Constant: 0:10 1.000000 -0:15 add second child into first child (temp highp float) -0:15 'sum' (global highp float) +0:15 add second child into first child ( temp highp float) +0:15 'sum' ( global highp float) 0:15 Constant: 0:15 20.000000 -0:30 add second child into first child (temp highp float) -0:30 'sum' (global highp float) +0:30 add second child into first child ( temp highp float) +0:30 'sum' ( global highp float) 0:30 Constant: 0:30 300.000000 -0:39 move second child to first child (temp highp 4-component vector of float) -0:39 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:39 Construct vec4 (temp highp 4-component vector of float) -0:39 'sum' (global highp float) -0:44 Function Definition: foo( (global highp float) +0:39 move second child to first child ( temp highp 4-component vector of float) +0:39 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:39 Construct vec4 ( temp highp 4-component vector of float) +0:39 'sum' ( global highp float) +0:44 Function Definition: foo( ( global highp float) 0:44 Function Parameters: 0:46 Sequence 0:46 Branch: Return with expression -0:46 add (temp highp 4-component vector of float) -0:46 add (temp highp 4-component vector of float) -0:46 vector swizzle (temp highp 4-component vector of float) -0:46 'gl_Position' (gl_Position highp 4-component vector of float Position) +0:46 add ( temp highp 4-component vector of float) +0:46 add ( temp highp 4-component vector of float) +0:46 vector swizzle ( temp highp 4-component vector of float) +0:46 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:46 Sequence 0:46 Constant: 0:46 0 (const int) @@ -97,9 +97,9 @@ ERROR: node is still EOpNull! 0:46 3 (const int) 0:46 Constant: 0:46 3.000000 -0:46 add (temp highp 4-component vector of float) -0:46 vector swizzle (temp highp 4-component vector of float) -0:46 'gl_Position' (gl_Position highp 4-component vector of float Position) +0:46 add ( temp highp 4-component vector of float) +0:46 vector swizzle ( temp highp 4-component vector of float) +0:46 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:46 Sequence 0:46 Constant: 0:46 0 (const int) @@ -112,31 +112,31 @@ ERROR: node is still EOpNull! 0:46 Constant: 0:46 3.000000 0:47 Branch: Return with expression -0:47 add (temp highp float) -0:47 add (temp highp float) -0:47 direct index (temp highp float) -0:47 'gl_Position' (gl_Position highp 4-component vector of float Position) +0:47 add ( temp highp float) +0:47 add ( temp highp float) +0:47 direct index ( temp highp float) +0:47 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:47 Constant: 0:47 1 (const int) 0:47 Constant: 0:47 3.000000 -0:47 add (temp highp float) -0:47 direct index (temp highp float) -0:47 'gl_Position' (gl_Position highp 4-component vector of float Position) +0:47 add ( temp highp float) +0:47 direct index ( temp highp float) +0:47 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:47 Constant: 0:47 1 (const int) 0:47 Constant: 0:47 3.000000 0:97 Sequence -0:97 move second child to first child (temp highp float) -0:97 'c' (global highp float) +0:97 move second child to first child ( temp highp float) +0:97 'c' ( global highp float) 0:98 Constant: 0:98 3.300000 0:? Linker Objects -0:? 'sum' (global highp float) -0:? 'c' (global highp float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'sum' ( global highp float) +0:? 'c' ( global highp float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -145,37 +145,37 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! 0:4 Sequence -0:4 move second child to first child (temp highp float) -0:4 'sum' (global highp float) +0:4 move second child to first child ( temp highp float) +0:4 'sum' ( global highp float) 0:4 Constant: 0:4 0.000000 -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:10 Sequence -0:10 add second child into first child (temp highp float) -0:10 'sum' (global highp float) +0:10 add second child into first child ( temp highp float) +0:10 'sum' ( global highp float) 0:10 Constant: 0:10 1.000000 -0:15 add second child into first child (temp highp float) -0:15 'sum' (global highp float) +0:15 add second child into first child ( temp highp float) +0:15 'sum' ( global highp float) 0:15 Constant: 0:15 20.000000 -0:30 add second child into first child (temp highp float) -0:30 'sum' (global highp float) +0:30 add second child into first child ( temp highp float) +0:30 'sum' ( global highp float) 0:30 Constant: 0:30 300.000000 -0:39 move second child to first child (temp highp 4-component vector of float) -0:39 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:39 Construct vec4 (temp highp 4-component vector of float) -0:39 'sum' (global highp float) +0:39 move second child to first child ( temp highp 4-component vector of float) +0:39 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:39 Construct vec4 ( temp highp 4-component vector of float) +0:39 'sum' ( global highp float) 0:97 Sequence -0:97 move second child to first child (temp highp float) -0:97 'c' (global highp float) +0:97 move second child to first child ( temp highp float) +0:97 'c' ( global highp float) 0:98 Constant: 0:98 3.300000 0:? Linker Objects -0:? 'sum' (global highp float) -0:? 'c' (global highp float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'sum' ( global highp float) +0:? 'c' ( global highp float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/cppIndent.vert.out b/Test/baseResults/cppIndent.vert.out index 318ca815..e6ff0468 100644 --- a/Test/baseResults/cppIndent.vert.out +++ b/Test/baseResults/cppIndent.vert.out @@ -7,39 +7,39 @@ ERROR: 2 compilation errors. No code generated. Shader version: 110 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:22 add second child into first child (temp float) -0:22 'sum' (global float) +0:22 add second child into first child ( temp float) +0:22 'sum' ( global float) 0:22 Constant: 0:22 300.000000 -0:37 add second child into first child (temp float) -0:37 'sum' (global float) +0:37 add second child into first child ( temp float) +0:37 'sum' ( global float) 0:37 Constant: 0:37 600000.000000 -0:47 add second child into first child (temp float) -0:47 'sum' (global float) +0:47 add second child into first child ( temp float) +0:47 'sum' ( global float) 0:47 Constant: 0:47 80000000.000000 -0:52 add second child into first child (temp float) -0:52 'sum' (global float) +0:52 add second child into first child ( temp float) +0:52 'sum' ( global float) 0:52 Constant: 0:52 900000000.000000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 'gl_Position' (gl_Position 4-component vector of float Position) -0:56 Construct vec4 (temp 4-component vector of float) -0:56 'sum' (global float) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 'gl_Position' ( gl_Position 4-component vector of float Position) +0:56 Construct vec4 ( temp 4-component vector of float) +0:56 'sum' ( global float) 0:? Linker Objects -0:? 'sum' (global float) +0:? 'sum' ( global float) Linked vertex stage: @@ -48,37 +48,37 @@ Linked vertex stage: Shader version: 110 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:22 add second child into first child (temp float) -0:22 'sum' (global float) +0:22 add second child into first child ( temp float) +0:22 'sum' ( global float) 0:22 Constant: 0:22 300.000000 -0:37 add second child into first child (temp float) -0:37 'sum' (global float) +0:37 add second child into first child ( temp float) +0:37 'sum' ( global float) 0:37 Constant: 0:37 600000.000000 -0:47 add second child into first child (temp float) -0:47 'sum' (global float) +0:47 add second child into first child ( temp float) +0:47 'sum' ( global float) 0:47 Constant: 0:47 80000000.000000 -0:52 add second child into first child (temp float) -0:52 'sum' (global float) +0:52 add second child into first child ( temp float) +0:52 'sum' ( global float) 0:52 Constant: 0:52 900000000.000000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 'gl_Position' (gl_Position 4-component vector of float Position) -0:56 Construct vec4 (temp 4-component vector of float) -0:56 'sum' (global float) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 'gl_Position' ( gl_Position 4-component vector of float Position) +0:56 Construct vec4 ( temp 4-component vector of float) +0:56 'sum' ( global float) 0:? Linker Objects -0:? 'sum' (global float) +0:? 'sum' ( global float) diff --git a/Test/baseResults/cppNest.vert.out b/Test/baseResults/cppNest.vert.out index 2077ec33..afd0370d 100644 --- a/Test/baseResults/cppNest.vert.out +++ b/Test/baseResults/cppNest.vert.out @@ -11,72 +11,72 @@ ERROR: 6 compilation errors. No code generated. Shader version: 110 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:21 add second child into first child (temp float) -0:21 'sum' (global float) +0:21 add second child into first child ( temp float) +0:21 'sum' ( global float) 0:21 Constant: 0:21 300.000000 -0:61 add second child into first child (temp float) -0:61 'sum' (global float) +0:61 add second child into first child ( temp float) +0:61 'sum' ( global float) 0:61 Constant: 0:61 600000.000000 -0:65 add second child into first child (temp float) -0:65 'sum' (global float) +0:65 add second child into first child ( temp float) +0:65 'sum' ( global float) 0:65 Constant: 0:65 80000000.000000 -0:69 add second child into first child (temp float) -0:69 'sum' (global float) +0:69 add second child into first child ( temp float) +0:69 'sum' ( global float) 0:69 Constant: 0:69 900000000.000000 -0:76 add second child into first child (temp float) -0:76 'sum' (global float) +0:76 add second child into first child ( temp float) +0:76 'sum' ( global float) 0:76 Constant: 0:76 7000000.000000 -0:86 move second child to first child (temp 4-component vector of float) -0:86 'gl_Position' (gl_Position 4-component vector of float Position) -0:86 Construct vec4 (temp 4-component vector of float) -0:86 'sum' (global float) +0:86 move second child to first child ( temp 4-component vector of float) +0:86 'gl_Position' ( gl_Position 4-component vector of float Position) +0:86 Construct vec4 ( temp 4-component vector of float) +0:86 'sum' ( global float) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'selected4' (global int) +0:103 move second child to first child ( temp int) +0:103 'selected4' ( global int) 0:103 Constant: 0:103 4 (const int) 0:115 Sequence -0:115 move second child to first child (temp int) -0:115 'selected2' (global int) +0:115 move second child to first child ( temp int) +0:115 'selected2' ( global int) 0:115 Constant: 0:115 2 (const int) 0:133 Sequence -0:133 move second child to first child (temp int) -0:133 'selected3' (global int) +0:133 move second child to first child ( temp int) +0:133 'selected3' ( global int) 0:133 Constant: 0:133 3 (const int) -0:175 Function Definition: foo985( (global void) +0:175 Function Definition: foo985( ( global void) 0:175 Function Parameters: 0:175 Sequence -0:175 add (temp int) +0:175 add ( temp int) 0:175 Constant: 0:175 2 (const int) -0:175 Comma (temp int) +0:175 Comma ( temp int) 0:175 Constant: 0:175 3 (const int) 0:175 Constant: 0:175 4 (const int) 0:? Linker Objects -0:? 'sum' (global float) -0:? 'selected4' (global int) -0:? 'selected2' (global int) -0:? 'selected3' (global int) +0:? 'sum' ( global float) +0:? 'selected4' ( global int) +0:? 'selected2' ( global int) +0:? 'selected3' ( global int) Linked vertex stage: @@ -85,59 +85,59 @@ Linked vertex stage: Shader version: 110 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:21 add second child into first child (temp float) -0:21 'sum' (global float) +0:21 add second child into first child ( temp float) +0:21 'sum' ( global float) 0:21 Constant: 0:21 300.000000 -0:61 add second child into first child (temp float) -0:61 'sum' (global float) +0:61 add second child into first child ( temp float) +0:61 'sum' ( global float) 0:61 Constant: 0:61 600000.000000 -0:65 add second child into first child (temp float) -0:65 'sum' (global float) +0:65 add second child into first child ( temp float) +0:65 'sum' ( global float) 0:65 Constant: 0:65 80000000.000000 -0:69 add second child into first child (temp float) -0:69 'sum' (global float) +0:69 add second child into first child ( temp float) +0:69 'sum' ( global float) 0:69 Constant: 0:69 900000000.000000 -0:76 add second child into first child (temp float) -0:76 'sum' (global float) +0:76 add second child into first child ( temp float) +0:76 'sum' ( global float) 0:76 Constant: 0:76 7000000.000000 -0:86 move second child to first child (temp 4-component vector of float) -0:86 'gl_Position' (gl_Position 4-component vector of float Position) -0:86 Construct vec4 (temp 4-component vector of float) -0:86 'sum' (global float) +0:86 move second child to first child ( temp 4-component vector of float) +0:86 'gl_Position' ( gl_Position 4-component vector of float Position) +0:86 Construct vec4 ( temp 4-component vector of float) +0:86 'sum' ( global float) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'selected4' (global int) +0:103 move second child to first child ( temp int) +0:103 'selected4' ( global int) 0:103 Constant: 0:103 4 (const int) 0:115 Sequence -0:115 move second child to first child (temp int) -0:115 'selected2' (global int) +0:115 move second child to first child ( temp int) +0:115 'selected2' ( global int) 0:115 Constant: 0:115 2 (const int) 0:133 Sequence -0:133 move second child to first child (temp int) -0:133 'selected3' (global int) +0:133 move second child to first child ( temp int) +0:133 'selected3' ( global int) 0:133 Constant: 0:133 3 (const int) 0:? Linker Objects -0:? 'sum' (global float) -0:? 'selected4' (global int) -0:? 'selected2' (global int) -0:? 'selected3' (global int) +0:? 'sum' ( global float) +0:? 'selected4' ( global int) +0:? 'selected2' ( global int) +0:? 'selected3' ( global int) diff --git a/Test/baseResults/cppSimple.vert.out b/Test/baseResults/cppSimple.vert.out index bf4b42ae..0696c744 100644 --- a/Test/baseResults/cppSimple.vert.out +++ b/Test/baseResults/cppSimple.vert.out @@ -22,7 +22,7 @@ ERROR: 0:122: '#endif' : unexpected tokens following directive ERROR: 0:135: '""' : string literals not supported ERROR: 0:136: '""' : string literals not supported ERROR: 0:136: 'length' : no matching overloaded function found -ERROR: 0:136: '=' : cannot convert from 'const float' to 'global int' +ERROR: 0:136: '=' : cannot convert from ' const float' to ' global int' ERROR: 0:138: ''' : character literals not supported ERROR: 0:138: ''' : character literals not supported ERROR: 0:141: '#define' : names beginning with "GL_" can't be (un)defined: GL_ @@ -78,7 +78,7 @@ ERROR: 12:9000: 'preprocessor evaluation' : expected ')' ERROR: 12:9002: '#if' : unexpected tokens following directive ERROR: 12:9014: 'macro expansion' : expected '(' following FOOOM ERROR: 12:9014: 'FOOOM' : undeclared identifier -ERROR: 12:9014: '=' : cannot convert from 'temp float' to 'global int' +ERROR: 12:9014: '=' : cannot convert from ' temp float' to ' global int' ERROR: 12:9015: 'macro expansion' : expected '(' following FOOOM ERROR: 12:9016: 'preprocessor evaluation' : can't evaluate expression ERROR: 12:9016: 'preprocessor evaluation' : bad expression @@ -98,84 +98,84 @@ ERROR: 88 compilation errors. No code generated. Shader version: 400 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:22 add second child into first child (temp float) -0:22 'sum' (global float) +0:22 add second child into first child ( temp float) +0:22 'sum' ( global float) 0:22 Constant: 0:22 300.000000 -0:37 add second child into first child (temp float) -0:37 'sum' (global float) +0:37 add second child into first child ( temp float) +0:37 'sum' ( global float) 0:37 Constant: 0:37 600000.000000 -0:48 add second child into first child (temp float) -0:48 'sum' (global float) +0:48 add second child into first child ( temp float) +0:48 'sum' ( global float) 0:48 Constant: 0:48 7000000.000000 -0:53 add second child into first child (temp float) -0:53 'sum' (global float) +0:53 add second child into first child ( temp float) +0:53 'sum' ( global float) 0:53 Constant: 0:53 80000000.000000 -0:58 add second child into first child (temp float) -0:58 'sum' (global float) +0:58 add second child into first child ( temp float) +0:58 'sum' ( global float) 0:58 Constant: 0:58 900000000.000000 -0:65 add second child into first child (temp float) -0:65 'sum' (global float) +0:65 add second child into first child ( temp float) +0:65 'sum' ( global float) 0:65 Constant: 0:65 0.050000 -0:69 move second child to first child (temp 4-component vector of float) -0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:69 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:69 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:69 Constant: 0:69 0 (const uint) -0:69 Construct vec4 (temp 4-component vector of float) -0:69 'sum' (global float) +0:69 Construct vec4 ( temp 4-component vector of float) +0:69 'sum' ( global float) 0:124 Sequence -0:124 move second child to first child (temp int) -0:124 'linenumber' (global int) +0:124 move second child to first child ( temp int) +0:124 'linenumber' ( global int) 0:124 Constant: 0:124 124 (const int) 0:125 Sequence -0:125 move second child to first child (temp int) -0:125 'filenumber' (global int) +0:125 move second child to first child ( temp int) +0:125 'filenumber' ( global int) 0:125 Constant: 0:125 0 (const int) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'version' (global int) +0:126 move second child to first child ( temp int) +0:126 'version' ( global int) 0:126 Constant: 0:126 400 (const int) 0:130 Sequence -0:130 move second child to first child (temp float) -0:130 'twoPi' (global float) +0:130 move second child to first child ( temp float) +0:130 'twoPi' ( global float) 0:130 Constant: 0:130 6.280000 0:199 Sequence -0:199 move second child to first child (temp int) -0:199 'n' (global int) +0:199 move second child to first child ( temp int) +0:199 'n' ( global int) 0:199 Constant: 0:199 15 (const int) 0:202 Sequence -0:202 move second child to first child (temp double) -0:202 'f' (global double) +0:202 move second child to first child ( temp double) +0:202 'f' ( global double) 0:202 Constant: 0:202 0.000800 -12:20031 Function Definition: foo234( (global void) +12:20031 Function Definition: foo234( ( global void) 12:20031 Function Parameters: 12:20033 Sequence -12:20033 move second child to first child (temp 4-component vector of float) -12:20033 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -12:20033 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +12:20033 move second child to first child ( temp 4-component vector of float) +12:20033 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +12:20033 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 12:20033 Constant: 12:20033 0 (const uint) 12:20033 Constant: @@ -184,24 +184,24 @@ ERROR: node is still EOpNull! 12:20033 6.000000 12:20033 6.000000 12:9011 Sequence -12:9011 move second child to first child (temp int) -12:9011 'R1' (global int) -12:9011 'RECURSE' (global int) +12:9011 move second child to first child ( temp int) +12:9011 'R1' ( global int) +12:9011 'RECURSE' ( global int) 0:? Linker Objects -0:? 'sum' (global float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'linenumber' (global int) -0:? 'filenumber' (global int) -0:? 'version' (global int) -0:? 'twoPi' (global float) -0:? 'a' (global int) -0:? 'n' (global int) -0:? 'f' (global double) -0:? 'RECURSE' (global int) -0:? 'R1' (global int) -0:? 'aoeua' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'sum' ( global float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'linenumber' ( global int) +0:? 'filenumber' ( global int) +0:? 'version' ( global int) +0:? 'twoPi' ( global float) +0:? 'a' ( global int) +0:? 'n' ( global int) +0:? 'f' ( global double) +0:? 'RECURSE' ( global int) +0:? 'R1' ( global int) +0:? 'aoeua' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -210,95 +210,95 @@ Linked vertex stage: Shader version: 400 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'sum' (global float) +0:5 move second child to first child ( temp float) +0:5 'sum' ( global float) 0:5 Constant: 0:5 0.000000 -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:12 Sequence -0:12 add second child into first child (temp float) -0:12 'sum' (global float) +0:12 add second child into first child ( temp float) +0:12 'sum' ( global float) 0:12 Constant: 0:12 1.000000 -0:22 add second child into first child (temp float) -0:22 'sum' (global float) +0:22 add second child into first child ( temp float) +0:22 'sum' ( global float) 0:22 Constant: 0:22 300.000000 -0:37 add second child into first child (temp float) -0:37 'sum' (global float) +0:37 add second child into first child ( temp float) +0:37 'sum' ( global float) 0:37 Constant: 0:37 600000.000000 -0:48 add second child into first child (temp float) -0:48 'sum' (global float) +0:48 add second child into first child ( temp float) +0:48 'sum' ( global float) 0:48 Constant: 0:48 7000000.000000 -0:53 add second child into first child (temp float) -0:53 'sum' (global float) +0:53 add second child into first child ( temp float) +0:53 'sum' ( global float) 0:53 Constant: 0:53 80000000.000000 -0:58 add second child into first child (temp float) -0:58 'sum' (global float) +0:58 add second child into first child ( temp float) +0:58 'sum' ( global float) 0:58 Constant: 0:58 900000000.000000 -0:65 add second child into first child (temp float) -0:65 'sum' (global float) +0:65 add second child into first child ( temp float) +0:65 'sum' ( global float) 0:65 Constant: 0:65 0.050000 -0:69 move second child to first child (temp 4-component vector of float) -0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:69 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:69 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:69 Constant: 0:69 0 (const uint) -0:69 Construct vec4 (temp 4-component vector of float) -0:69 'sum' (global float) +0:69 Construct vec4 ( temp 4-component vector of float) +0:69 'sum' ( global float) 0:124 Sequence -0:124 move second child to first child (temp int) -0:124 'linenumber' (global int) +0:124 move second child to first child ( temp int) +0:124 'linenumber' ( global int) 0:124 Constant: 0:124 124 (const int) 0:125 Sequence -0:125 move second child to first child (temp int) -0:125 'filenumber' (global int) +0:125 move second child to first child ( temp int) +0:125 'filenumber' ( global int) 0:125 Constant: 0:125 0 (const int) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'version' (global int) +0:126 move second child to first child ( temp int) +0:126 'version' ( global int) 0:126 Constant: 0:126 400 (const int) 0:130 Sequence -0:130 move second child to first child (temp float) -0:130 'twoPi' (global float) +0:130 move second child to first child ( temp float) +0:130 'twoPi' ( global float) 0:130 Constant: 0:130 6.280000 0:199 Sequence -0:199 move second child to first child (temp int) -0:199 'n' (global int) +0:199 move second child to first child ( temp int) +0:199 'n' ( global int) 0:199 Constant: 0:199 15 (const int) 0:202 Sequence -0:202 move second child to first child (temp double) -0:202 'f' (global double) +0:202 move second child to first child ( temp double) +0:202 'f' ( global double) 0:202 Constant: 0:202 0.000800 12:9011 Sequence -12:9011 move second child to first child (temp int) -12:9011 'R1' (global int) -12:9011 'RECURSE' (global int) +12:9011 move second child to first child ( temp int) +12:9011 'R1' ( global int) +12:9011 'RECURSE' ( global int) 0:? Linker Objects -0:? 'sum' (global float) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'linenumber' (global int) -0:? 'filenumber' (global int) -0:? 'version' (global int) -0:? 'twoPi' (global float) -0:? 'a' (global int) -0:? 'n' (global int) -0:? 'f' (global double) -0:? 'RECURSE' (global int) -0:? 'R1' (global int) -0:? 'aoeua' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'sum' ( global float) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'linenumber' ( global int) +0:? 'filenumber' ( global int) +0:? 'version' ( global int) +0:? 'twoPi' ( global float) +0:? 'a' ( global int) +0:? 'n' ( global int) +0:? 'f' ( global double) +0:? 'RECURSE' ( global int) +0:? 'R1' ( global int) +0:? 'aoeua' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/dataOut.frag.out b/Test/baseResults/dataOut.frag.out index 030bae7d..78976169 100644 --- a/Test/baseResults/dataOut.frag.out +++ b/Test/baseResults/dataOut.frag.out @@ -3,17 +3,17 @@ WARNING: 0:3: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 direct index (temp 4-component vector of float FragData) -0:7 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 direct index ( temp 4-component vector of float FragData) +0:7 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:7 Constant: 0:7 1 (const int) -0:7 'Color' (smooth in 4-component vector of float) +0:7 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) +0:? 'Color' ( smooth in 4-component vector of float) Linked fragment stage: @@ -21,15 +21,15 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 direct index (temp 4-component vector of float FragData) -0:7 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 direct index ( temp 4-component vector of float FragData) +0:7 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:7 Constant: 0:7 1 (const int) -0:7 'Color' (smooth in 4-component vector of float) +0:7 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) +0:? 'Color' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/dataOutIndirect.frag.out b/Test/baseResults/dataOutIndirect.frag.out index 31b4f07a..dbadb03e 100644 --- a/Test/baseResults/dataOutIndirect.frag.out +++ b/Test/baseResults/dataOutIndirect.frag.out @@ -3,17 +3,17 @@ WARNING: 0:3: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 indirect index (temp 4-component vector of float FragData) -0:9 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) -0:9 'i' (uniform int) -0:9 'Color' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 indirect index ( temp 4-component vector of float FragData) +0:9 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) +0:9 'i' ( uniform int) +0:9 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) -0:? 'i' (uniform int) +0:? 'Color' ( smooth in 4-component vector of float) +0:? 'i' ( uniform int) Linked fragment stage: @@ -21,15 +21,15 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 indirect index (temp 4-component vector of float FragData) -0:9 'gl_FragData' (fragColor 32-element array of 4-component vector of float FragData) -0:9 'i' (uniform int) -0:9 'Color' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 indirect index ( temp 4-component vector of float FragData) +0:9 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) +0:9 'i' ( uniform int) +0:9 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) -0:? 'i' (uniform int) +0:? 'Color' ( smooth in 4-component vector of float) +0:? 'i' ( uniform int) diff --git a/Test/baseResults/dce.frag.out b/Test/baseResults/dce.frag.out index 6707ae72..63d194ca 100644 --- a/Test/baseResults/dce.frag.out +++ b/Test/baseResults/dce.frag.out @@ -4,118 +4,118 @@ Warning, version 400 is not yet complete; most version-specific features are pre Shader version: 400 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'c' (global int) +0:5 move second child to first child ( temp int) +0:5 'c' ( global int) 0:5 Constant: 0:5 0 (const int) -0:7 Function Definition: bar( (global void) +0:7 Function Definition: bar( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 Test condition and select (temp void) +0:9 Test condition and select ( temp void) 0:9 Condition 0:9 Constant: 0:9 false (const bool) 0:9 true case -0:10 Pre-Increment (temp int) -0:10 'c' (global int) +0:10 Pre-Increment ( temp int) +0:10 'c' ( global int) 0:9 false case -0:12 Pre-Increment (temp int) -0:12 'c' (global int) -0:14 Test condition and select (temp int) +0:12 Pre-Increment ( temp int) +0:12 'c' ( global int) +0:14 Test condition and select ( temp int) 0:14 Condition 0:14 Constant: 0:14 false (const bool) 0:14 true case -0:14 Pre-Increment (temp int) -0:14 'c' (global int) +0:14 Pre-Increment ( temp int) +0:14 'c' ( global int) 0:14 false case -0:14 Pre-Increment (temp int) -0:14 'c' (global int) +0:14 Pre-Increment ( temp int) +0:14 'c' ( global int) 0:16 switch 0:16 condition -0:16 'c' (global int) +0:16 'c' ( global int) 0:16 body 0:16 Sequence 0:17 case: with expression 0:17 Constant: 0:17 1 (const int) 0:? Sequence -0:18 Pre-Increment (temp int) -0:18 'c' (global int) +0:18 Pre-Increment ( temp int) +0:18 'c' ( global int) 0:19 Branch: Break -0:20 Pre-Increment (temp int) -0:20 'c' (global int) +0:20 Pre-Increment ( temp int) +0:20 'c' ( global int) 0:21 case: with expression 0:21 Constant: 0:21 2 (const int) 0:? Sequence 0:22 Branch: Break -0:23 Pre-Increment (temp int) -0:23 'c' (global int) +0:23 Pre-Increment ( temp int) +0:23 'c' ( global int) 0:24 default: 0:? Sequence 0:25 Branch: Break 0:28 Sequence 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'i' (temp int) +0:28 move second child to first child ( temp int) +0:28 'i' ( temp int) 0:28 Constant: 0:28 0 (const int) 0:28 Loop with condition tested first 0:28 Loop Condition -0:28 Compare Less Than (temp bool) -0:28 'i' (temp int) +0:28 Compare Less Than ( temp bool) +0:28 'i' ( temp int) 0:28 Constant: 0:28 0 (const int) 0:28 Loop Body -0:29 Pre-Increment (temp int) -0:29 'c' (global int) +0:29 Pre-Increment ( temp int) +0:29 'c' ( global int) 0:28 Loop Terminal Expression -0:28 Pre-Increment (temp int) -0:28 'i' (temp int) +0:28 Pre-Increment ( temp int) +0:28 'i' ( temp int) 0:31 Sequence 0:31 Sequence -0:31 move second child to first child (temp int) -0:31 'i' (temp int) +0:31 move second child to first child ( temp int) +0:31 'i' ( temp int) 0:31 Constant: 0:31 0 (const int) 0:31 Loop with condition tested first 0:31 Loop Condition -0:31 Compare Less Than (temp bool) -0:31 'i' (temp int) +0:31 Compare Less Than ( temp bool) +0:31 'i' ( temp int) 0:31 Constant: 0:31 10 (const int) 0:31 Loop Body 0:32 Sequence -0:32 Test condition and select (temp void) +0:32 Test condition and select ( temp void) 0:32 Condition -0:32 Compare Less Than (temp bool) -0:32 'c' (global int) +0:32 Compare Less Than ( temp bool) +0:32 'c' ( global int) 0:32 Constant: 0:32 3 (const int) 0:32 true case 0:33 Sequence 0:33 Branch: Break -0:34 Pre-Increment (temp int) -0:34 'c' (global int) +0:34 Pre-Increment ( temp int) +0:34 'c' ( global int) 0:32 false case 0:36 Sequence 0:36 Branch: Continue -0:37 Pre-Increment (temp int) -0:37 'c' (global int) +0:37 Pre-Increment ( temp int) +0:37 'c' ( global int) 0:31 Loop Terminal Expression -0:31 Pre-Increment (temp int) -0:31 'i' (temp int) +0:31 Pre-Increment ( temp int) +0:31 'i' ( temp int) 0:41 Branch: Return -0:43 Pre-Increment (temp int) -0:43 'c' (global int) -0:46 Function Definition: foo( (global int) +0:43 Pre-Increment ( temp int) +0:43 'c' ( global int) +0:46 Function Definition: foo( ( global int) 0:46 Function Parameters: 0:48 Sequence -0:48 Test condition and select (temp void) +0:48 Test condition and select ( temp void) 0:48 Condition -0:48 Compare Greater Than (temp bool) -0:48 'c' (global int) +0:48 Compare Greater Than ( temp bool) +0:48 'c' ( global int) 0:48 Constant: 0:48 4 (const int) 0:48 true case @@ -123,17 +123,17 @@ Shader version: 400 0:49 Branch: Return with expression 0:49 Constant: 0:49 4 (const int) -0:50 Pre-Increment (temp int) -0:50 'c' (global int) +0:50 Pre-Increment ( temp int) +0:50 'c' ( global int) 0:53 Branch: Return with expression 0:53 Constant: 0:53 5 (const int) -0:55 Pre-Increment (temp int) -0:55 'c' (global int) +0:55 Pre-Increment ( temp int) +0:55 'c' ( global int) 0:? Linker Objects -0:? 'flag' (const bool) +0:? 'flag' ( const bool) 0:? false (const bool) -0:? 'c' (global int) +0:? 'c' ( global int) Linked fragment stage: @@ -143,12 +143,12 @@ ERROR: Linking fragment stage: Missing entry point: Each stage requires one entr Shader version: 400 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'c' (global int) +0:5 move second child to first child ( temp int) +0:5 'c' ( global int) 0:5 Constant: 0:5 0 (const int) 0:? Linker Objects -0:? 'flag' (const bool) +0:? 'flag' ( const bool) 0:? false (const bool) -0:? 'c' (global int) +0:? 'c' ( global int) diff --git a/Test/baseResults/decls.frag.out b/Test/baseResults/decls.frag.out index a7e2137d..72ad11c4 100644 --- a/Test/baseResults/decls.frag.out +++ b/Test/baseResults/decls.frag.out @@ -30,31 +30,31 @@ ERROR: 18 compilation errors. No code generated. Shader version: 120 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'd1' (global int) +0:5 move second child to first child ( temp int) +0:5 'd1' ( global int) 0:5 Constant: 0:5 1 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'e2' (global int) +0:6 move second child to first child ( temp int) +0:6 'e2' ( global int) 0:6 Constant: 0:6 2 (const int) 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'h3' (global int) +0:7 move second child to first child ( temp int) +0:7 'h3' ( global int) 0:7 Constant: 0:7 3 (const int) 0:14 Sequence -0:14 move second child to first child (temp 4-element array of int) -0:14 'ii4' (global 4-element array of int) +0:14 move second child to first child ( temp 4-element array of int) +0:14 'ii4' ( global 4-element array of int) 0:14 Constant: 0:14 1 (const int) 0:14 2 (const int) 0:14 3 (const int) 0:14 4 (const int) 0:15 Sequence -0:15 move second child to first child (temp 5-element array of int) -0:15 'ik5' (global 5-element array of int) +0:15 move second child to first child ( temp 5-element array of int) +0:15 'ik5' ( global 5-element array of int) 0:15 Constant: 0:15 5 (const int) 0:15 6 (const int) @@ -62,36 +62,36 @@ ERROR: node is still EOpNull! 0:15 8 (const int) 0:15 9 (const int) 0:16 Sequence -0:16 move second child to first child (temp 2-element array of int) -0:16 'im2' (global 2-element array of int) +0:16 move second child to first child ( temp 2-element array of int) +0:16 'im2' ( global 2-element array of int) 0:16 Constant: 0:16 10 (const int) 0:16 11 (const int) -0:16 move second child to first child (temp 3-element array of int) -0:16 'im3' (global 3-element array of int) +0:16 move second child to first child ( temp 3-element array of int) +0:16 'im3' ( global 3-element array of int) 0:16 Constant: 0:16 12 (const int) 0:16 13 (const int) 0:16 14 (const int) 0:17 Sequence -0:17 move second child to first child (temp 4-element array of int) -0:17 'in8' (global 4-element array of int) +0:17 move second child to first child ( temp 4-element array of int) +0:17 'in8' ( global 4-element array of int) 0:17 Constant: 0:17 21 (const int) 0:17 22 (const int) 0:17 23 (const int) 0:17 24 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-element array of int) -0:34 'gl_vi4' (global 4-element array of int) +0:34 move second child to first child ( temp 4-element array of int) +0:34 'gl_vi4' ( global 4-element array of int) 0:34 Constant: 0:34 1 (const int) 0:34 2 (const int) 0:34 3 (const int) 0:34 4 (const int) 0:35 Sequence -0:35 move second child to first child (temp 5-element array of int) -0:35 'gl_vk5' (global 5-element array of int) +0:35 move second child to first child ( temp 5-element array of int) +0:35 'gl_vk5' ( global 5-element array of int) 0:35 Constant: 0:35 5 (const int) 0:35 6 (const int) @@ -99,61 +99,61 @@ ERROR: node is still EOpNull! 0:35 8 (const int) 0:35 9 (const int) 0:36 Sequence -0:36 move second child to first child (temp 2-element array of int) -0:36 'gl_vm2' (global 2-element array of int) +0:36 move second child to first child ( temp 2-element array of int) +0:36 'gl_vm2' ( global 2-element array of int) 0:36 Constant: 0:36 10 (const int) 0:36 11 (const int) -0:36 move second child to first child (temp 3-element array of int) -0:36 'gl_vm3' (global 3-element array of int) +0:36 move second child to first child ( temp 3-element array of int) +0:36 'gl_vm3' ( global 3-element array of int) 0:36 Constant: 0:36 12 (const int) 0:36 13 (const int) 0:36 14 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-element array of int) -0:37 'gl_vn8' (global 4-element array of int) +0:37 move second child to first child ( temp 4-element array of int) +0:37 'gl_vn8' ( global 4-element array of int) 0:37 Constant: 0:37 21 (const int) 0:37 22 (const int) 0:37 23 (const int) 0:37 24 (const int) -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:41 Sequence 0:41 Loop with condition tested first 0:41 Loop Condition -0:41 move second child to first child (temp bool) -0:41 'cond' (temp bool) -0:41 Compare Less Than (temp bool) -0:41 'b' (global int) -0:41 'c' (global int) +0:41 move second child to first child ( temp bool) +0:41 'cond' ( temp bool) +0:41 Compare Less Than ( temp bool) +0:41 'b' ( global int) +0:41 'c' ( global int) 0:41 No loop body 0:42 Loop with condition tested first 0:42 Loop Condition -0:42 move second child to first child (temp int) -0:42 'icond' (temp int) -0:42 'b' (global int) +0:42 move second child to first child ( temp int) +0:42 'icond' ( temp int) +0:42 'b' ( global int) 0:42 No loop body 0:43 Loop with condition tested first 0:43 Loop Condition -0:43 move second child to first child (temp bool) -0:43 'gl_cond' (temp bool) -0:43 Compare Less Than (temp bool) -0:43 'b' (global int) -0:43 'c' (global int) +0:43 move second child to first child ( temp bool) +0:43 'gl_cond' ( temp bool) +0:43 Compare Less Than ( temp bool) +0:43 'b' ( global int) +0:43 'c' ( global int) 0:43 No loop body 0:46 Sequence -0:46 move second child to first child (temp 4-element array of int) -0:46 'foob__vi4' (global 4-element array of int) +0:46 move second child to first child ( temp 4-element array of int) +0:46 'foob__vi4' ( global 4-element array of int) 0:46 Constant: 0:46 1 (const int) 0:46 2 (const int) 0:46 3 (const int) 0:46 4 (const int) 0:47 Sequence -0:47 move second child to first child (temp 5-element array of int) -0:47 'foob__vk5' (global 5-element array of int) +0:47 move second child to first child ( temp 5-element array of int) +0:47 'foob__vk5' ( global 5-element array of int) 0:47 Constant: 0:47 5 (const int) 0:47 6 (const int) @@ -161,112 +161,112 @@ ERROR: node is still EOpNull! 0:47 8 (const int) 0:47 9 (const int) 0:48 Sequence -0:48 move second child to first child (temp 2-element array of int) -0:48 '__foobvm2' (global 2-element array of int) +0:48 move second child to first child ( temp 2-element array of int) +0:48 '__foobvm2' ( global 2-element array of int) 0:48 Constant: 0:48 10 (const int) 0:48 11 (const int) -0:48 move second child to first child (temp 3-element array of int) -0:48 '__foobvm3' (global 3-element array of int) +0:48 move second child to first child ( temp 3-element array of int) +0:48 '__foobvm3' ( global 3-element array of int) 0:48 Constant: 0:48 12 (const int) 0:48 13 (const int) 0:48 14 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-element array of int) -0:49 'foob__vn8' (global 4-element array of int) +0:49 move second child to first child ( temp 4-element array of int) +0:49 'foob__vn8' ( global 4-element array of int) 0:49 Constant: 0:49 21 (const int) 0:49 22 (const int) 0:49 23 (const int) 0:49 24 (const int) 0:? Linker Objects -0:? 'a' (global int) -0:? 'b' (global int) -0:? 'c' (global int) -0:? 'd1' (global int) -0:? 'e2' (global int) -0:? 'f' (global int) -0:? 'g' (global int) -0:? 'h3' (global int) -0:? 'i4' (global 4-element array of int) -0:? 'j' (global int) -0:? 'k5' (global 5-element array of int) -0:? 'm6' (global 6-element array of int) -0:? 'm7' (global 7-element array of int) -0:? 'n8' (global 8-element array of int) -0:? 'p' (global int) -0:? 'ii4' (global 4-element array of int) -0:? 'ij' (global int) -0:? 'ik5' (global 5-element array of int) -0:? 'im2' (global 2-element array of int) -0:? 'im3' (global 3-element array of int) -0:? 'in8' (global 4-element array of int) -0:? 'ip' (global int) -0:? 'cii4' (const 4-element array of int) +0:? 'a' ( global int) +0:? 'b' ( global int) +0:? 'c' ( global int) +0:? 'd1' ( global int) +0:? 'e2' ( global int) +0:? 'f' ( global int) +0:? 'g' ( global int) +0:? 'h3' ( global int) +0:? 'i4' ( global 4-element array of int) +0:? 'j' ( global int) +0:? 'k5' ( global 5-element array of int) +0:? 'm6' ( global 6-element array of int) +0:? 'm7' ( global 7-element array of int) +0:? 'n8' ( global 8-element array of int) +0:? 'p' ( global int) +0:? 'ii4' ( global 4-element array of int) +0:? 'ij' ( global int) +0:? 'ik5' ( global 5-element array of int) +0:? 'im2' ( global 2-element array of int) +0:? 'im3' ( global 3-element array of int) +0:? 'in8' ( global 4-element array of int) +0:? 'ip' ( global int) +0:? 'cii4' ( const 4-element array of int) 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:? 'cij' (temp int) -0:? 'cik5' (const 5-element array of int) +0:? 'cij' ( temp int) +0:? 'cik5' ( const 5-element array of int) 0:? 5 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) 0:? 9 (const int) -0:? 'cim2' (const 2-element array of int) +0:? 'cim2' ( const 2-element array of int) 0:? 10 (const int) 0:? 11 (const int) -0:? 'cim3' (const 3-element array of int) +0:? 'cim3' ( const 3-element array of int) 0:? 12 (const int) 0:? 13 (const int) 0:? 14 (const int) -0:? 'cin8' (const 4-element array of int) +0:? 'cin8' ( const 4-element array of int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) 0:? 24 (const int) -0:? 'cip' (temp int) -0:? 'uii4' (uniform 4-element array of int) +0:? 'cip' ( temp int) +0:? 'uii4' ( uniform 4-element array of int) 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:? 'uij' (uniform int) -0:? 'uik5' (uniform 5-element array of int) +0:? 'uij' ( uniform int) +0:? 'uik5' ( uniform 5-element array of int) 0:? 5 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) 0:? 9 (const int) -0:? 'uim2' (uniform 2-element array of int) +0:? 'uim2' ( uniform 2-element array of int) 0:? 10 (const int) 0:? 11 (const int) -0:? 'uim3' (uniform 3-element array of int) +0:? 'uim3' ( uniform 3-element array of int) 0:? 12 (const int) 0:? 13 (const int) 0:? 14 (const int) -0:? 'uin8' (uniform 4-element array of int) +0:? 'uin8' ( uniform 4-element array of int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) 0:? 24 (const int) -0:? 'uip' (uniform int) -0:? 'gl_vi4' (global 4-element array of int) -0:? 'gl_vj' (global int) -0:? 'gl_vk5' (global 5-element array of int) -0:? 'gl_vm2' (global 2-element array of int) -0:? 'gl_vm3' (global 3-element array of int) -0:? 'gl_vn8' (global 4-element array of int) -0:? 'gl_vp' (global int) -0:? 'foob__vi4' (global 4-element array of int) -0:? 'foob__vj' (global int) -0:? 'foob__vk5' (global 5-element array of int) -0:? '__foobvm2' (global 2-element array of int) -0:? '__foobvm3' (global 3-element array of int) -0:? 'foob__vn8' (global 4-element array of int) -0:? 'foob__vp' (global int) +0:? 'uip' ( uniform int) +0:? 'gl_vi4' ( global 4-element array of int) +0:? 'gl_vj' ( global int) +0:? 'gl_vk5' ( global 5-element array of int) +0:? 'gl_vm2' ( global 2-element array of int) +0:? 'gl_vm3' ( global 3-element array of int) +0:? 'gl_vn8' ( global 4-element array of int) +0:? 'gl_vp' ( global int) +0:? 'foob__vi4' ( global 4-element array of int) +0:? 'foob__vj' ( global int) +0:? 'foob__vk5' ( global 5-element array of int) +0:? '__foobvm2' ( global 2-element array of int) +0:? '__foobvm3' ( global 3-element array of int) +0:? 'foob__vn8' ( global 4-element array of int) +0:? 'foob__vp' ( global int) Linked fragment stage: @@ -275,31 +275,31 @@ Linked fragment stage: Shader version: 120 ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'd1' (global int) +0:5 move second child to first child ( temp int) +0:5 'd1' ( global int) 0:5 Constant: 0:5 1 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'e2' (global int) +0:6 move second child to first child ( temp int) +0:6 'e2' ( global int) 0:6 Constant: 0:6 2 (const int) 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'h3' (global int) +0:7 move second child to first child ( temp int) +0:7 'h3' ( global int) 0:7 Constant: 0:7 3 (const int) 0:14 Sequence -0:14 move second child to first child (temp 4-element array of int) -0:14 'ii4' (global 4-element array of int) +0:14 move second child to first child ( temp 4-element array of int) +0:14 'ii4' ( global 4-element array of int) 0:14 Constant: 0:14 1 (const int) 0:14 2 (const int) 0:14 3 (const int) 0:14 4 (const int) 0:15 Sequence -0:15 move second child to first child (temp 5-element array of int) -0:15 'ik5' (global 5-element array of int) +0:15 move second child to first child ( temp 5-element array of int) +0:15 'ik5' ( global 5-element array of int) 0:15 Constant: 0:15 5 (const int) 0:15 6 (const int) @@ -307,36 +307,36 @@ ERROR: node is still EOpNull! 0:15 8 (const int) 0:15 9 (const int) 0:16 Sequence -0:16 move second child to first child (temp 2-element array of int) -0:16 'im2' (global 2-element array of int) +0:16 move second child to first child ( temp 2-element array of int) +0:16 'im2' ( global 2-element array of int) 0:16 Constant: 0:16 10 (const int) 0:16 11 (const int) -0:16 move second child to first child (temp 3-element array of int) -0:16 'im3' (global 3-element array of int) +0:16 move second child to first child ( temp 3-element array of int) +0:16 'im3' ( global 3-element array of int) 0:16 Constant: 0:16 12 (const int) 0:16 13 (const int) 0:16 14 (const int) 0:17 Sequence -0:17 move second child to first child (temp 4-element array of int) -0:17 'in8' (global 4-element array of int) +0:17 move second child to first child ( temp 4-element array of int) +0:17 'in8' ( global 4-element array of int) 0:17 Constant: 0:17 21 (const int) 0:17 22 (const int) 0:17 23 (const int) 0:17 24 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-element array of int) -0:34 'gl_vi4' (global 4-element array of int) +0:34 move second child to first child ( temp 4-element array of int) +0:34 'gl_vi4' ( global 4-element array of int) 0:34 Constant: 0:34 1 (const int) 0:34 2 (const int) 0:34 3 (const int) 0:34 4 (const int) 0:35 Sequence -0:35 move second child to first child (temp 5-element array of int) -0:35 'gl_vk5' (global 5-element array of int) +0:35 move second child to first child ( temp 5-element array of int) +0:35 'gl_vk5' ( global 5-element array of int) 0:35 Constant: 0:35 5 (const int) 0:35 6 (const int) @@ -344,61 +344,61 @@ ERROR: node is still EOpNull! 0:35 8 (const int) 0:35 9 (const int) 0:36 Sequence -0:36 move second child to first child (temp 2-element array of int) -0:36 'gl_vm2' (global 2-element array of int) +0:36 move second child to first child ( temp 2-element array of int) +0:36 'gl_vm2' ( global 2-element array of int) 0:36 Constant: 0:36 10 (const int) 0:36 11 (const int) -0:36 move second child to first child (temp 3-element array of int) -0:36 'gl_vm3' (global 3-element array of int) +0:36 move second child to first child ( temp 3-element array of int) +0:36 'gl_vm3' ( global 3-element array of int) 0:36 Constant: 0:36 12 (const int) 0:36 13 (const int) 0:36 14 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-element array of int) -0:37 'gl_vn8' (global 4-element array of int) +0:37 move second child to first child ( temp 4-element array of int) +0:37 'gl_vn8' ( global 4-element array of int) 0:37 Constant: 0:37 21 (const int) 0:37 22 (const int) 0:37 23 (const int) 0:37 24 (const int) -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:41 Sequence 0:41 Loop with condition tested first 0:41 Loop Condition -0:41 move second child to first child (temp bool) -0:41 'cond' (temp bool) -0:41 Compare Less Than (temp bool) -0:41 'b' (global int) -0:41 'c' (global int) +0:41 move second child to first child ( temp bool) +0:41 'cond' ( temp bool) +0:41 Compare Less Than ( temp bool) +0:41 'b' ( global int) +0:41 'c' ( global int) 0:41 No loop body 0:42 Loop with condition tested first 0:42 Loop Condition -0:42 move second child to first child (temp int) -0:42 'icond' (temp int) -0:42 'b' (global int) +0:42 move second child to first child ( temp int) +0:42 'icond' ( temp int) +0:42 'b' ( global int) 0:42 No loop body 0:43 Loop with condition tested first 0:43 Loop Condition -0:43 move second child to first child (temp bool) -0:43 'gl_cond' (temp bool) -0:43 Compare Less Than (temp bool) -0:43 'b' (global int) -0:43 'c' (global int) +0:43 move second child to first child ( temp bool) +0:43 'gl_cond' ( temp bool) +0:43 Compare Less Than ( temp bool) +0:43 'b' ( global int) +0:43 'c' ( global int) 0:43 No loop body 0:46 Sequence -0:46 move second child to first child (temp 4-element array of int) -0:46 'foob__vi4' (global 4-element array of int) +0:46 move second child to first child ( temp 4-element array of int) +0:46 'foob__vi4' ( global 4-element array of int) 0:46 Constant: 0:46 1 (const int) 0:46 2 (const int) 0:46 3 (const int) 0:46 4 (const int) 0:47 Sequence -0:47 move second child to first child (temp 5-element array of int) -0:47 'foob__vk5' (global 5-element array of int) +0:47 move second child to first child ( temp 5-element array of int) +0:47 'foob__vk5' ( global 5-element array of int) 0:47 Constant: 0:47 5 (const int) 0:47 6 (const int) @@ -406,110 +406,110 @@ ERROR: node is still EOpNull! 0:47 8 (const int) 0:47 9 (const int) 0:48 Sequence -0:48 move second child to first child (temp 2-element array of int) -0:48 '__foobvm2' (global 2-element array of int) +0:48 move second child to first child ( temp 2-element array of int) +0:48 '__foobvm2' ( global 2-element array of int) 0:48 Constant: 0:48 10 (const int) 0:48 11 (const int) -0:48 move second child to first child (temp 3-element array of int) -0:48 '__foobvm3' (global 3-element array of int) +0:48 move second child to first child ( temp 3-element array of int) +0:48 '__foobvm3' ( global 3-element array of int) 0:48 Constant: 0:48 12 (const int) 0:48 13 (const int) 0:48 14 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-element array of int) -0:49 'foob__vn8' (global 4-element array of int) +0:49 move second child to first child ( temp 4-element array of int) +0:49 'foob__vn8' ( global 4-element array of int) 0:49 Constant: 0:49 21 (const int) 0:49 22 (const int) 0:49 23 (const int) 0:49 24 (const int) 0:? Linker Objects -0:? 'a' (global int) -0:? 'b' (global int) -0:? 'c' (global int) -0:? 'd1' (global int) -0:? 'e2' (global int) -0:? 'f' (global int) -0:? 'g' (global int) -0:? 'h3' (global int) -0:? 'i4' (global 4-element array of int) -0:? 'j' (global int) -0:? 'k5' (global 5-element array of int) -0:? 'm6' (global 6-element array of int) -0:? 'm7' (global 7-element array of int) -0:? 'n8' (global 8-element array of int) -0:? 'p' (global int) -0:? 'ii4' (global 4-element array of int) -0:? 'ij' (global int) -0:? 'ik5' (global 5-element array of int) -0:? 'im2' (global 2-element array of int) -0:? 'im3' (global 3-element array of int) -0:? 'in8' (global 4-element array of int) -0:? 'ip' (global int) -0:? 'cii4' (const 4-element array of int) +0:? 'a' ( global int) +0:? 'b' ( global int) +0:? 'c' ( global int) +0:? 'd1' ( global int) +0:? 'e2' ( global int) +0:? 'f' ( global int) +0:? 'g' ( global int) +0:? 'h3' ( global int) +0:? 'i4' ( global 4-element array of int) +0:? 'j' ( global int) +0:? 'k5' ( global 5-element array of int) +0:? 'm6' ( global 6-element array of int) +0:? 'm7' ( global 7-element array of int) +0:? 'n8' ( global 8-element array of int) +0:? 'p' ( global int) +0:? 'ii4' ( global 4-element array of int) +0:? 'ij' ( global int) +0:? 'ik5' ( global 5-element array of int) +0:? 'im2' ( global 2-element array of int) +0:? 'im3' ( global 3-element array of int) +0:? 'in8' ( global 4-element array of int) +0:? 'ip' ( global int) +0:? 'cii4' ( const 4-element array of int) 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:? 'cij' (temp int) -0:? 'cik5' (const 5-element array of int) +0:? 'cij' ( temp int) +0:? 'cik5' ( const 5-element array of int) 0:? 5 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) 0:? 9 (const int) -0:? 'cim2' (const 2-element array of int) +0:? 'cim2' ( const 2-element array of int) 0:? 10 (const int) 0:? 11 (const int) -0:? 'cim3' (const 3-element array of int) +0:? 'cim3' ( const 3-element array of int) 0:? 12 (const int) 0:? 13 (const int) 0:? 14 (const int) -0:? 'cin8' (const 4-element array of int) +0:? 'cin8' ( const 4-element array of int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) 0:? 24 (const int) -0:? 'cip' (temp int) -0:? 'uii4' (uniform 4-element array of int) +0:? 'cip' ( temp int) +0:? 'uii4' ( uniform 4-element array of int) 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:? 'uij' (uniform int) -0:? 'uik5' (uniform 5-element array of int) +0:? 'uij' ( uniform int) +0:? 'uik5' ( uniform 5-element array of int) 0:? 5 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) 0:? 9 (const int) -0:? 'uim2' (uniform 2-element array of int) +0:? 'uim2' ( uniform 2-element array of int) 0:? 10 (const int) 0:? 11 (const int) -0:? 'uim3' (uniform 3-element array of int) +0:? 'uim3' ( uniform 3-element array of int) 0:? 12 (const int) 0:? 13 (const int) 0:? 14 (const int) -0:? 'uin8' (uniform 4-element array of int) +0:? 'uin8' ( uniform 4-element array of int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) 0:? 24 (const int) -0:? 'uip' (uniform int) -0:? 'gl_vi4' (global 4-element array of int) -0:? 'gl_vj' (global int) -0:? 'gl_vk5' (global 5-element array of int) -0:? 'gl_vm2' (global 2-element array of int) -0:? 'gl_vm3' (global 3-element array of int) -0:? 'gl_vn8' (global 4-element array of int) -0:? 'gl_vp' (global int) -0:? 'foob__vi4' (global 4-element array of int) -0:? 'foob__vj' (global int) -0:? 'foob__vk5' (global 5-element array of int) -0:? '__foobvm2' (global 2-element array of int) -0:? '__foobvm3' (global 3-element array of int) -0:? 'foob__vn8' (global 4-element array of int) -0:? 'foob__vp' (global int) +0:? 'uip' ( uniform int) +0:? 'gl_vi4' ( global 4-element array of int) +0:? 'gl_vj' ( global int) +0:? 'gl_vk5' ( global 5-element array of int) +0:? 'gl_vm2' ( global 2-element array of int) +0:? 'gl_vm3' ( global 3-element array of int) +0:? 'gl_vn8' ( global 4-element array of int) +0:? 'gl_vp' ( global int) +0:? 'foob__vi4' ( global 4-element array of int) +0:? 'foob__vj' ( global int) +0:? 'foob__vk5' ( global 5-element array of int) +0:? '__foobvm2' ( global 2-element array of int) +0:? '__foobvm3' ( global 3-element array of int) +0:? 'foob__vn8' ( global 4-element array of int) +0:? 'foob__vp' ( global int) diff --git a/Test/baseResults/deepRvalue.frag.out b/Test/baseResults/deepRvalue.frag.out index 9441ace9..a4fdf5a8 100644 --- a/Test/baseResults/deepRvalue.frag.out +++ b/Test/baseResults/deepRvalue.frag.out @@ -2,114 +2,114 @@ deepRvalue.frag Shader version: 120 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v1' (global 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v1' ( global 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 3.000000 0:5 5.000000 0:5 7.000000 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'v2' (global 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'v2' ( global 4-component vector of float) 0:6 Constant: 0:6 11.000000 0:6 13.000000 0:6 17.000000 0:6 19.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'v3' (global 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'v3' ( global 4-component vector of float) 0:7 Constant: 0:7 23.000000 0:7 29.000000 0:7 31.000000 0:7 37.000000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'v4' (global 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'v4' ( global 4-component vector of float) 0:8 Constant: 0:8 41.000000 0:8 43.000000 0:8 47.000000 0:8 53.000000 -0:16 Function Definition: main( (global void) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 Sequence -0:18 move second child to first child (temp 4X4 matrix of float) -0:18 'm' (temp 4X4 matrix of float) -0:18 Construct mat4 (temp 4X4 matrix of float) -0:18 'v1' (global 4-component vector of float) -0:18 'v2' (global 4-component vector of float) -0:18 'v3' (global 4-component vector of float) -0:18 'v4' (global 4-component vector of float) +0:18 move second child to first child ( temp 4X4 matrix of float) +0:18 'm' ( temp 4X4 matrix of float) +0:18 Construct mat4 ( temp 4X4 matrix of float) +0:18 'v1' ( global 4-component vector of float) +0:18 'v2' ( global 4-component vector of float) +0:18 'v3' ( global 4-component vector of float) +0:18 'v4' ( global 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp 4X4 matrix of float) -0:20 'mm' (temp 4X4 matrix of float) -0:20 component-wise multiply (global 4X4 matrix of float) -0:20 'm' (temp 4X4 matrix of float) -0:20 'm' (temp 4X4 matrix of float) +0:20 move second child to first child ( temp 4X4 matrix of float) +0:20 'mm' ( temp 4X4 matrix of float) +0:20 component-wise multiply ( global 4X4 matrix of float) +0:20 'm' ( temp 4X4 matrix of float) +0:20 'm' ( temp 4X4 matrix of float) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'f' (temp float) -0:21 direct index (temp float) -0:21 direct index (temp 4-component vector of float) -0:21 'mm' (temp 4X4 matrix of float) +0:21 move second child to first child ( temp float) +0:21 'f' ( temp float) +0:21 direct index ( temp float) +0:21 direct index ( temp 4-component vector of float) +0:21 'mm' ( temp 4X4 matrix of float) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'g' (temp float) -0:24 direct index (temp float) -0:24 direct index (temp 4-component vector of float) -0:24 component-wise multiply (global 4X4 matrix of float) -0:24 'm' (temp 4X4 matrix of float) -0:24 'm' (temp 4X4 matrix of float) +0:24 move second child to first child ( temp float) +0:24 'g' ( temp float) +0:24 direct index ( temp float) +0:24 direct index ( temp 4-component vector of float) +0:24 component-wise multiply ( global 4X4 matrix of float) +0:24 'm' ( temp 4X4 matrix of float) +0:24 'm' ( temp 4X4 matrix of float) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 1 (const int) 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'h' (temp float) +0:26 move second child to first child ( temp float) +0:26 'h' ( temp float) 0:26 Constant: 0:26 5.000000 0:28 Sequence -0:28 move second child to first child (temp float) -0:28 'i' (temp float) -0:28 direct index (temp float) -0:28 texture (global 4-component vector of float) -0:28 'sampler' (uniform sampler2D) +0:28 move second child to first child ( temp float) +0:28 'i' ( temp float) +0:28 direct index ( temp float) +0:28 texture ( global 4-component vector of float) +0:28 'sampler' ( uniform sampler2D) 0:28 Constant: 0:28 0.500000 0:28 0.500000 0:28 Constant: 0:28 1 (const int) -0:30 add second child into first child (temp float) -0:30 'i' (temp float) -0:30 direct index (temp float) -0:30 Test condition and select (temp 4-component vector of float) +0:30 add second child into first child ( temp float) +0:30 'i' ( temp float) +0:30 direct index ( temp float) +0:30 Test condition and select ( temp 4-component vector of float) 0:30 Condition -0:30 Compare Greater Than (temp bool) -0:30 'i' (temp float) +0:30 Compare Greater Than ( temp bool) +0:30 'i' ( temp float) 0:30 Constant: 0:30 0.100000 0:30 true case -0:30 'v1' (global 4-component vector of float) +0:30 'v1' ( global 4-component vector of float) 0:30 false case -0:30 'v2' (global 4-component vector of float) +0:30 'v2' ( global 4-component vector of float) 0:30 Constant: 0:30 3 (const int) -0:33 add second child into first child (temp float) -0:33 'i' (temp float) -0:33 direct index (temp float) -0:33 direct index (temp 2-component vector of float) -0:33 b: direct index for structure (global 3-element array of 2-component vector of float) -0:33 move second child to first child (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c}) -0:33 't' (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c}) +0:33 add second child into first child ( temp float) +0:33 'i' ( temp float) +0:33 direct index ( temp float) +0:33 direct index ( temp 2-component vector of float) +0:33 b: direct index for structure ( global 3-element array of 2-component vector of float) +0:33 move second child to first child ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c}) +0:33 't' ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c}) 0:33 Constant: 0:33 1 (const int) 0:33 2.000000 @@ -125,19 +125,19 @@ Shader version: 120 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:35 move second child to first child (temp 4-component vector of float) -0:35 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:35 Construct vec4 (temp 4-component vector of float) -0:35 'f' (temp float) -0:35 'g' (temp float) -0:35 'h' (temp float) -0:35 'i' (temp float) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:35 Construct vec4 ( temp 4-component vector of float) +0:35 'f' ( temp float) +0:35 'g' ( temp float) +0:35 'h' ( temp float) +0:35 'i' ( temp float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'v1' (global 4-component vector of float) -0:? 'v2' (global 4-component vector of float) -0:? 'v3' (global 4-component vector of float) -0:? 'v4' (global 4-component vector of float) +0:? 'sampler' ( uniform sampler2D) +0:? 'v1' ( global 4-component vector of float) +0:? 'v2' ( global 4-component vector of float) +0:? 'v3' ( global 4-component vector of float) +0:? 'v4' ( global 4-component vector of float) Linked fragment stage: @@ -146,114 +146,114 @@ Linked fragment stage: Shader version: 120 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v1' (global 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v1' ( global 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 3.000000 0:5 5.000000 0:5 7.000000 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'v2' (global 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'v2' ( global 4-component vector of float) 0:6 Constant: 0:6 11.000000 0:6 13.000000 0:6 17.000000 0:6 19.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'v3' (global 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'v3' ( global 4-component vector of float) 0:7 Constant: 0:7 23.000000 0:7 29.000000 0:7 31.000000 0:7 37.000000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'v4' (global 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'v4' ( global 4-component vector of float) 0:8 Constant: 0:8 41.000000 0:8 43.000000 0:8 47.000000 0:8 53.000000 -0:16 Function Definition: main( (global void) +0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 Sequence -0:18 move second child to first child (temp 4X4 matrix of float) -0:18 'm' (temp 4X4 matrix of float) -0:18 Construct mat4 (temp 4X4 matrix of float) -0:18 'v1' (global 4-component vector of float) -0:18 'v2' (global 4-component vector of float) -0:18 'v3' (global 4-component vector of float) -0:18 'v4' (global 4-component vector of float) +0:18 move second child to first child ( temp 4X4 matrix of float) +0:18 'm' ( temp 4X4 matrix of float) +0:18 Construct mat4 ( temp 4X4 matrix of float) +0:18 'v1' ( global 4-component vector of float) +0:18 'v2' ( global 4-component vector of float) +0:18 'v3' ( global 4-component vector of float) +0:18 'v4' ( global 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp 4X4 matrix of float) -0:20 'mm' (temp 4X4 matrix of float) -0:20 component-wise multiply (global 4X4 matrix of float) -0:20 'm' (temp 4X4 matrix of float) -0:20 'm' (temp 4X4 matrix of float) +0:20 move second child to first child ( temp 4X4 matrix of float) +0:20 'mm' ( temp 4X4 matrix of float) +0:20 component-wise multiply ( global 4X4 matrix of float) +0:20 'm' ( temp 4X4 matrix of float) +0:20 'm' ( temp 4X4 matrix of float) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'f' (temp float) -0:21 direct index (temp float) -0:21 direct index (temp 4-component vector of float) -0:21 'mm' (temp 4X4 matrix of float) +0:21 move second child to first child ( temp float) +0:21 'f' ( temp float) +0:21 direct index ( temp float) +0:21 direct index ( temp 4-component vector of float) +0:21 'mm' ( temp 4X4 matrix of float) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'g' (temp float) -0:24 direct index (temp float) -0:24 direct index (temp 4-component vector of float) -0:24 component-wise multiply (global 4X4 matrix of float) -0:24 'm' (temp 4X4 matrix of float) -0:24 'm' (temp 4X4 matrix of float) +0:24 move second child to first child ( temp float) +0:24 'g' ( temp float) +0:24 direct index ( temp float) +0:24 direct index ( temp 4-component vector of float) +0:24 component-wise multiply ( global 4X4 matrix of float) +0:24 'm' ( temp 4X4 matrix of float) +0:24 'm' ( temp 4X4 matrix of float) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 1 (const int) 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'h' (temp float) +0:26 move second child to first child ( temp float) +0:26 'h' ( temp float) 0:26 Constant: 0:26 5.000000 0:28 Sequence -0:28 move second child to first child (temp float) -0:28 'i' (temp float) -0:28 direct index (temp float) -0:28 texture (global 4-component vector of float) -0:28 'sampler' (uniform sampler2D) +0:28 move second child to first child ( temp float) +0:28 'i' ( temp float) +0:28 direct index ( temp float) +0:28 texture ( global 4-component vector of float) +0:28 'sampler' ( uniform sampler2D) 0:28 Constant: 0:28 0.500000 0:28 0.500000 0:28 Constant: 0:28 1 (const int) -0:30 add second child into first child (temp float) -0:30 'i' (temp float) -0:30 direct index (temp float) -0:30 Test condition and select (temp 4-component vector of float) +0:30 add second child into first child ( temp float) +0:30 'i' ( temp float) +0:30 direct index ( temp float) +0:30 Test condition and select ( temp 4-component vector of float) 0:30 Condition -0:30 Compare Greater Than (temp bool) -0:30 'i' (temp float) +0:30 Compare Greater Than ( temp bool) +0:30 'i' ( temp float) 0:30 Constant: 0:30 0.100000 0:30 true case -0:30 'v1' (global 4-component vector of float) +0:30 'v1' ( global 4-component vector of float) 0:30 false case -0:30 'v2' (global 4-component vector of float) +0:30 'v2' ( global 4-component vector of float) 0:30 Constant: 0:30 3 (const int) -0:33 add second child into first child (temp float) -0:33 'i' (temp float) -0:33 direct index (temp float) -0:33 direct index (temp 2-component vector of float) -0:33 b: direct index for structure (global 3-element array of 2-component vector of float) -0:33 move second child to first child (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c}) -0:33 't' (temp structure{global int a, global 3-element array of 2-component vector of float b, global bool c}) +0:33 add second child into first child ( temp float) +0:33 'i' ( temp float) +0:33 direct index ( temp float) +0:33 direct index ( temp 2-component vector of float) +0:33 b: direct index for structure ( global 3-element array of 2-component vector of float) +0:33 move second child to first child ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c}) +0:33 't' ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c}) 0:33 Constant: 0:33 1 (const int) 0:33 2.000000 @@ -269,17 +269,17 @@ Shader version: 120 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) -0:35 move second child to first child (temp 4-component vector of float) -0:35 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:35 Construct vec4 (temp 4-component vector of float) -0:35 'f' (temp float) -0:35 'g' (temp float) -0:35 'h' (temp float) -0:35 'i' (temp float) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:35 Construct vec4 ( temp 4-component vector of float) +0:35 'f' ( temp float) +0:35 'g' ( temp float) +0:35 'h' ( temp float) +0:35 'i' ( temp float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'v1' (global 4-component vector of float) -0:? 'v2' (global 4-component vector of float) -0:? 'v3' (global 4-component vector of float) -0:? 'v4' (global 4-component vector of float) +0:? 'sampler' ( uniform sampler2D) +0:? 'v1' ( global 4-component vector of float) +0:? 'v2' ( global 4-component vector of float) +0:? 'v3' ( global 4-component vector of float) +0:? 'v4' ( global 4-component vector of float) diff --git a/Test/baseResults/depthOut.frag.out b/Test/baseResults/depthOut.frag.out index 0177b39e..91c1fc20 100644 --- a/Test/baseResults/depthOut.frag.out +++ b/Test/baseResults/depthOut.frag.out @@ -4,18 +4,18 @@ WARNING: 0:4: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:8 'Depth' (smooth in float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:9 'Color' (smooth in 4-component vector of float) +0:8 move second child to first child ( temp float) +0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:8 'Depth' ( smooth in float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:9 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) -0:? 'Depth' (smooth in float) +0:? 'Color' ( smooth in 4-component vector of float) +0:? 'Depth' ( smooth in float) Linked fragment stage: @@ -23,16 +23,16 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:8 'Depth' (smooth in float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:9 'Color' (smooth in 4-component vector of float) +0:8 move second child to first child ( temp float) +0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:8 'Depth' ( smooth in float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:9 'Color' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'Color' (smooth in 4-component vector of float) -0:? 'Depth' (smooth in float) +0:? 'Color' ( smooth in 4-component vector of float) +0:? 'Depth' ( smooth in float) diff --git a/Test/baseResults/discard-dce.frag.out b/Test/baseResults/discard-dce.frag.out index 9b194c7b..5f5e8894 100644 --- a/Test/baseResults/discard-dce.frag.out +++ b/Test/baseResults/discard-dce.frag.out @@ -1,36 +1,36 @@ discard-dce.frag Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -38,12 +38,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -51,70 +51,70 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Sequence -0:14 move second child to first child (temp float) -0:14 'radius' (temp float) -0:14 sqrt (global float) -0:14 add (temp float) -0:14 component-wise multiply (temp float) -0:14 'x' (temp float) -0:14 'x' (temp float) -0:14 component-wise multiply (temp float) -0:14 'y' (temp float) -0:14 'y' (temp float) -0:15 Test condition and select (temp void) +0:14 move second child to first child ( temp float) +0:14 'radius' ( temp float) +0:14 sqrt ( global float) +0:14 add ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'x' ( temp float) +0:14 'x' ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'y' ( temp float) +0:14 'y' ( temp float) +0:15 Test condition and select ( temp void) 0:15 Condition -0:15 Compare Greater Than (temp bool) -0:15 'radius' (temp float) +0:15 Compare Greater Than ( temp bool) +0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence -0:16 Test condition and select (temp void) +0:16 Test condition and select ( temp void) 0:16 Condition -0:16 Compare Greater Than (temp bool) -0:16 'radius' (temp float) +0:16 Compare Greater Than ( temp bool) +0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence -0:17 Pre-Increment (temp 4-component vector of float) -0:17 'color' (temp 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 'color' (temp 4-component vector of float) -0:22 Test condition and select (temp void) +0:17 Pre-Increment ( temp 4-component vector of float) +0:17 'color' ( temp 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 'color' ( temp 4-component vector of float) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Greater Than (temp bool) -0:22 'radius' (temp float) +0:22 Compare Greater Than ( temp bool) +0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'color' (temp 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'color' ( temp 4-component vector of float) 0:26 Branch: Kill -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Greater Than or Equal (temp bool) -0:30 'radius' (temp float) +0:30 Compare Greater Than or Equal ( temp bool) +0:30 'radius' ( temp float) 0:30 Constant: 0:30 0.750000 0:30 true case -0:31 subtract second child into first child (temp 4-component vector of float) -0:31 'color' (temp 4-component vector of float) -0:31 Absolute value (global float) -0:31 divide (temp float) -0:31 pow (global float) -0:31 'radius' (temp float) +0:31 subtract second child into first child ( temp 4-component vector of float) +0:31 'color' ( temp 4-component vector of float) +0:31 Absolute value ( global float) +0:31 divide ( temp float) +0:31 pow ( global float) +0:31 'radius' ( temp float) 0:31 Constant: 0:31 16.000000 0:31 Constant: 0:31 2.000000 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:33 'color' (temp 4-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:33 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) Linked fragment stage: @@ -122,36 +122,36 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:4 Function Definition: main( (global void) +0:4 Function Definition: main( ( global void) 0:4 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'white' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'white' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'black' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'black' ( temp 4-component vector of float) 0:7 Constant: 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:7 0.200000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'color' (temp 4-component vector of float) -0:8 'white' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'color' ( temp 4-component vector of float) +0:8 'white' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'x' (temp float) -0:11 subtract (temp float) -0:11 component-wise multiply (temp float) -0:11 direct index (temp float) -0:11 'tex_coord' (smooth in 2-component vector of float) +0:11 move second child to first child ( temp float) +0:11 'x' ( temp float) +0:11 subtract ( temp float) +0:11 component-wise multiply ( temp float) +0:11 direct index ( temp float) +0:11 'tex_coord' ( smooth in 2-component vector of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -159,12 +159,12 @@ Shader version: 110 0:11 Constant: 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'y' (temp float) -0:12 subtract (temp float) -0:12 component-wise multiply (temp float) -0:12 direct index (temp float) -0:12 'tex_coord' (smooth in 2-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'y' ( temp float) +0:12 subtract ( temp float) +0:12 component-wise multiply ( temp float) +0:12 direct index ( temp float) +0:12 'tex_coord' ( smooth in 2-component vector of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -172,68 +172,68 @@ Shader version: 110 0:12 Constant: 0:12 1.000000 0:14 Sequence -0:14 move second child to first child (temp float) -0:14 'radius' (temp float) -0:14 sqrt (global float) -0:14 add (temp float) -0:14 component-wise multiply (temp float) -0:14 'x' (temp float) -0:14 'x' (temp float) -0:14 component-wise multiply (temp float) -0:14 'y' (temp float) -0:14 'y' (temp float) -0:15 Test condition and select (temp void) +0:14 move second child to first child ( temp float) +0:14 'radius' ( temp float) +0:14 sqrt ( global float) +0:14 add ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'x' ( temp float) +0:14 'x' ( temp float) +0:14 component-wise multiply ( temp float) +0:14 'y' ( temp float) +0:14 'y' ( temp float) +0:15 Test condition and select ( temp void) 0:15 Condition -0:15 Compare Greater Than (temp bool) -0:15 'radius' (temp float) +0:15 Compare Greater Than ( temp bool) +0:15 'radius' ( temp float) 0:15 Constant: 0:15 1.000000 0:15 true case 0:16 Sequence -0:16 Test condition and select (temp void) +0:16 Test condition and select ( temp void) 0:16 Condition -0:16 Compare Greater Than (temp bool) -0:16 'radius' (temp float) +0:16 Compare Greater Than ( temp bool) +0:16 'radius' ( temp float) 0:16 Constant: 0:16 1.100000 0:16 true case 0:17 Sequence -0:17 Pre-Increment (temp 4-component vector of float) -0:17 'color' (temp 4-component vector of float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 'color' (temp 4-component vector of float) -0:22 Test condition and select (temp void) +0:17 Pre-Increment ( temp 4-component vector of float) +0:17 'color' ( temp 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 'color' ( temp 4-component vector of float) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Compare Greater Than (temp bool) -0:22 'radius' (temp float) +0:22 Compare Greater Than ( temp bool) +0:22 'radius' ( temp float) 0:22 Constant: 0:22 1.200000 0:22 true case 0:23 Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'color' (temp 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'color' ( temp 4-component vector of float) 0:26 Branch: Kill -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Greater Than or Equal (temp bool) -0:30 'radius' (temp float) +0:30 Compare Greater Than or Equal ( temp bool) +0:30 'radius' ( temp float) 0:30 Constant: 0:30 0.750000 0:30 true case -0:31 subtract second child into first child (temp 4-component vector of float) -0:31 'color' (temp 4-component vector of float) -0:31 Absolute value (global float) -0:31 divide (temp float) -0:31 pow (global float) -0:31 'radius' (temp float) +0:31 subtract second child into first child ( temp 4-component vector of float) +0:31 'color' ( temp 4-component vector of float) +0:31 Absolute value ( global float) +0:31 divide ( temp float) +0:31 pow ( global float) +0:31 'radius' ( temp float) 0:31 Constant: 0:31 16.000000 0:31 Constant: 0:31 2.000000 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:33 'color' (temp 4-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:33 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'tex_coord' (smooth in 2-component vector of float) +0:? 'tex_coord' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/doWhileLoop.frag.out b/Test/baseResults/doWhileLoop.frag.out index 4cfbea97..5302cb98 100644 --- a/Test/baseResults/doWhileLoop.frag.out +++ b/Test/baseResults/doWhileLoop.frag.out @@ -1,33 +1,33 @@ doWhileLoop.frag Shader version: 110 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'color' (temp 4-component vector of float) -0:9 'BaseColor' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'color' ( temp 4-component vector of float) +0:9 'BaseColor' ( smooth in 4-component vector of float) 0:13 Loop with condition not tested first 0:13 Loop Condition -0:13 Compare Less Than (temp bool) -0:13 direct index (temp float) -0:13 'color' (temp 4-component vector of float) +0:13 Compare Less Than ( temp bool) +0:13 direct index ( temp float) +0:13 'color' ( temp 4-component vector of float) 0:13 Constant: 0:13 0 (const int) -0:13 'd' (uniform float) +0:13 'd' ( uniform float) 0:13 Loop Body 0:12 Sequence -0:12 add second child into first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'bigColor' (uniform 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'color' (temp 4-component vector of float) +0:12 add second child into first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'bigColor' ( uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) Linked fragment stage: @@ -35,31 +35,31 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'color' (temp 4-component vector of float) -0:9 'BaseColor' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'color' ( temp 4-component vector of float) +0:9 'BaseColor' ( smooth in 4-component vector of float) 0:13 Loop with condition not tested first 0:13 Loop Condition -0:13 Compare Less Than (temp bool) -0:13 direct index (temp float) -0:13 'color' (temp 4-component vector of float) +0:13 Compare Less Than ( temp bool) +0:13 direct index ( temp float) +0:13 'color' ( temp 4-component vector of float) 0:13 Constant: 0:13 0 (const int) -0:13 'd' (uniform float) +0:13 'd' ( uniform float) 0:13 Loop Body 0:12 Sequence -0:12 add second child into first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'bigColor' (uniform 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'color' (temp 4-component vector of float) +0:12 add second child into first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'bigColor' ( uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) diff --git a/Test/baseResults/earlyReturnDiscard.frag.out b/Test/baseResults/earlyReturnDiscard.frag.out index 160b7566..8c9e4d97 100644 --- a/Test/baseResults/earlyReturnDiscard.frag.out +++ b/Test/baseResults/earlyReturnDiscard.frag.out @@ -1,129 +1,129 @@ earlyReturnDiscard.frag Shader version: 110 0:? Sequence -0:19 Function Definition: main( (global void) +0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of float) -0:21 'color' (temp 4-component vector of float) -0:21 'BaseColor' (smooth in 4-component vector of float) -0:24 move second child to first child (temp 4-component vector of float) -0:24 'color2' (temp 4-component vector of float) -0:24 'otherColor' (uniform 4-component vector of float) -0:26 Test condition and select (temp void) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'color' ( temp 4-component vector of float) +0:21 'BaseColor' ( smooth in 4-component vector of float) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 'color2' ( temp 4-component vector of float) +0:24 'otherColor' ( uniform 4-component vector of float) +0:26 Test condition and select ( temp void) 0:26 Condition -0:26 Compare Greater Than (temp bool) -0:26 'c' (smooth in float) -0:26 'd' (uniform float) +0:26 Compare Greater Than ( temp bool) +0:26 'c' ( smooth in float) +0:26 'd' ( uniform float) 0:26 true case -0:27 add second child into first child (temp 4-component vector of float) -0:27 'color' (temp 4-component vector of float) -0:27 'bigColor' (uniform 4-component vector of float) +0:27 add second child into first child ( temp 4-component vector of float) +0:27 'color' ( temp 4-component vector of float) +0:27 'bigColor' ( uniform 4-component vector of float) 0:26 false case -0:29 add second child into first child (temp 4-component vector of float) -0:29 'color' (temp 4-component vector of float) -0:29 'smallColor' (uniform 4-component vector of float) -0:31 Test condition and select (temp void) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'color' ( temp 4-component vector of float) +0:29 'smallColor' ( uniform 4-component vector of float) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Less Than (temp bool) -0:31 direct index (temp float) -0:31 'color' (temp 4-component vector of float) +0:31 Compare Less Than ( temp bool) +0:31 direct index ( temp float) +0:31 'color' ( temp 4-component vector of float) 0:31 Constant: 0:31 2 (const int) -0:31 'minimum' (uniform float) +0:31 'minimum' ( uniform float) 0:31 true case 0:32 Branch: Return -0:34 Post-Increment (temp float) -0:34 direct index (temp float) -0:34 'color' (temp 4-component vector of float) +0:34 Post-Increment ( temp float) +0:34 direct index ( temp float) +0:34 'color' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Greater Than (temp bool) -0:36 direct index (temp float) -0:36 'color' (temp 4-component vector of float) +0:36 Compare Greater Than ( temp bool) +0:36 direct index ( temp float) +0:36 'color' ( temp 4-component vector of float) 0:36 Constant: 0:36 2 (const int) -0:36 'threshhold' (uniform float) +0:36 'threshhold' ( uniform float) 0:36 true case 0:37 Branch: Kill -0:39 Post-Increment (temp 4-component vector of float) -0:39 'color' (temp 4-component vector of float) -0:42 Test condition and select (temp void) +0:39 Post-Increment ( temp 4-component vector of float) +0:39 'color' ( temp 4-component vector of float) +0:42 Test condition and select ( temp void) 0:42 Condition -0:42 Compare Greater Than (temp bool) -0:42 direct index (temp float) -0:42 'color' (temp 4-component vector of float) +0:42 Compare Greater Than ( temp bool) +0:42 direct index ( temp float) +0:42 'color' ( temp 4-component vector of float) 0:42 Constant: 0:42 3 (const int) -0:42 'threshhold2' (uniform float) +0:42 'threshhold2' ( uniform float) 0:42 true case 0:43 Sequence -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition -0:43 Compare Greater Than (temp bool) -0:43 direct index (temp float) -0:43 'color' (temp 4-component vector of float) +0:43 Compare Greater Than ( temp bool) +0:43 direct index ( temp float) +0:43 'color' ( temp 4-component vector of float) 0:43 Constant: 0:43 2 (const int) -0:43 'threshhold2' (uniform float) +0:43 'threshhold2' ( uniform float) 0:43 true case 0:44 Branch: Return 0:43 false case -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition -0:45 'b' (uniform bool) +0:45 'b' ( uniform bool) 0:45 true case -0:46 Post-Increment (temp float) -0:46 direct index (temp float) -0:46 'color' (temp 4-component vector of float) +0:46 Post-Increment ( temp float) +0:46 direct index ( temp float) +0:46 'color' ( temp 4-component vector of float) 0:46 Constant: 0:46 2 (const int) 0:45 false case 0:48 Sequence -0:48 Test condition and select (temp void) +0:48 Test condition and select ( temp void) 0:48 Condition -0:48 Compare Less Than (temp bool) -0:48 direct index (temp float) -0:48 'color' (temp 4-component vector of float) +0:48 Compare Less Than ( temp bool) +0:48 direct index ( temp float) +0:48 'color' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 'minimum' (uniform float) +0:48 'minimum' ( uniform float) 0:48 true case 0:49 Sequence 0:49 Branch: Kill 0:48 false case 0:51 Sequence -0:51 Post-Increment (temp 4-component vector of float) -0:51 'color' (temp 4-component vector of float) +0:51 Post-Increment ( temp 4-component vector of float) +0:51 'color' ( temp 4-component vector of float) 0:42 false case 0:55 Sequence -0:55 Test condition and select (temp void) +0:55 Test condition and select ( temp void) 0:55 Condition -0:55 'b' (uniform bool) +0:55 'b' ( uniform bool) 0:55 true case 0:56 Branch: Kill 0:55 false case 0:58 Branch: Return -0:101 move second child to first child (temp 4-component vector of float) -0:101 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:101 component-wise multiply (temp 4-component vector of float) -0:101 'color' (temp 4-component vector of float) -0:101 'color2' (temp 4-component vector of float) +0:101 move second child to first child ( temp 4-component vector of float) +0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:101 component-wise multiply ( temp 4-component vector of float) +0:101 'color' ( temp 4-component vector of float) +0:101 'color2' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'd' (uniform float) -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'smallColor' (uniform 4-component vector of float) -0:? 'otherColor' (uniform 4-component vector of float) -0:? 'c' (smooth in float) -0:? 'threshhold' (uniform float) -0:? 'threshhold2' (uniform float) -0:? 'threshhold3' (uniform float) -0:? 'minimum' (uniform float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'b' (uniform bool) +0:? 'd' ( uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'smallColor' ( uniform 4-component vector of float) +0:? 'otherColor' ( uniform 4-component vector of float) +0:? 'c' ( smooth in float) +0:? 'threshhold' ( uniform float) +0:? 'threshhold2' ( uniform float) +0:? 'threshhold3' ( uniform float) +0:? 'minimum' ( uniform float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'b' ( uniform bool) Linked fragment stage: @@ -131,127 +131,127 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:19 Function Definition: main( (global void) +0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of float) -0:21 'color' (temp 4-component vector of float) -0:21 'BaseColor' (smooth in 4-component vector of float) -0:24 move second child to first child (temp 4-component vector of float) -0:24 'color2' (temp 4-component vector of float) -0:24 'otherColor' (uniform 4-component vector of float) -0:26 Test condition and select (temp void) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'color' ( temp 4-component vector of float) +0:21 'BaseColor' ( smooth in 4-component vector of float) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 'color2' ( temp 4-component vector of float) +0:24 'otherColor' ( uniform 4-component vector of float) +0:26 Test condition and select ( temp void) 0:26 Condition -0:26 Compare Greater Than (temp bool) -0:26 'c' (smooth in float) -0:26 'd' (uniform float) +0:26 Compare Greater Than ( temp bool) +0:26 'c' ( smooth in float) +0:26 'd' ( uniform float) 0:26 true case -0:27 add second child into first child (temp 4-component vector of float) -0:27 'color' (temp 4-component vector of float) -0:27 'bigColor' (uniform 4-component vector of float) +0:27 add second child into first child ( temp 4-component vector of float) +0:27 'color' ( temp 4-component vector of float) +0:27 'bigColor' ( uniform 4-component vector of float) 0:26 false case -0:29 add second child into first child (temp 4-component vector of float) -0:29 'color' (temp 4-component vector of float) -0:29 'smallColor' (uniform 4-component vector of float) -0:31 Test condition and select (temp void) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'color' ( temp 4-component vector of float) +0:29 'smallColor' ( uniform 4-component vector of float) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Less Than (temp bool) -0:31 direct index (temp float) -0:31 'color' (temp 4-component vector of float) +0:31 Compare Less Than ( temp bool) +0:31 direct index ( temp float) +0:31 'color' ( temp 4-component vector of float) 0:31 Constant: 0:31 2 (const int) -0:31 'minimum' (uniform float) +0:31 'minimum' ( uniform float) 0:31 true case 0:32 Branch: Return -0:34 Post-Increment (temp float) -0:34 direct index (temp float) -0:34 'color' (temp 4-component vector of float) +0:34 Post-Increment ( temp float) +0:34 direct index ( temp float) +0:34 'color' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) -0:36 Test condition and select (temp void) +0:36 Test condition and select ( temp void) 0:36 Condition -0:36 Compare Greater Than (temp bool) -0:36 direct index (temp float) -0:36 'color' (temp 4-component vector of float) +0:36 Compare Greater Than ( temp bool) +0:36 direct index ( temp float) +0:36 'color' ( temp 4-component vector of float) 0:36 Constant: 0:36 2 (const int) -0:36 'threshhold' (uniform float) +0:36 'threshhold' ( uniform float) 0:36 true case 0:37 Branch: Kill -0:39 Post-Increment (temp 4-component vector of float) -0:39 'color' (temp 4-component vector of float) -0:42 Test condition and select (temp void) +0:39 Post-Increment ( temp 4-component vector of float) +0:39 'color' ( temp 4-component vector of float) +0:42 Test condition and select ( temp void) 0:42 Condition -0:42 Compare Greater Than (temp bool) -0:42 direct index (temp float) -0:42 'color' (temp 4-component vector of float) +0:42 Compare Greater Than ( temp bool) +0:42 direct index ( temp float) +0:42 'color' ( temp 4-component vector of float) 0:42 Constant: 0:42 3 (const int) -0:42 'threshhold2' (uniform float) +0:42 'threshhold2' ( uniform float) 0:42 true case 0:43 Sequence -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition -0:43 Compare Greater Than (temp bool) -0:43 direct index (temp float) -0:43 'color' (temp 4-component vector of float) +0:43 Compare Greater Than ( temp bool) +0:43 direct index ( temp float) +0:43 'color' ( temp 4-component vector of float) 0:43 Constant: 0:43 2 (const int) -0:43 'threshhold2' (uniform float) +0:43 'threshhold2' ( uniform float) 0:43 true case 0:44 Branch: Return 0:43 false case -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition -0:45 'b' (uniform bool) +0:45 'b' ( uniform bool) 0:45 true case -0:46 Post-Increment (temp float) -0:46 direct index (temp float) -0:46 'color' (temp 4-component vector of float) +0:46 Post-Increment ( temp float) +0:46 direct index ( temp float) +0:46 'color' ( temp 4-component vector of float) 0:46 Constant: 0:46 2 (const int) 0:45 false case 0:48 Sequence -0:48 Test condition and select (temp void) +0:48 Test condition and select ( temp void) 0:48 Condition -0:48 Compare Less Than (temp bool) -0:48 direct index (temp float) -0:48 'color' (temp 4-component vector of float) +0:48 Compare Less Than ( temp bool) +0:48 direct index ( temp float) +0:48 'color' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 'minimum' (uniform float) +0:48 'minimum' ( uniform float) 0:48 true case 0:49 Sequence 0:49 Branch: Kill 0:48 false case 0:51 Sequence -0:51 Post-Increment (temp 4-component vector of float) -0:51 'color' (temp 4-component vector of float) +0:51 Post-Increment ( temp 4-component vector of float) +0:51 'color' ( temp 4-component vector of float) 0:42 false case 0:55 Sequence -0:55 Test condition and select (temp void) +0:55 Test condition and select ( temp void) 0:55 Condition -0:55 'b' (uniform bool) +0:55 'b' ( uniform bool) 0:55 true case 0:56 Branch: Kill 0:55 false case 0:58 Branch: Return -0:101 move second child to first child (temp 4-component vector of float) -0:101 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:101 component-wise multiply (temp 4-component vector of float) -0:101 'color' (temp 4-component vector of float) -0:101 'color2' (temp 4-component vector of float) +0:101 move second child to first child ( temp 4-component vector of float) +0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:101 component-wise multiply ( temp 4-component vector of float) +0:101 'color' ( temp 4-component vector of float) +0:101 'color2' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'd' (uniform float) -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'smallColor' (uniform 4-component vector of float) -0:? 'otherColor' (uniform 4-component vector of float) -0:? 'c' (smooth in float) -0:? 'threshhold' (uniform float) -0:? 'threshhold2' (uniform float) -0:? 'threshhold3' (uniform float) -0:? 'minimum' (uniform float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'b' (uniform bool) +0:? 'd' ( uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'smallColor' ( uniform 4-component vector of float) +0:? 'otherColor' ( uniform 4-component vector of float) +0:? 'c' ( smooth in float) +0:? 'threshhold' ( uniform float) +0:? 'threshhold2' ( uniform float) +0:? 'threshhold3' ( uniform float) +0:? 'minimum' ( uniform float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'b' ( uniform bool) diff --git a/Test/baseResults/errors.frag.out b/Test/baseResults/errors.frag.out index 23f66315..7271107e 100644 --- a/Test/baseResults/errors.frag.out +++ b/Test/baseResults/errors.frag.out @@ -6,9 +6,9 @@ ERROR: 2 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! -0:1 Function Definition: main(i1; (global mediump int) +0:1 Function Definition: main(i1; ( global mediump int) 0:1 Function Parameters: -0:1 'foo' (in mediump int) +0:1 'foo' ( in mediump int) 0:3 Sequence 0:3 Branch: Return with expression 0:3 Constant: @@ -21,9 +21,9 @@ Linked fragment stage: Shader version: 100 ERROR: node is still EOpNull! -0:1 Function Definition: main(i1; (global mediump int) +0:1 Function Definition: main(i1; ( global mediump int) 0:1 Function Parameters: -0:1 'foo' (in mediump int) +0:1 'foo' ( in mediump int) 0:3 Sequence 0:3 Branch: Return with expression 0:3 Constant: diff --git a/Test/baseResults/es-link1.frag.out b/Test/baseResults/es-link1.frag.out index 41ce9a0f..8e662c3d 100644 --- a/Test/baseResults/es-link1.frag.out +++ b/Test/baseResults/es-link1.frag.out @@ -1,27 +1,27 @@ es-link1.frag Shader version: 100 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:7 Sequence -0:7 move second child to first child (temp mediump 4-component vector of float) -0:7 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor) -0:7 Function Call: calculateColor( (global mediump 4-component vector of float) +0:7 move second child to first child ( temp mediump 4-component vector of float) +0:7 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) +0:7 Function Call: calculateColor( ( global mediump 4-component vector of float) 0:? Linker Objects es-link2.frag Shader version: 100 0:? Sequence -0:5 Function Definition: calculateColor( (global mediump 4-component vector of float) +0:5 Function Definition: calculateColor( ( global mediump 4-component vector of float) 0:5 Function Parameters: 0:7 Sequence 0:7 Branch: Return with expression -0:7 vector-scale (temp mediump 4-component vector of float) -0:7 'varyingColor' (smooth in mediump 4-component vector of float) +0:7 vector-scale ( temp mediump 4-component vector of float) +0:7 'varyingColor' ( smooth in mediump 4-component vector of float) 0:7 Constant: 0:7 0.500000 0:? Linker Objects -0:? 'varyingColor' (smooth in mediump 4-component vector of float) +0:? 'varyingColor' ( smooth in mediump 4-component vector of float) ERROR: Cannot attach multiple ES shaders of the same type to a single program diff --git a/Test/baseResults/flowControl.frag.out b/Test/baseResults/flowControl.frag.out index 324da066..4f5fc8bc 100644 --- a/Test/baseResults/flowControl.frag.out +++ b/Test/baseResults/flowControl.frag.out @@ -1,41 +1,41 @@ flowControl.frag Shader version: 120 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'BaseColor' (smooth in 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'color2' (temp 4-component vector of float) -0:15 'otherColor' (uniform 4-component vector of float) -0:17 Test condition and select (temp void) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'BaseColor' ( smooth in 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'color2' ( temp 4-component vector of float) +0:15 'otherColor' ( uniform 4-component vector of float) +0:17 Test condition and select ( temp void) 0:17 Condition -0:17 Compare Greater Than (temp bool) -0:17 'c' (smooth in float) -0:17 'd' (uniform float) +0:17 Compare Greater Than ( temp bool) +0:17 'c' ( smooth in float) +0:17 'd' ( uniform float) 0:17 true case -0:18 add second child into first child (temp 4-component vector of float) -0:18 'color' (temp 4-component vector of float) -0:18 'bigColor' (uniform 4-component vector of float) +0:18 add second child into first child ( temp 4-component vector of float) +0:18 'color' ( temp 4-component vector of float) +0:18 'bigColor' ( uniform 4-component vector of float) 0:17 false case -0:20 add second child into first child (temp 4-component vector of float) -0:20 'color' (temp 4-component vector of float) -0:20 'smallColor' (uniform 4-component vector of float) -0:22 move second child to first child (temp 4-component vector of float) -0:22 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:22 component-wise multiply (temp 4-component vector of float) -0:22 'color' (temp 4-component vector of float) -0:22 'color2' (temp 4-component vector of float) +0:20 add second child into first child ( temp 4-component vector of float) +0:20 'color' ( temp 4-component vector of float) +0:20 'smallColor' ( uniform 4-component vector of float) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:22 component-wise multiply ( temp 4-component vector of float) +0:22 'color' ( temp 4-component vector of float) +0:22 'color2' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'd' (uniform float) -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'smallColor' (uniform 4-component vector of float) -0:? 'otherColor' (uniform 4-component vector of float) -0:? 'c' (smooth in float) -0:? 'BaseColor' (smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'smallColor' ( uniform 4-component vector of float) +0:? 'otherColor' ( uniform 4-component vector of float) +0:? 'c' ( smooth in float) +0:? 'BaseColor' ( smooth in 4-component vector of float) Linked fragment stage: @@ -43,39 +43,39 @@ Linked fragment stage: Shader version: 120 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'BaseColor' (smooth in 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'color2' (temp 4-component vector of float) -0:15 'otherColor' (uniform 4-component vector of float) -0:17 Test condition and select (temp void) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'BaseColor' ( smooth in 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'color2' ( temp 4-component vector of float) +0:15 'otherColor' ( uniform 4-component vector of float) +0:17 Test condition and select ( temp void) 0:17 Condition -0:17 Compare Greater Than (temp bool) -0:17 'c' (smooth in float) -0:17 'd' (uniform float) +0:17 Compare Greater Than ( temp bool) +0:17 'c' ( smooth in float) +0:17 'd' ( uniform float) 0:17 true case -0:18 add second child into first child (temp 4-component vector of float) -0:18 'color' (temp 4-component vector of float) -0:18 'bigColor' (uniform 4-component vector of float) +0:18 add second child into first child ( temp 4-component vector of float) +0:18 'color' ( temp 4-component vector of float) +0:18 'bigColor' ( uniform 4-component vector of float) 0:17 false case -0:20 add second child into first child (temp 4-component vector of float) -0:20 'color' (temp 4-component vector of float) -0:20 'smallColor' (uniform 4-component vector of float) -0:22 move second child to first child (temp 4-component vector of float) -0:22 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:22 component-wise multiply (temp 4-component vector of float) -0:22 'color' (temp 4-component vector of float) -0:22 'color2' (temp 4-component vector of float) +0:20 add second child into first child ( temp 4-component vector of float) +0:20 'color' ( temp 4-component vector of float) +0:20 'smallColor' ( uniform 4-component vector of float) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:22 component-wise multiply ( temp 4-component vector of float) +0:22 'color' ( temp 4-component vector of float) +0:22 'color2' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'd' (uniform float) -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'smallColor' (uniform 4-component vector of float) -0:? 'otherColor' (uniform 4-component vector of float) -0:? 'c' (smooth in float) -0:? 'BaseColor' (smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'smallColor' ( uniform 4-component vector of float) +0:? 'otherColor' ( uniform 4-component vector of float) +0:? 'c' ( smooth in float) +0:? 'BaseColor' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/forLoop.frag.out b/Test/baseResults/forLoop.frag.out index babd30e4..e6a15178 100644 --- a/Test/baseResults/forLoop.frag.out +++ b/Test/baseResults/forLoop.frag.out @@ -1,98 +1,98 @@ forLoop.frag Shader version: 130 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'BaseColor' (smooth in 4-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'BaseColor' ( smooth in 4-component vector of float) 0:14 Sequence 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'i' (temp int) +0:14 move second child to first child ( temp int) +0:14 'i' ( temp int) 0:14 Constant: 0:14 0 (const int) 0:14 Loop with condition tested first 0:14 Loop Condition -0:14 Compare Less Than (temp bool) -0:14 'i' (temp int) -0:14 'Count' (uniform int) +0:14 Compare Less Than ( temp bool) +0:14 'i' ( temp int) +0:14 'Count' ( uniform int) 0:14 Loop Body 0:15 Sequence -0:15 add second child into first child (temp 4-component vector of float) -0:15 'color' (temp 4-component vector of float) -0:15 'bigColor' (uniform 4-component vector of float) +0:15 add second child into first child ( temp 4-component vector of float) +0:15 'color' ( temp 4-component vector of float) +0:15 'bigColor' ( uniform 4-component vector of float) 0:14 Loop Terminal Expression -0:14 Pre-Increment (temp int) -0:14 'i' (temp int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 'color' (temp 4-component vector of float) +0:14 Pre-Increment ( temp int) +0:14 'i' ( temp int) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 'color' ( temp 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp float) -0:20 'sum' (temp float) +0:20 move second child to first child ( temp float) +0:20 'sum' ( temp float) 0:20 Constant: 0:20 0.000000 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'i' (temp int) +0:21 move second child to first child ( temp int) +0:21 'i' ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 Loop with condition tested first 0:21 Loop Condition -0:21 Compare Less Than (temp bool) -0:21 'i' (temp int) +0:21 Compare Less Than ( temp bool) +0:21 'i' ( temp int) 0:21 Constant: 0:21 4 (const int) 0:21 Loop Body -0:22 add second child into first child (temp float) -0:22 'sum' (temp float) -0:22 Convert uint to float (temp float) -0:22 indirect index (temp uint) -0:22 'v4' (uniform 4-component vector of uint) -0:22 'i' (temp int) +0:22 add second child into first child ( temp float) +0:22 'sum' ( temp float) +0:22 Convert uint to float ( temp float) +0:22 indirect index ( temp uint) +0:22 'v4' ( uniform 4-component vector of uint) +0:22 'i' ( temp int) 0:21 Loop Terminal Expression -0:21 Pre-Increment (temp int) -0:21 'i' (temp int) +0:21 Pre-Increment ( temp int) +0:21 'i' ( temp int) 0:26 Sequence 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'i' (temp int) +0:26 move second child to first child ( temp int) +0:26 'i' ( temp int) 0:26 Constant: 0:26 0 (const int) 0:26 Loop with condition tested first 0:26 Loop Condition -0:26 Compare Less Than (temp bool) -0:26 'i' (temp int) +0:26 Compare Less Than ( temp bool) +0:26 'i' ( temp int) 0:26 Constant: 0:26 4 (const int) 0:26 Loop Body -0:27 move second child to first child (temp float) -0:27 indirect index (temp float) -0:27 'tv4' (temp 4-component vector of float) -0:27 'i' (temp int) -0:27 Convert uint to float (temp float) -0:27 component-wise multiply (temp uint) -0:27 indirect index (temp uint) -0:27 'v4' (uniform 4-component vector of uint) -0:27 'i' (temp int) +0:27 move second child to first child ( temp float) +0:27 indirect index ( temp float) +0:27 'tv4' ( temp 4-component vector of float) +0:27 'i' ( temp int) +0:27 Convert uint to float ( temp float) +0:27 component-wise multiply ( temp uint) +0:27 indirect index ( temp uint) +0:27 'v4' ( uniform 4-component vector of uint) +0:27 'i' ( temp int) 0:27 Constant: 0:27 4 (const uint) 0:26 Loop Terminal Expression -0:26 Pre-Increment (temp int) -0:26 'i' (temp int) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:29 add (temp 4-component vector of float) -0:29 Construct vec4 (temp 4-component vector of float) -0:29 'sum' (temp float) -0:29 'tv4' (temp 4-component vector of float) -0:32 move second child to first child (temp 3-component vector of float) -0:32 vector swizzle (temp 3-component vector of float) -0:32 'r' (temp 4-component vector of float) +0:26 Pre-Increment ( temp int) +0:26 'i' ( temp int) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:29 add ( temp 4-component vector of float) +0:29 Construct vec4 ( temp 4-component vector of float) +0:29 'sum' ( temp float) +0:29 'tv4' ( temp 4-component vector of float) +0:32 move second child to first child ( temp 3-component vector of float) +0:32 vector swizzle ( temp 3-component vector of float) +0:32 'r' ( temp 4-component vector of float) 0:32 Sequence 0:32 Constant: 0:32 0 (const int) @@ -100,8 +100,8 @@ Shader version: 130 0:32 1 (const int) 0:32 Constant: 0:32 2 (const int) -0:32 vector swizzle (temp 3-component vector of float) -0:32 'BaseColor' (smooth in 4-component vector of float) +0:32 vector swizzle ( temp 3-component vector of float) +0:32 'BaseColor' ( smooth in 4-component vector of float) 0:32 Sequence 0:32 Constant: 0:32 0 (const int) @@ -111,28 +111,28 @@ Shader version: 130 0:32 2 (const int) 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'i' (temp int) +0:34 move second child to first child ( temp int) +0:34 'i' ( temp int) 0:34 Constant: 0:34 0 (const int) 0:34 Loop with condition tested first 0:34 Loop Condition -0:34 Compare Less Than (temp bool) -0:34 'i' (temp int) -0:34 'Count' (uniform int) +0:34 Compare Less Than ( temp bool) +0:34 'i' ( temp int) +0:34 'Count' ( uniform int) 0:34 Loop Body -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'r' (temp 4-component vector of float) +0:35 move second child to first child ( temp float) +0:35 direct index ( temp float) +0:35 'r' ( temp 4-component vector of float) 0:35 Constant: 0:35 3 (const int) -0:35 'f' (smooth in float) +0:35 'f' ( smooth in float) 0:34 Loop Terminal Expression -0:34 Pre-Increment (temp int) -0:34 'i' (temp int) -0:37 add second child into first child (temp 3-component vector of float) -0:37 vector swizzle (temp 3-component vector of float) -0:37 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:34 Pre-Increment ( temp int) +0:34 'i' ( temp int) +0:37 add second child into first child ( temp 3-component vector of float) +0:37 vector swizzle ( temp 3-component vector of float) +0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:37 Sequence 0:37 Constant: 0:37 0 (const int) @@ -140,8 +140,8 @@ Shader version: 130 0:37 1 (const int) 0:37 Constant: 0:37 2 (const int) -0:37 vector swizzle (temp 3-component vector of float) -0:37 'r' (temp 4-component vector of float) +0:37 vector swizzle ( temp 3-component vector of float) +0:37 'r' ( temp 4-component vector of float) 0:37 Sequence 0:37 Constant: 0:37 0 (const int) @@ -151,31 +151,31 @@ Shader version: 130 0:37 2 (const int) 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp int) -0:39 'i' (temp int) +0:39 move second child to first child ( temp int) +0:39 'i' ( temp int) 0:39 Constant: 0:39 0 (const int) 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Less Than (temp bool) -0:39 'i' (temp int) +0:39 Compare Less Than ( temp bool) +0:39 'i' ( temp int) 0:39 Constant: 0:39 16 (const int) 0:39 Loop Body -0:40 vector scale second child into first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 'f' (smooth in float) +0:40 vector scale second child into first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 'f' ( smooth in float) 0:39 Loop Terminal Expression -0:39 add second child into first child (temp int) -0:39 'i' (temp int) +0:39 add second child into first child ( temp int) +0:39 'i' ( temp int) 0:39 Constant: 0:39 4 (const int) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'f' (smooth in float) -0:? 'Count' (uniform int) -0:? 'v4' (uniform 4-component vector of uint) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'f' ( smooth in float) +0:? 'Count' ( uniform int) +0:? 'v4' ( uniform 4-component vector of uint) Linked fragment stage: @@ -183,98 +183,98 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'BaseColor' (smooth in 4-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'BaseColor' ( smooth in 4-component vector of float) 0:14 Sequence 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'i' (temp int) +0:14 move second child to first child ( temp int) +0:14 'i' ( temp int) 0:14 Constant: 0:14 0 (const int) 0:14 Loop with condition tested first 0:14 Loop Condition -0:14 Compare Less Than (temp bool) -0:14 'i' (temp int) -0:14 'Count' (uniform int) +0:14 Compare Less Than ( temp bool) +0:14 'i' ( temp int) +0:14 'Count' ( uniform int) 0:14 Loop Body 0:15 Sequence -0:15 add second child into first child (temp 4-component vector of float) -0:15 'color' (temp 4-component vector of float) -0:15 'bigColor' (uniform 4-component vector of float) +0:15 add second child into first child ( temp 4-component vector of float) +0:15 'color' ( temp 4-component vector of float) +0:15 'bigColor' ( uniform 4-component vector of float) 0:14 Loop Terminal Expression -0:14 Pre-Increment (temp int) -0:14 'i' (temp int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 'color' (temp 4-component vector of float) +0:14 Pre-Increment ( temp int) +0:14 'i' ( temp int) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 'color' ( temp 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp float) -0:20 'sum' (temp float) +0:20 move second child to first child ( temp float) +0:20 'sum' ( temp float) 0:20 Constant: 0:20 0.000000 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'i' (temp int) +0:21 move second child to first child ( temp int) +0:21 'i' ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 Loop with condition tested first 0:21 Loop Condition -0:21 Compare Less Than (temp bool) -0:21 'i' (temp int) +0:21 Compare Less Than ( temp bool) +0:21 'i' ( temp int) 0:21 Constant: 0:21 4 (const int) 0:21 Loop Body -0:22 add second child into first child (temp float) -0:22 'sum' (temp float) -0:22 Convert uint to float (temp float) -0:22 indirect index (temp uint) -0:22 'v4' (uniform 4-component vector of uint) -0:22 'i' (temp int) +0:22 add second child into first child ( temp float) +0:22 'sum' ( temp float) +0:22 Convert uint to float ( temp float) +0:22 indirect index ( temp uint) +0:22 'v4' ( uniform 4-component vector of uint) +0:22 'i' ( temp int) 0:21 Loop Terminal Expression -0:21 Pre-Increment (temp int) -0:21 'i' (temp int) +0:21 Pre-Increment ( temp int) +0:21 'i' ( temp int) 0:26 Sequence 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'i' (temp int) +0:26 move second child to first child ( temp int) +0:26 'i' ( temp int) 0:26 Constant: 0:26 0 (const int) 0:26 Loop with condition tested first 0:26 Loop Condition -0:26 Compare Less Than (temp bool) -0:26 'i' (temp int) +0:26 Compare Less Than ( temp bool) +0:26 'i' ( temp int) 0:26 Constant: 0:26 4 (const int) 0:26 Loop Body -0:27 move second child to first child (temp float) -0:27 indirect index (temp float) -0:27 'tv4' (temp 4-component vector of float) -0:27 'i' (temp int) -0:27 Convert uint to float (temp float) -0:27 component-wise multiply (temp uint) -0:27 indirect index (temp uint) -0:27 'v4' (uniform 4-component vector of uint) -0:27 'i' (temp int) +0:27 move second child to first child ( temp float) +0:27 indirect index ( temp float) +0:27 'tv4' ( temp 4-component vector of float) +0:27 'i' ( temp int) +0:27 Convert uint to float ( temp float) +0:27 component-wise multiply ( temp uint) +0:27 indirect index ( temp uint) +0:27 'v4' ( uniform 4-component vector of uint) +0:27 'i' ( temp int) 0:27 Constant: 0:27 4 (const uint) 0:26 Loop Terminal Expression -0:26 Pre-Increment (temp int) -0:26 'i' (temp int) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:29 add (temp 4-component vector of float) -0:29 Construct vec4 (temp 4-component vector of float) -0:29 'sum' (temp float) -0:29 'tv4' (temp 4-component vector of float) -0:32 move second child to first child (temp 3-component vector of float) -0:32 vector swizzle (temp 3-component vector of float) -0:32 'r' (temp 4-component vector of float) +0:26 Pre-Increment ( temp int) +0:26 'i' ( temp int) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:29 add ( temp 4-component vector of float) +0:29 Construct vec4 ( temp 4-component vector of float) +0:29 'sum' ( temp float) +0:29 'tv4' ( temp 4-component vector of float) +0:32 move second child to first child ( temp 3-component vector of float) +0:32 vector swizzle ( temp 3-component vector of float) +0:32 'r' ( temp 4-component vector of float) 0:32 Sequence 0:32 Constant: 0:32 0 (const int) @@ -282,8 +282,8 @@ Shader version: 130 0:32 1 (const int) 0:32 Constant: 0:32 2 (const int) -0:32 vector swizzle (temp 3-component vector of float) -0:32 'BaseColor' (smooth in 4-component vector of float) +0:32 vector swizzle ( temp 3-component vector of float) +0:32 'BaseColor' ( smooth in 4-component vector of float) 0:32 Sequence 0:32 Constant: 0:32 0 (const int) @@ -293,28 +293,28 @@ Shader version: 130 0:32 2 (const int) 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'i' (temp int) +0:34 move second child to first child ( temp int) +0:34 'i' ( temp int) 0:34 Constant: 0:34 0 (const int) 0:34 Loop with condition tested first 0:34 Loop Condition -0:34 Compare Less Than (temp bool) -0:34 'i' (temp int) -0:34 'Count' (uniform int) +0:34 Compare Less Than ( temp bool) +0:34 'i' ( temp int) +0:34 'Count' ( uniform int) 0:34 Loop Body -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'r' (temp 4-component vector of float) +0:35 move second child to first child ( temp float) +0:35 direct index ( temp float) +0:35 'r' ( temp 4-component vector of float) 0:35 Constant: 0:35 3 (const int) -0:35 'f' (smooth in float) +0:35 'f' ( smooth in float) 0:34 Loop Terminal Expression -0:34 Pre-Increment (temp int) -0:34 'i' (temp int) -0:37 add second child into first child (temp 3-component vector of float) -0:37 vector swizzle (temp 3-component vector of float) -0:37 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:34 Pre-Increment ( temp int) +0:34 'i' ( temp int) +0:37 add second child into first child ( temp 3-component vector of float) +0:37 vector swizzle ( temp 3-component vector of float) +0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:37 Sequence 0:37 Constant: 0:37 0 (const int) @@ -322,8 +322,8 @@ Shader version: 130 0:37 1 (const int) 0:37 Constant: 0:37 2 (const int) -0:37 vector swizzle (temp 3-component vector of float) -0:37 'r' (temp 4-component vector of float) +0:37 vector swizzle ( temp 3-component vector of float) +0:37 'r' ( temp 4-component vector of float) 0:37 Sequence 0:37 Constant: 0:37 0 (const int) @@ -333,29 +333,29 @@ Shader version: 130 0:37 2 (const int) 0:39 Sequence 0:39 Sequence -0:39 move second child to first child (temp int) -0:39 'i' (temp int) +0:39 move second child to first child ( temp int) +0:39 'i' ( temp int) 0:39 Constant: 0:39 0 (const int) 0:39 Loop with condition tested first 0:39 Loop Condition -0:39 Compare Less Than (temp bool) -0:39 'i' (temp int) +0:39 Compare Less Than ( temp bool) +0:39 'i' ( temp int) 0:39 Constant: 0:39 16 (const int) 0:39 Loop Body -0:40 vector scale second child into first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 'f' (smooth in float) +0:40 vector scale second child into first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 'f' ( smooth in float) 0:39 Loop Terminal Expression -0:39 add second child into first child (temp int) -0:39 'i' (temp int) +0:39 add second child into first child ( temp int) +0:39 'i' ( temp int) 0:39 Constant: 0:39 4 (const int) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'f' (smooth in float) -0:? 'Count' (uniform int) -0:? 'v4' (uniform 4-component vector of uint) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'f' ( smooth in float) +0:? 'Count' ( uniform int) +0:? 'v4' ( uniform 4-component vector of uint) diff --git a/Test/baseResults/forwardRef.frag.out b/Test/baseResults/forwardRef.frag.out index 357cc2bd..22e77c5b 100644 --- a/Test/baseResults/forwardRef.frag.out +++ b/Test/baseResults/forwardRef.frag.out @@ -1,35 +1,35 @@ forwardRef.frag Shader version: 110 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'color' (temp 4-component vector of float) -0:13 Construct vec4 (temp 4-component vector of float) -0:13 Function Call: foo(vf4; (global float) -0:13 'BaseColor' (smooth in 4-component vector of float) -0:15 Function Call: bar( (global void) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'color' ( temp 4-component vector of float) +0:13 Construct vec4 ( temp 4-component vector of float) +0:13 Function Call: foo(vf4; ( global float) +0:13 'BaseColor' ( smooth in 4-component vector of float) +0:15 Function Call: bar( ( global void) 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 'f' (temp float) -0:16 Function Call: unreachableReturn( (global float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 vector-scale (temp 4-component vector of float) -0:18 'color' (temp 4-component vector of float) -0:18 'f' (temp float) -0:21 Function Definition: bar( (global void) +0:16 move second child to first child ( temp float) +0:16 'f' ( temp float) +0:16 Function Call: unreachableReturn( ( global float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 vector-scale ( temp 4-component vector of float) +0:18 'color' ( temp 4-component vector of float) +0:18 'f' ( temp float) +0:21 Function Definition: bar( ( global void) 0:21 Function Parameters: -0:25 Function Definition: unreachableReturn( (global float) +0:25 Function Definition: unreachableReturn( ( global float) 0:25 Function Parameters: 0:27 Sequence -0:27 Function Call: bar( (global void) -0:28 Test condition and select (temp void) +0:27 Function Call: bar( ( global void) +0:28 Test condition and select ( temp void) 0:28 Condition -0:28 Compare Less Than (temp bool) -0:28 'd' (uniform float) +0:28 Compare Less Than ( temp bool) +0:28 'd' ( uniform float) 0:28 Constant: 0:28 4.200000 0:28 true case @@ -40,24 +40,24 @@ Shader version: 110 0:31 Branch: Return with expression 0:31 Constant: 0:31 4.500000 -0:34 Function Definition: foo(vf4; (global float) +0:34 Function Definition: foo(vf4; ( global float) 0:34 Function Parameters: -0:34 'bar' (in 4-component vector of float) +0:34 'bar' ( in 4-component vector of float) 0:36 Sequence 0:36 Branch: Return with expression -0:36 add (temp float) -0:36 direct index (temp float) -0:36 'bar' (in 4-component vector of float) +0:36 add ( temp float) +0:36 direct index ( temp float) +0:36 'bar' ( in 4-component vector of float) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp float) -0:36 'bar' (in 4-component vector of float) +0:36 direct index ( temp float) +0:36 'bar' ( in 4-component vector of float) 0:36 Constant: 0:36 1 (const int) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) Linked fragment stage: @@ -65,35 +65,35 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'color' (temp 4-component vector of float) -0:13 Construct vec4 (temp 4-component vector of float) -0:13 Function Call: foo(vf4; (global float) -0:13 'BaseColor' (smooth in 4-component vector of float) -0:15 Function Call: bar( (global void) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'color' ( temp 4-component vector of float) +0:13 Construct vec4 ( temp 4-component vector of float) +0:13 Function Call: foo(vf4; ( global float) +0:13 'BaseColor' ( smooth in 4-component vector of float) +0:15 Function Call: bar( ( global void) 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 'f' (temp float) -0:16 Function Call: unreachableReturn( (global float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 vector-scale (temp 4-component vector of float) -0:18 'color' (temp 4-component vector of float) -0:18 'f' (temp float) -0:21 Function Definition: bar( (global void) +0:16 move second child to first child ( temp float) +0:16 'f' ( temp float) +0:16 Function Call: unreachableReturn( ( global float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 vector-scale ( temp 4-component vector of float) +0:18 'color' ( temp 4-component vector of float) +0:18 'f' ( temp float) +0:21 Function Definition: bar( ( global void) 0:21 Function Parameters: -0:25 Function Definition: unreachableReturn( (global float) +0:25 Function Definition: unreachableReturn( ( global float) 0:25 Function Parameters: 0:27 Sequence -0:27 Function Call: bar( (global void) -0:28 Test condition and select (temp void) +0:27 Function Call: bar( ( global void) +0:28 Test condition and select ( temp void) 0:28 Condition -0:28 Compare Less Than (temp bool) -0:28 'd' (uniform float) +0:28 Compare Less Than ( temp bool) +0:28 'd' ( uniform float) 0:28 Constant: 0:28 4.200000 0:28 true case @@ -104,22 +104,22 @@ Shader version: 110 0:31 Branch: Return with expression 0:31 Constant: 0:31 4.500000 -0:34 Function Definition: foo(vf4; (global float) +0:34 Function Definition: foo(vf4; ( global float) 0:34 Function Parameters: -0:34 'bar' (in 4-component vector of float) +0:34 'bar' ( in 4-component vector of float) 0:36 Sequence 0:36 Branch: Return with expression -0:36 add (temp float) -0:36 direct index (temp float) -0:36 'bar' (in 4-component vector of float) +0:36 add ( temp float) +0:36 direct index ( temp float) +0:36 'bar' ( in 4-component vector of float) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp float) -0:36 'bar' (in 4-component vector of float) +0:36 direct index ( temp float) +0:36 'bar' ( in 4-component vector of float) 0:36 Constant: 0:36 1 (const int) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) diff --git a/Test/baseResults/functionCall.frag.out b/Test/baseResults/functionCall.frag.out index 610f2bb1..902208ff 100644 --- a/Test/baseResults/functionCall.frag.out +++ b/Test/baseResults/functionCall.frag.out @@ -4,33 +4,33 @@ WARNING: 0:4: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 'h' (global float) +0:7 move second child to first child ( temp float) +0:7 'h' ( global float) 0:7 Constant: 0:7 0.000000 -0:9 Function Definition: foo(vf4; (global float) +0:9 Function Definition: foo(vf4; ( global float) 0:9 Function Parameters: -0:9 'bar' (in 4-component vector of float) +0:9 'bar' ( in 4-component vector of float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 add (temp float) -0:11 direct index (temp float) -0:11 'bar' (in 4-component vector of float) +0:11 add ( temp float) +0:11 direct index ( temp float) +0:11 'bar' ( in 4-component vector of float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp float) -0:11 'bar' (in 4-component vector of float) +0:11 direct index ( temp float) +0:11 'bar' ( in 4-component vector of float) 0:11 Constant: 0:11 1 (const int) -0:14 Function Definition: bar( (global void) +0:14 Function Definition: bar( ( global void) 0:14 Function Parameters: -0:18 Function Definition: unreachableReturn( (global float) +0:18 Function Definition: unreachableReturn( ( global float) 0:18 Function Parameters: 0:20 Sequence -0:20 Test condition and select (temp void) +0:20 Test condition and select ( temp void) 0:20 Condition -0:20 Compare Less Than (temp bool) -0:20 'd' (uniform float) +0:20 Compare Less Than ( temp bool) +0:20 'd' ( uniform float) 0:20 Constant: 0:20 4.200000 0:20 true case @@ -41,53 +41,53 @@ Shader version: 130 0:23 Branch: Return with expression 0:23 Constant: 0:23 4.500000 -0:27 Function Definition: missingReturn( (global float) +0:27 Function Definition: missingReturn( ( global float) 0:27 Function Parameters: 0:29 Sequence -0:29 Test condition and select (temp void) +0:29 Test condition and select ( temp void) 0:29 Condition -0:29 Compare Less Than (temp bool) -0:29 'd' (uniform float) +0:29 Compare Less Than ( temp bool) +0:29 'd' ( uniform float) 0:29 Constant: 0:29 4.500000 0:29 true case 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'h' (global float) -0:30 'd' (uniform float) +0:30 move second child to first child ( temp float) +0:30 'h' ( global float) +0:30 'd' ( uniform float) 0:31 Branch: Return with expression 0:31 Constant: 0:31 3.900000 -0:35 Function Definition: main( (global void) +0:35 Function Definition: main( ( global void) 0:35 Function Parameters: 0:37 Sequence 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of float) -0:37 'color' (temp 4-component vector of float) -0:37 Construct vec4 (temp 4-component vector of float) -0:37 Function Call: foo(vf4; (global float) -0:37 'BaseColor' (smooth in 4-component vector of float) -0:39 Function Call: bar( (global void) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'color' ( temp 4-component vector of float) +0:37 Construct vec4 ( temp 4-component vector of float) +0:37 Function Call: foo(vf4; ( global float) +0:37 'BaseColor' ( smooth in 4-component vector of float) +0:39 Function Call: bar( ( global void) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'f' (temp float) -0:40 Function Call: unreachableReturn( (global float) +0:40 move second child to first child ( temp float) +0:40 'f' ( temp float) +0:40 Function Call: unreachableReturn( ( global float) 0:41 Sequence -0:41 move second child to first child (temp float) -0:41 'g' (temp float) -0:41 Function Call: missingReturn( (global float) -0:43 move second child to first child (temp 4-component vector of float) -0:43 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:43 vector-scale (temp 4-component vector of float) -0:43 vector-scale (temp 4-component vector of float) -0:43 'color' (temp 4-component vector of float) -0:43 'f' (temp float) -0:43 'h' (global float) +0:41 move second child to first child ( temp float) +0:41 'g' ( temp float) +0:41 Function Call: missingReturn( ( global float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:43 vector-scale ( temp 4-component vector of float) +0:43 vector-scale ( temp 4-component vector of float) +0:43 'color' ( temp 4-component vector of float) +0:43 'f' ( temp float) +0:43 'h' ( global float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'h' (global float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'h' ( global float) Linked fragment stage: @@ -96,33 +96,33 @@ Linked fragment stage: Shader version: 130 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 'h' (global float) +0:7 move second child to first child ( temp float) +0:7 'h' ( global float) 0:7 Constant: 0:7 0.000000 -0:9 Function Definition: foo(vf4; (global float) +0:9 Function Definition: foo(vf4; ( global float) 0:9 Function Parameters: -0:9 'bar' (in 4-component vector of float) +0:9 'bar' ( in 4-component vector of float) 0:11 Sequence 0:11 Branch: Return with expression -0:11 add (temp float) -0:11 direct index (temp float) -0:11 'bar' (in 4-component vector of float) +0:11 add ( temp float) +0:11 direct index ( temp float) +0:11 'bar' ( in 4-component vector of float) 0:11 Constant: 0:11 0 (const int) -0:11 direct index (temp float) -0:11 'bar' (in 4-component vector of float) +0:11 direct index ( temp float) +0:11 'bar' ( in 4-component vector of float) 0:11 Constant: 0:11 1 (const int) -0:14 Function Definition: bar( (global void) +0:14 Function Definition: bar( ( global void) 0:14 Function Parameters: -0:18 Function Definition: unreachableReturn( (global float) +0:18 Function Definition: unreachableReturn( ( global float) 0:18 Function Parameters: 0:20 Sequence -0:20 Test condition and select (temp void) +0:20 Test condition and select ( temp void) 0:20 Condition -0:20 Compare Less Than (temp bool) -0:20 'd' (uniform float) +0:20 Compare Less Than ( temp bool) +0:20 'd' ( uniform float) 0:20 Constant: 0:20 4.200000 0:20 true case @@ -133,51 +133,51 @@ Shader version: 130 0:23 Branch: Return with expression 0:23 Constant: 0:23 4.500000 -0:27 Function Definition: missingReturn( (global float) +0:27 Function Definition: missingReturn( ( global float) 0:27 Function Parameters: 0:29 Sequence -0:29 Test condition and select (temp void) +0:29 Test condition and select ( temp void) 0:29 Condition -0:29 Compare Less Than (temp bool) -0:29 'd' (uniform float) +0:29 Compare Less Than ( temp bool) +0:29 'd' ( uniform float) 0:29 Constant: 0:29 4.500000 0:29 true case 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'h' (global float) -0:30 'd' (uniform float) +0:30 move second child to first child ( temp float) +0:30 'h' ( global float) +0:30 'd' ( uniform float) 0:31 Branch: Return with expression 0:31 Constant: 0:31 3.900000 -0:35 Function Definition: main( (global void) +0:35 Function Definition: main( ( global void) 0:35 Function Parameters: 0:37 Sequence 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of float) -0:37 'color' (temp 4-component vector of float) -0:37 Construct vec4 (temp 4-component vector of float) -0:37 Function Call: foo(vf4; (global float) -0:37 'BaseColor' (smooth in 4-component vector of float) -0:39 Function Call: bar( (global void) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'color' ( temp 4-component vector of float) +0:37 Construct vec4 ( temp 4-component vector of float) +0:37 Function Call: foo(vf4; ( global float) +0:37 'BaseColor' ( smooth in 4-component vector of float) +0:39 Function Call: bar( ( global void) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'f' (temp float) -0:40 Function Call: unreachableReturn( (global float) +0:40 move second child to first child ( temp float) +0:40 'f' ( temp float) +0:40 Function Call: unreachableReturn( ( global float) 0:41 Sequence -0:41 move second child to first child (temp float) -0:41 'g' (temp float) -0:41 Function Call: missingReturn( (global float) -0:43 move second child to first child (temp 4-component vector of float) -0:43 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:43 vector-scale (temp 4-component vector of float) -0:43 vector-scale (temp 4-component vector of float) -0:43 'color' (temp 4-component vector of float) -0:43 'f' (temp float) -0:43 'h' (global float) +0:41 move second child to first child ( temp float) +0:41 'g' ( temp float) +0:41 Function Call: missingReturn( ( global float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:43 vector-scale ( temp 4-component vector of float) +0:43 vector-scale ( temp 4-component vector of float) +0:43 'color' ( temp 4-component vector of float) +0:43 'f' ( temp float) +0:43 'h' ( global float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'h' (global float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'h' ( global float) diff --git a/Test/baseResults/functionSemantics.frag.out b/Test/baseResults/functionSemantics.frag.out index e0fd0767..6c5ebdc6 100644 --- a/Test/baseResults/functionSemantics.frag.out +++ b/Test/baseResults/functionSemantics.frag.out @@ -7,93 +7,93 @@ ERROR: 1 compilation errors. No code generated. Shader version: 400 ERROR: node is still EOpNull! -0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (global int) +0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; ( global int) 0:5 Function Parameters: -0:5 'a' (in int) -0:5 'b' (const (read only) int) -0:5 'c' (in int) -0:5 'd' (const (read only) int) -0:5 'e' (out int) -0:5 'f' (inout int) +0:5 'a' ( in int) +0:5 'b' ( const (read only) int) +0:5 'c' ( in int) +0:5 'd' ( const (read only) int) +0:5 'e' ( out int) +0:5 'f' ( inout int) 0:7 Sequence 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'sum' (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 'a' (in int) -0:7 'b' (const (read only) int) -0:7 'c' (in int) -0:7 'd' (const (read only) int) -0:7 'f' (inout int) -0:10 multiply second child into first child (temp int) -0:10 'a' (in int) +0:7 move second child to first child ( temp int) +0:7 'sum' ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 'a' ( in int) +0:7 'b' ( const (read only) int) +0:7 'c' ( in int) +0:7 'd' ( const (read only) int) +0:7 'f' ( inout int) +0:10 multiply second child into first child ( temp int) +0:10 'a' ( in int) 0:10 Constant: 0:10 64 (const int) -0:12 multiply second child into first child (temp int) -0:12 'c' (in int) +0:12 multiply second child into first child ( temp int) +0:12 'c' ( in int) 0:12 Constant: 0:12 64 (const int) -0:14 move second child to first child (temp int) -0:14 'e' (out int) +0:14 move second child to first child ( temp int) +0:14 'e' ( out int) 0:14 Constant: 0:14 1024 (const int) -0:15 multiply second child into first child (temp int) -0:15 'f' (inout int) +0:15 multiply second child into first child ( temp int) +0:15 'f' ( inout int) 0:15 Constant: 0:15 64 (const int) -0:17 add second child into first child (temp int) -0:17 'sum' (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 'a' (in int) -0:17 component-wise multiply (temp int) +0:17 add second child into first child ( temp int) +0:17 'sum' ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 'a' ( in int) +0:17 component-wise multiply ( temp int) 0:17 Constant: 0:17 64 (const int) -0:17 'b' (const (read only) int) -0:17 'c' (in int) -0:17 component-wise multiply (temp int) +0:17 'b' ( const (read only) int) +0:17 'c' ( in int) +0:17 component-wise multiply ( temp int) 0:17 Constant: 0:17 64 (const int) -0:17 'd' (const (read only) int) -0:17 'e' (out int) -0:17 'f' (inout int) +0:17 'd' ( const (read only) int) +0:17 'e' ( out int) +0:17 'f' ( inout int) 0:20 Branch: Return with expression -0:20 'sum' (temp int) -0:23 Function Definition: foo2(f1;vf3;i1; (global int) +0:20 'sum' ( temp int) +0:23 Function Definition: foo2(f1;vf3;i1; ( global int) 0:23 Function Parameters: -0:23 'a' (in float) -0:23 'b' (in 3-component vector of float) -0:23 'r' (out int) +0:23 'a' ( in float) +0:23 'b' ( in 3-component vector of float) +0:23 'r' ( out int) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r' (out int) -0:25 Convert float to int (temp int) -0:25 component-wise multiply (temp float) +0:25 move second child to first child ( temp int) +0:25 'r' ( out int) +0:25 Convert float to int ( temp int) +0:25 component-wise multiply ( temp float) 0:25 Constant: 0:25 3.000000 -0:25 'a' (in float) +0:25 'a' ( in float) 0:26 Branch: Return with expression -0:26 Convert float to int (temp int) -0:26 component-wise multiply (temp float) +0:26 Convert float to int ( temp int) +0:26 component-wise multiply ( temp float) 0:26 Constant: 0:26 5.000000 -0:26 direct index (temp float) -0:26 'b' (in 3-component vector of float) +0:26 direct index ( temp float) +0:26 'b' ( in 3-component vector of float) 0:26 Constant: 0:26 1 (const int) -0:29 Function Definition: foo3( (global int) +0:29 Function Definition: foo3( ( global int) 0:29 Function Parameters: 0:31 Sequence -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Greater Than (temp bool) -0:31 'u' (uniform float) +0:31 Compare Greater Than ( temp bool) +0:31 'u' ( uniform float) 0:31 Constant: 0:31 3.200000 0:31 true case @@ -105,18 +105,18 @@ ERROR: node is still EOpNull! 0:36 Branch: Return with expression 0:36 Constant: 0:36 2000000 (const int) -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:? Sequence 0:42 Sequence -0:42 move second child to first child (temp int) -0:42 't' (temp int) +0:42 move second child to first child ( temp int) +0:42 't' ( temp int) 0:42 Constant: 0:42 2 (const int) -0:46 move second child to first child (temp int) -0:46 direct index (temp int) -0:46 t: direct index for structure (temp 4-component vector of int) -0:46 'f' (temp structure{temp 4-component vector of int t}) +0:46 move second child to first child ( temp int) +0:46 direct index ( temp int) +0:46 t: direct index for structure ( temp 4-component vector of int) +0:46 'f' ( temp structure{ temp 4-component vector of int t}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: @@ -124,88 +124,88 @@ ERROR: node is still EOpNull! 0:46 Constant: 0:46 32 (const int) 0:49 Sequence -0:49 move second child to first child (temp int) -0:49 'color' (temp int) -0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (global int) +0:49 move second child to first child ( temp int) +0:49 'color' ( temp int) +0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; ( global int) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 2 (const int) -0:49 add (temp int) -0:49 't' (temp int) -0:49 't' (temp int) +0:49 add ( temp int) +0:49 't' ( temp int) +0:49 't' ( temp int) 0:49 Constant: 0:49 8 (const int) -0:49 'e' (temp int) -0:49 direct index (temp int) -0:49 t: direct index for structure (temp 4-component vector of int) -0:49 'f' (temp structure{temp 4-component vector of int t}) +0:49 'e' ( temp int) +0:49 direct index ( temp int) +0:49 t: direct index for structure ( temp 4-component vector of int) +0:49 'f' ( temp structure{ temp 4-component vector of int t}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 1 (const int) -0:51 add second child into first child (temp int) -0:51 'color' (temp int) -0:51 component-wise multiply (temp int) +0:51 add second child into first child ( temp int) +0:51 'color' ( temp int) +0:51 component-wise multiply ( temp int) 0:51 Constant: 0:51 128 (const int) -0:51 add (temp int) -0:51 'e' (temp int) -0:51 direct index (temp int) -0:51 t: direct index for structure (temp 4-component vector of int) -0:51 'f' (temp structure{temp 4-component vector of int t}) +0:51 add ( temp int) +0:51 'e' ( temp int) +0:51 direct index ( temp int) +0:51 t: direct index for structure ( temp 4-component vector of int) +0:51 'f' ( temp structure{ temp 4-component vector of int t}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1 (const int) -0:57 move second child to first child (temp float) -0:57 'ret' (temp float) -0:57 Convert int to float (temp float) -0:57 Comma (global int) -0:57 move second child to first child (temp int) -0:57 'tempReturn' (global int) -0:57 Function Call: foo2(f1;vf3;i1; (global int) +0:57 move second child to first child ( temp float) +0:57 'ret' ( temp float) +0:57 Convert int to float ( temp float) +0:57 Comma ( global int) +0:57 move second child to first child ( temp int) +0:57 'tempReturn' ( global int) +0:57 Function Call: foo2(f1;vf3;i1; ( global int) 0:57 Constant: 0:57 4.000000 0:57 Constant: 0:57 1.000000 0:57 2.000000 0:57 3.000000 -0:57 'tempArg' (temp int) -0:57 move second child to first child (temp float) -0:57 'arg' (temp float) -0:57 Convert int to float (temp float) -0:57 'tempArg' (temp int) -0:57 'tempReturn' (global int) -0:58 add second child into first child (temp int) -0:58 'color' (temp int) -0:58 Convert float to int (temp int) -0:58 add (temp float) -0:58 'ret' (temp float) -0:58 'arg' (temp float) -0:60 add second child into first child (temp int) -0:60 'color' (temp int) -0:60 Function Call: foo3( (global int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:62 Construct vec4 (temp 4-component vector of float) -0:62 Convert int to float (temp float) -0:62 'color' (temp int) -0:66 Function Definition: aggCall( (global void) +0:57 'tempArg' ( temp int) +0:57 move second child to first child ( temp float) +0:57 'arg' ( temp float) +0:57 Convert int to float ( temp float) +0:57 'tempArg' ( temp int) +0:57 'tempReturn' ( global int) +0:58 add second child into first child ( temp int) +0:58 'color' ( temp int) +0:58 Convert float to int ( temp int) +0:58 add ( temp float) +0:58 'ret' ( temp float) +0:58 'arg' ( temp float) +0:60 add second child into first child ( temp int) +0:60 'color' ( temp int) +0:60 Function Call: foo3( ( global int) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:62 Construct vec4 ( temp 4-component vector of float) +0:62 Convert int to float ( temp float) +0:62 'color' ( temp int) +0:66 Function Definition: aggCall( ( global void) 0:66 Function Parameters: 0:? Sequence -0:69 Function Call: m(vf2; (global 3-component vector of float) -0:69 Convert int to float (temp 2-component vector of float) -0:69 Construct ivec2 (temp 2-component vector of int) -0:69 Convert float to int (temp int) -0:69 'F' (temp float) -0:72 Function Definition: badConv( (global 4-component vector of float) +0:69 Function Call: m(vf2; ( global 3-component vector of float) +0:69 Convert int to float ( temp 2-component vector of float) +0:69 Construct ivec2 ( temp 2-component vector of int) +0:69 Convert float to int ( temp int) +0:69 'F' ( temp float) +0:72 Function Definition: badConv( ( global 4-component vector of float) 0:72 Function Parameters: 0:74 Sequence 0:74 Branch: Return with expression -0:74 'u' (uniform float) +0:74 'u' ( uniform float) 0:? Linker Objects -0:? 'u' (uniform float) +0:? 'u' ( uniform float) Linked fragment stage: @@ -213,93 +213,93 @@ Linked fragment stage: Shader version: 400 ERROR: node is still EOpNull! -0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (global int) +0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; ( global int) 0:5 Function Parameters: -0:5 'a' (in int) -0:5 'b' (const (read only) int) -0:5 'c' (in int) -0:5 'd' (const (read only) int) -0:5 'e' (out int) -0:5 'f' (inout int) +0:5 'a' ( in int) +0:5 'b' ( const (read only) int) +0:5 'c' ( in int) +0:5 'd' ( const (read only) int) +0:5 'e' ( out int) +0:5 'f' ( inout int) 0:7 Sequence 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'sum' (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 add (temp int) -0:7 'a' (in int) -0:7 'b' (const (read only) int) -0:7 'c' (in int) -0:7 'd' (const (read only) int) -0:7 'f' (inout int) -0:10 multiply second child into first child (temp int) -0:10 'a' (in int) +0:7 move second child to first child ( temp int) +0:7 'sum' ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 add ( temp int) +0:7 'a' ( in int) +0:7 'b' ( const (read only) int) +0:7 'c' ( in int) +0:7 'd' ( const (read only) int) +0:7 'f' ( inout int) +0:10 multiply second child into first child ( temp int) +0:10 'a' ( in int) 0:10 Constant: 0:10 64 (const int) -0:12 multiply second child into first child (temp int) -0:12 'c' (in int) +0:12 multiply second child into first child ( temp int) +0:12 'c' ( in int) 0:12 Constant: 0:12 64 (const int) -0:14 move second child to first child (temp int) -0:14 'e' (out int) +0:14 move second child to first child ( temp int) +0:14 'e' ( out int) 0:14 Constant: 0:14 1024 (const int) -0:15 multiply second child into first child (temp int) -0:15 'f' (inout int) +0:15 multiply second child into first child ( temp int) +0:15 'f' ( inout int) 0:15 Constant: 0:15 64 (const int) -0:17 add second child into first child (temp int) -0:17 'sum' (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 add (temp int) -0:17 'a' (in int) -0:17 component-wise multiply (temp int) +0:17 add second child into first child ( temp int) +0:17 'sum' ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 add ( temp int) +0:17 'a' ( in int) +0:17 component-wise multiply ( temp int) 0:17 Constant: 0:17 64 (const int) -0:17 'b' (const (read only) int) -0:17 'c' (in int) -0:17 component-wise multiply (temp int) +0:17 'b' ( const (read only) int) +0:17 'c' ( in int) +0:17 component-wise multiply ( temp int) 0:17 Constant: 0:17 64 (const int) -0:17 'd' (const (read only) int) -0:17 'e' (out int) -0:17 'f' (inout int) +0:17 'd' ( const (read only) int) +0:17 'e' ( out int) +0:17 'f' ( inout int) 0:20 Branch: Return with expression -0:20 'sum' (temp int) -0:23 Function Definition: foo2(f1;vf3;i1; (global int) +0:20 'sum' ( temp int) +0:23 Function Definition: foo2(f1;vf3;i1; ( global int) 0:23 Function Parameters: -0:23 'a' (in float) -0:23 'b' (in 3-component vector of float) -0:23 'r' (out int) +0:23 'a' ( in float) +0:23 'b' ( in 3-component vector of float) +0:23 'r' ( out int) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r' (out int) -0:25 Convert float to int (temp int) -0:25 component-wise multiply (temp float) +0:25 move second child to first child ( temp int) +0:25 'r' ( out int) +0:25 Convert float to int ( temp int) +0:25 component-wise multiply ( temp float) 0:25 Constant: 0:25 3.000000 -0:25 'a' (in float) +0:25 'a' ( in float) 0:26 Branch: Return with expression -0:26 Convert float to int (temp int) -0:26 component-wise multiply (temp float) +0:26 Convert float to int ( temp int) +0:26 component-wise multiply ( temp float) 0:26 Constant: 0:26 5.000000 -0:26 direct index (temp float) -0:26 'b' (in 3-component vector of float) +0:26 direct index ( temp float) +0:26 'b' ( in 3-component vector of float) 0:26 Constant: 0:26 1 (const int) -0:29 Function Definition: foo3( (global int) +0:29 Function Definition: foo3( ( global int) 0:29 Function Parameters: 0:31 Sequence -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition -0:31 Compare Greater Than (temp bool) -0:31 'u' (uniform float) +0:31 Compare Greater Than ( temp bool) +0:31 'u' ( uniform float) 0:31 Constant: 0:31 3.200000 0:31 true case @@ -311,18 +311,18 @@ ERROR: node is still EOpNull! 0:36 Branch: Return with expression 0:36 Constant: 0:36 2000000 (const int) -0:39 Function Definition: main( (global void) +0:39 Function Definition: main( ( global void) 0:39 Function Parameters: 0:? Sequence 0:42 Sequence -0:42 move second child to first child (temp int) -0:42 't' (temp int) +0:42 move second child to first child ( temp int) +0:42 't' ( temp int) 0:42 Constant: 0:42 2 (const int) -0:46 move second child to first child (temp int) -0:46 direct index (temp int) -0:46 t: direct index for structure (temp 4-component vector of int) -0:46 'f' (temp structure{temp 4-component vector of int t}) +0:46 move second child to first child ( temp int) +0:46 direct index ( temp int) +0:46 t: direct index for structure ( temp 4-component vector of int) +0:46 'f' ( temp structure{ temp 4-component vector of int t}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: @@ -330,73 +330,73 @@ ERROR: node is still EOpNull! 0:46 Constant: 0:46 32 (const int) 0:49 Sequence -0:49 move second child to first child (temp int) -0:49 'color' (temp int) -0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (global int) +0:49 move second child to first child ( temp int) +0:49 'color' ( temp int) +0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; ( global int) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 2 (const int) -0:49 add (temp int) -0:49 't' (temp int) -0:49 't' (temp int) +0:49 add ( temp int) +0:49 't' ( temp int) +0:49 't' ( temp int) 0:49 Constant: 0:49 8 (const int) -0:49 'e' (temp int) -0:49 direct index (temp int) -0:49 t: direct index for structure (temp 4-component vector of int) -0:49 'f' (temp structure{temp 4-component vector of int t}) +0:49 'e' ( temp int) +0:49 direct index ( temp int) +0:49 t: direct index for structure ( temp 4-component vector of int) +0:49 'f' ( temp structure{ temp 4-component vector of int t}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 1 (const int) -0:51 add second child into first child (temp int) -0:51 'color' (temp int) -0:51 component-wise multiply (temp int) +0:51 add second child into first child ( temp int) +0:51 'color' ( temp int) +0:51 component-wise multiply ( temp int) 0:51 Constant: 0:51 128 (const int) -0:51 add (temp int) -0:51 'e' (temp int) -0:51 direct index (temp int) -0:51 t: direct index for structure (temp 4-component vector of int) -0:51 'f' (temp structure{temp 4-component vector of int t}) +0:51 add ( temp int) +0:51 'e' ( temp int) +0:51 direct index ( temp int) +0:51 t: direct index for structure ( temp 4-component vector of int) +0:51 'f' ( temp structure{ temp 4-component vector of int t}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1 (const int) -0:57 move second child to first child (temp float) -0:57 'ret' (temp float) -0:57 Convert int to float (temp float) -0:57 Comma (global int) -0:57 move second child to first child (temp int) -0:57 'tempReturn' (global int) -0:57 Function Call: foo2(f1;vf3;i1; (global int) +0:57 move second child to first child ( temp float) +0:57 'ret' ( temp float) +0:57 Convert int to float ( temp float) +0:57 Comma ( global int) +0:57 move second child to first child ( temp int) +0:57 'tempReturn' ( global int) +0:57 Function Call: foo2(f1;vf3;i1; ( global int) 0:57 Constant: 0:57 4.000000 0:57 Constant: 0:57 1.000000 0:57 2.000000 0:57 3.000000 -0:57 'tempArg' (temp int) -0:57 move second child to first child (temp float) -0:57 'arg' (temp float) -0:57 Convert int to float (temp float) -0:57 'tempArg' (temp int) -0:57 'tempReturn' (global int) -0:58 add second child into first child (temp int) -0:58 'color' (temp int) -0:58 Convert float to int (temp int) -0:58 add (temp float) -0:58 'ret' (temp float) -0:58 'arg' (temp float) -0:60 add second child into first child (temp int) -0:60 'color' (temp int) -0:60 Function Call: foo3( (global int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:62 Construct vec4 (temp 4-component vector of float) -0:62 Convert int to float (temp float) -0:62 'color' (temp int) +0:57 'tempArg' ( temp int) +0:57 move second child to first child ( temp float) +0:57 'arg' ( temp float) +0:57 Convert int to float ( temp float) +0:57 'tempArg' ( temp int) +0:57 'tempReturn' ( global int) +0:58 add second child into first child ( temp int) +0:58 'color' ( temp int) +0:58 Convert float to int ( temp int) +0:58 add ( temp float) +0:58 'ret' ( temp float) +0:58 'arg' ( temp float) +0:60 add second child into first child ( temp int) +0:60 'color' ( temp int) +0:60 Function Call: foo3( ( global int) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:62 Construct vec4 ( temp 4-component vector of float) +0:62 Convert int to float ( temp float) +0:62 'color' ( temp int) 0:? Linker Objects -0:? 'u' (uniform float) +0:? 'u' ( uniform float) diff --git a/Test/baseResults/hlsl.amend.frag.out b/Test/baseResults/hlsl.amend.frag.out index 52069cbe..8d5b2d1b 100755 --- a/Test/baseResults/hlsl.amend.frag.out +++ b/Test/baseResults/hlsl.amend.frag.out @@ -2,67 +2,67 @@ hlsl.amend.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @f1( (temp void) +0:5 Function Definition: @f1( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:6 vector-scale (temp 4-component vector of float) -0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:6 vector-scale ( temp 4-component vector of float) +0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) -0:6 b: direct index for structure (layout(offset=16 ) uniform float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:6 b: direct index for structure (layout( offset=16) uniform float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) -0:5 Function Definition: f1( (temp void) +0:5 Function Definition: f1( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 Function Call: @f1( (temp void) -0:12 Function Definition: f2( (temp void) +0:5 Function Call: @f1( ( temp void) +0:12 Function Definition: f2( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:13 add (temp float) -0:13 add (temp float) -0:13 direct index (temp float) -0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 add ( temp float) +0:13 add ( temp float) +0:13 direct index ( temp float) +0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) -0:13 b: direct index for structure (layout(offset=16 ) uniform float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 b: direct index for structure (layout( offset=16) uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) -0:13 direct index (temp float) -0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 direct index ( temp float) +0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: 0:13 0 (const int) -0:17 Function Definition: f3( (temp void) +0:17 Function Definition: f3( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) -0:24 Function Definition: f4( (temp void) +0:24 Function Definition: f4( ( temp void) 0:24 Function Parameters: 0:? Sequence -0:25 vector-scale (temp 4-component vector of float) -0:25 Convert int to float (temp float) -0:25 d: direct index for structure (layout(offset=44 ) uniform int) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:25 vector-scale ( temp 4-component vector of float) +0:25 Convert int to float ( temp float) +0:25 d: direct index for structure (layout( offset=44) uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) -0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) Linked fragment stage: @@ -71,67 +71,67 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @f1( (temp void) +0:5 Function Definition: @f1( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:6 vector-scale (temp 4-component vector of float) -0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:6 vector-scale ( temp 4-component vector of float) +0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) -0:6 b: direct index for structure (layout(offset=16 ) uniform float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:6 b: direct index for structure (layout( offset=16) uniform float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) -0:5 Function Definition: f1( (temp void) +0:5 Function Definition: f1( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 Function Call: @f1( (temp void) -0:12 Function Definition: f2( (temp void) +0:5 Function Call: @f1( ( temp void) +0:12 Function Definition: f2( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:13 add (temp float) -0:13 add (temp float) -0:13 direct index (temp float) -0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 add ( temp float) +0:13 add ( temp float) +0:13 direct index ( temp float) +0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) -0:13 b: direct index for structure (layout(offset=16 ) uniform float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 b: direct index for structure (layout( offset=16) uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) -0:13 direct index (temp float) -0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:13 direct index ( temp float) +0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: 0:13 0 (const int) -0:17 Function Definition: f3( (temp void) +0:17 Function Definition: f3( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) -0:24 Function Definition: f4( (temp void) +0:24 Function Definition: f4( ( temp void) 0:24 Function Parameters: 0:? Sequence -0:25 vector-scale (temp 4-component vector of float) -0:25 Convert int to float (temp float) -0:25 d: direct index for structure (layout(offset=44 ) uniform int) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:25 vector-scale ( temp 4-component vector of float) +0:25 Convert int to float ( temp float) +0:25 d: direct index for structure (layout( offset=44) uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) -0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.array.flatten.frag.out b/Test/baseResults/hlsl.array.flatten.frag.out index 3b5a2a7d..ad1b445d 100644 --- a/Test/baseResults/hlsl.array.flatten.frag.out +++ b/Test/baseResults/hlsl.array.flatten.frag.out @@ -2,172 +2,172 @@ hlsl.array.flatten.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: TestFn1( (temp 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 -0:18 texture (temp 4-component vector of float) -0:18 Construct combined texture-sampler (temp sampler1D) -0:? 'g_tex[1]' (uniform texture1D) -0:? 'g_samp[1]' (uniform sampler) +0:18 texture ( temp 4-component vector of float) +0:18 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:? 'g_samp[1]' ( uniform sampler) 0:18 Constant: 0:18 0.200000 -0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 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) +0:22 'l_tex' ( in 3-element array of texture1D) +0:22 'l_samp' ( in 3-element array of sampler) 0:? Sequence 0:23 Branch: Return with expression -0:23 texture (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1D) -0:23 direct index (temp texture1D) -0:23 'l_tex' (in 3-element array of texture1D) +0:23 texture ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1D) +0:23 direct index ( temp texture1D) +0:23 'l_tex' ( in 3-element array of texture1D) 0:23 Constant: 0:23 2 (const int) -0:23 direct index (temp sampler) -0:23 'l_samp' (in 3-element array of sampler) +0:23 direct index ( temp sampler) +0:23 'l_samp' ( in 3-element array of sampler) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0.200000 0:26 Sequence -0:26 move second child to first child (temp 5-element array of int) -0:26 'not_flattened_a' (global 5-element array of int) +0:26 move second child to first child ( temp 5-element array of int) +0:26 'not_flattened_a' ( global 5-element array of int) 0:26 Constant: 0:26 1 (const int) 0:26 2 (const int) 0:26 3 (const int) 0:26 4 (const int) 0:26 5 (const int) -0:31 Function Definition: @main(struct-PS_OUTPUT-vf41; (temp 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}) +0:31 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence 0:33 Sequence 0:33 Sequence -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 0 (const int) -0:? 'g_samp[0]' (uniform sampler) -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:? 'g_samp[0]' ( uniform sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 1 (const int) -0:? 'g_samp[1]' (uniform sampler) -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 2 (const int) -0:? 'g_samp[2]' (uniform sampler) +0:? 'g_samp[2]' ( uniform sampler) 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 0 (const int) -0:? 'g_tex[0]' (uniform texture1D) -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:? 'g_tex[0]' ( uniform texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 1 (const int) -0:? 'g_tex[1]' (uniform texture1D) -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 2 (const int) -0:? 'g_tex[2]' (uniform texture1D) +0:? 'g_tex[2]' ( uniform texture1D) 0:35 Sequence -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 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 2 (const uint) -0:37 move second child to first child (temp 4-component vector of float) -0:37 color: direct index for structure (temp 4-component vector of float) -0:37 'ps_output' (out structure{temp 4-component vector of float color}) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 color: direct index for structure ( temp 4-component vector of float) +0:37 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:37 Constant: 0:37 0 (const int) -0:37 add (temp 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) -0:37 Comma (temp 3-element array of texture1D) +0:37 add ( temp 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) +0:37 Comma ( temp 3-element array of texture1D) 0:37 Sequence -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 0 (const int) -0:? 'g_tex[0]' (uniform texture1D) -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:? 'g_tex[0]' ( uniform texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 1 (const int) -0:? 'g_tex[1]' (uniform texture1D) -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 2 (const int) -0:? 'g_tex[2]' (uniform texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) -0:37 Comma (temp 3-element array of sampler) +0:? 'g_tex[2]' ( uniform texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) +0:37 Comma ( temp 3-element array of sampler) 0:37 Sequence -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 0 (const int) -0:? 'g_samp[0]' (uniform sampler) -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:? 'g_samp[0]' ( uniform sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 1 (const int) -0:? 'g_samp[1]' (uniform sampler) -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 2 (const int) -0:? 'g_samp[2]' (uniform sampler) -0:37 'aggShadow' (temp 3-element array of sampler) -0:31 Function Definition: main( (temp void) +0:? 'g_samp[2]' ( uniform sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) +0:31 Function Definition: main( ( temp void) 0:31 Function Parameters: 0:? Sequence -0:31 Function Call: @main(struct-PS_OUTPUT-vf41; (temp void) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 Function Call: @main(struct-PS_OUTPUT-vf41; ( temp void) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:31 color: direct index for structure (temp 4-component vector of float) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:31 color: direct index for structure ( temp 4-component vector of float) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:31 Constant: 0:31 0 (const int) 0:? Linker Objects -0:? 'g_tex[0]' (uniform texture1D) -0:? 'g_tex[1]' (uniform texture1D) -0:? 'g_tex[2]' (uniform texture1D) -0:? 'g_tex_explicit[0]' (layout(binding=1 ) uniform texture1D) -0:? 'g_tex_explicit[1]' (layout(binding=2 ) uniform texture1D) -0:? 'g_tex_explicit[2]' (layout(binding=3 ) uniform texture1D) -0:? 'g_samp[0]' (uniform sampler) -0:? 'g_samp[1]' (uniform sampler) -0:? 'g_samp[2]' (uniform sampler) -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:? '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:? 'not_flattened_a' (global 5-element array of int) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_tex[0]' ( uniform texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:? 'g_tex[2]' ( uniform texture1D) +0:? 'g_tex_explicit[0]' (layout( binding=1) uniform texture1D) +0:? 'g_tex_explicit[1]' (layout( binding=2) uniform texture1D) +0:? 'g_tex_explicit[2]' (layout( binding=3) uniform texture1D) +0:? 'g_samp[0]' ( uniform sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:? 'g_samp[2]' ( uniform sampler) +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:? '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:? 'not_flattened_a' ( global 5-element array of int) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -176,172 +176,172 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: TestFn1( (temp 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 -0:18 texture (temp 4-component vector of float) -0:18 Construct combined texture-sampler (temp sampler1D) -0:? 'g_tex[1]' (uniform texture1D) -0:? 'g_samp[1]' (uniform sampler) +0:18 texture ( temp 4-component vector of float) +0:18 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:? 'g_samp[1]' ( uniform sampler) 0:18 Constant: 0:18 0.200000 -0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 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) +0:22 'l_tex' ( in 3-element array of texture1D) +0:22 'l_samp' ( in 3-element array of sampler) 0:? Sequence 0:23 Branch: Return with expression -0:23 texture (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1D) -0:23 direct index (temp texture1D) -0:23 'l_tex' (in 3-element array of texture1D) +0:23 texture ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1D) +0:23 direct index ( temp texture1D) +0:23 'l_tex' ( in 3-element array of texture1D) 0:23 Constant: 0:23 2 (const int) -0:23 direct index (temp sampler) -0:23 'l_samp' (in 3-element array of sampler) +0:23 direct index ( temp sampler) +0:23 'l_samp' ( in 3-element array of sampler) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0.200000 0:26 Sequence -0:26 move second child to first child (temp 5-element array of int) -0:26 'not_flattened_a' (global 5-element array of int) +0:26 move second child to first child ( temp 5-element array of int) +0:26 'not_flattened_a' ( global 5-element array of int) 0:26 Constant: 0:26 1 (const int) 0:26 2 (const int) 0:26 3 (const int) 0:26 4 (const int) 0:26 5 (const int) -0:31 Function Definition: @main(struct-PS_OUTPUT-vf41; (temp 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}) +0:31 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence 0:33 Sequence 0:33 Sequence -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 0 (const int) -0:? 'g_samp[0]' (uniform sampler) -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:? 'g_samp[0]' ( uniform sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 1 (const int) -0:? 'g_samp[1]' (uniform sampler) -0:33 move second child to first child (temp sampler) -0:33 direct index (temp sampler) -0:33 'local_sampler_array' (temp 3-element array of sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:33 move second child to first child ( temp sampler) +0:33 direct index ( temp sampler) +0:33 'local_sampler_array' ( temp 3-element array of sampler) 0:33 Constant: 0:33 2 (const int) -0:? 'g_samp[2]' (uniform sampler) +0:? 'g_samp[2]' ( uniform sampler) 0:34 Sequence 0:34 Sequence -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 0 (const int) -0:? 'g_tex[0]' (uniform texture1D) -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:? 'g_tex[0]' ( uniform texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 1 (const int) -0:? 'g_tex[1]' (uniform texture1D) -0:34 move second child to first child (temp texture1D) -0:34 direct index (temp texture1D) -0:34 'local_texture_array' (temp 3-element array of texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:34 move second child to first child ( temp texture1D) +0:34 direct index ( temp texture1D) +0:34 'local_texture_array' ( temp 3-element array of texture1D) 0:34 Constant: 0:34 2 (const int) -0:? 'g_tex[2]' (uniform texture1D) +0:? 'g_tex[2]' ( uniform texture1D) 0:35 Sequence -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 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 2 (const uint) -0:37 move second child to first child (temp 4-component vector of float) -0:37 color: direct index for structure (temp 4-component vector of float) -0:37 'ps_output' (out structure{temp 4-component vector of float color}) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 color: direct index for structure ( temp 4-component vector of float) +0:37 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:37 Constant: 0:37 0 (const int) -0:37 add (temp 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) -0:37 Comma (temp 3-element array of texture1D) +0:37 add ( temp 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) +0:37 Comma ( temp 3-element array of texture1D) 0:37 Sequence -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 0 (const int) -0:? 'g_tex[0]' (uniform texture1D) -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:? 'g_tex[0]' ( uniform texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 1 (const int) -0:? 'g_tex[1]' (uniform texture1D) -0:37 move second child to first child (temp texture1D) -0:37 direct index (temp texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:37 move second child to first child ( temp texture1D) +0:37 direct index ( temp texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) 0:37 Constant: 0:37 2 (const int) -0:? 'g_tex[2]' (uniform texture1D) -0:37 'aggShadow' (temp 3-element array of texture1D) -0:37 Comma (temp 3-element array of sampler) +0:? 'g_tex[2]' ( uniform texture1D) +0:37 'aggShadow' ( temp 3-element array of texture1D) +0:37 Comma ( temp 3-element array of sampler) 0:37 Sequence -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 0 (const int) -0:? 'g_samp[0]' (uniform sampler) -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:? 'g_samp[0]' ( uniform sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 1 (const int) -0:? 'g_samp[1]' (uniform sampler) -0:37 move second child to first child (temp sampler) -0:37 direct index (temp sampler) -0:37 'aggShadow' (temp 3-element array of sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:37 move second child to first child ( temp sampler) +0:37 direct index ( temp sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) 0:37 Constant: 0:37 2 (const int) -0:? 'g_samp[2]' (uniform sampler) -0:37 'aggShadow' (temp 3-element array of sampler) -0:31 Function Definition: main( (temp void) +0:? 'g_samp[2]' ( uniform sampler) +0:37 'aggShadow' ( temp 3-element array of sampler) +0:31 Function Definition: main( ( temp void) 0:31 Function Parameters: 0:? Sequence -0:31 Function Call: @main(struct-PS_OUTPUT-vf41; (temp void) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 Function Call: @main(struct-PS_OUTPUT-vf41; ( temp void) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:31 color: direct index for structure (temp 4-component vector of float) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:31 color: direct index for structure ( temp 4-component vector of float) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:31 Constant: 0:31 0 (const int) 0:? Linker Objects -0:? 'g_tex[0]' (uniform texture1D) -0:? 'g_tex[1]' (uniform texture1D) -0:? 'g_tex[2]' (uniform texture1D) -0:? 'g_tex_explicit[0]' (layout(binding=1 ) uniform texture1D) -0:? 'g_tex_explicit[1]' (layout(binding=2 ) uniform texture1D) -0:? 'g_tex_explicit[2]' (layout(binding=3 ) uniform texture1D) -0:? 'g_samp[0]' (uniform sampler) -0:? 'g_samp[1]' (uniform sampler) -0:? 'g_samp[2]' (uniform sampler) -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:? '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:? 'not_flattened_a' (global 5-element array of int) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_tex[0]' ( uniform texture1D) +0:? 'g_tex[1]' ( uniform texture1D) +0:? 'g_tex[2]' ( uniform texture1D) +0:? 'g_tex_explicit[0]' (layout( binding=1) uniform texture1D) +0:? 'g_tex_explicit[1]' (layout( binding=2) uniform texture1D) +0:? 'g_tex_explicit[2]' (layout( binding=3) uniform texture1D) +0:? 'g_samp[0]' ( uniform sampler) +0:? 'g_samp[1]' ( uniform sampler) +0:? 'g_samp[2]' ( uniform sampler) +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:? '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:? '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 diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index f9db2175..12fcda60 100755 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -2,75 +2,75 @@ hlsl.array.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 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' (in int) -0:8 'input' (in 3-element array of 4-component vector of float) +0:8 'i' ( in int) +0:8 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression -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 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 (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 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 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 (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 (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 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' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) +0:10 'i' ( in int) +0:10 direct index ( temp 4-component vector of float) +0:10 'input' ( in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) -0:10 'i' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'b' (temp 10-element array of 4-component vector of float) +0:10 indirect index ( temp 4-component vector of float) +0:10 'input' ( in 3-element array of 4-component vector of float) +0:10 'i' ( in int) +0:10 direct index ( temp 4-component vector of float) +0:10 'b' ( temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'b' (temp 10-element array of 4-component vector of float) -0:10 'i' (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 (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 indirect index ( temp 4-component vector of float) +0:10 'b' ( temp 10-element array of 4-component vector of float) +0:10 'i' ( 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 (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' (in int) +0:10 'i' ( in int) 0:10 Constant: 0:10 0 (const int) -0:10 'i' (in int) -0:8 Function Definition: PixelShaderFunction( (temp void) +0:10 'i' ( in int) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp int) -0:? 'i' (temp int) -0:? 'i' (layout(location=0 ) in int) -0:8 move second child to first child (temp 3-element array of 4-component vector of float) -0:? 'input' (temp 3-element array of 4-component vector of float) -0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) -0:? 'i' (temp int) -0:? 'input' (temp 3-element array of 4-component vector of float) +0:8 move second child to first child ( temp int) +0:? 'i' ( temp int) +0:? 'i' (layout( location=0) in int) +0:8 move second child to first child ( temp 3-element array of 4-component vector of float) +0:? 'input' ( temp 3-element array of 4-component vector of float) +0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) +0:? 'i' ( temp int) +0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in int) -0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) -0:? '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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in int) +0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) +0:? '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}) Linked fragment stage: @@ -79,75 +79,75 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 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' (in int) -0:8 'input' (in 3-element array of 4-component vector of float) +0:8 'i' ( in int) +0:8 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression -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 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 (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 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 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 (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 (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 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' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) +0:10 'i' ( in int) +0:10 direct index ( temp 4-component vector of float) +0:10 'input' ( in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) -0:10 'i' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'b' (temp 10-element array of 4-component vector of float) +0:10 indirect index ( temp 4-component vector of float) +0:10 'input' ( in 3-element array of 4-component vector of float) +0:10 'i' ( in int) +0:10 direct index ( temp 4-component vector of float) +0:10 'b' ( temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'b' (temp 10-element array of 4-component vector of float) -0:10 'i' (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 (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 indirect index ( temp 4-component vector of float) +0:10 'b' ( temp 10-element array of 4-component vector of float) +0:10 'i' ( 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 (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' (in int) +0:10 'i' ( in int) 0:10 Constant: 0:10 0 (const int) -0:10 'i' (in int) -0:8 Function Definition: PixelShaderFunction( (temp void) +0:10 'i' ( in int) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp int) -0:? 'i' (temp int) -0:? 'i' (layout(location=0 ) in int) -0:8 move second child to first child (temp 3-element array of 4-component vector of float) -0:? 'input' (temp 3-element array of 4-component vector of float) -0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) -0:? 'i' (temp int) -0:? 'input' (temp 3-element array of 4-component vector of float) +0:8 move second child to first child ( temp int) +0:? 'i' ( temp int) +0:? 'i' (layout( location=0) in int) +0:8 move second child to first child ( temp 3-element array of 4-component vector of float) +0:? 'input' ( temp 3-element array of 4-component vector of float) +0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) +0:? 'i' ( temp int) +0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in int) -0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) -0:? '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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in int) +0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) +0:? '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}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.array.implicit-size.frag.out b/Test/baseResults/hlsl.array.implicit-size.frag.out index 5f203622..efe12400 100644 --- a/Test/baseResults/hlsl.array.implicit-size.frag.out +++ b/Test/baseResults/hlsl.array.implicit-size.frag.out @@ -3,8 +3,8 @@ Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp 5-element array of float) -0:3 'g_array' (global 5-element array of float) +0:3 move second child to first child ( temp 5-element array of float) +0:3 'g_array' ( global 5-element array of float) 0:3 Constant: 0:3 1.000000 0:3 2.000000 @@ -12,8 +12,8 @@ gl_FragCoord origin is upper left 0:3 4.000000 0:3 5.000000 0:6 Sequence -0:6 move second child to first child (temp 7-element array of float) -0:6 'g_array_unused' (global 7-element array of float) +0:6 move second child to first child ( temp 7-element array of float) +0:6 'g_array_unused' ( global 7-element array of float) 0:6 Constant: 0:6 1.000000 0:6 2.000000 @@ -23,60 +23,60 @@ gl_FragCoord origin is upper left 0:6 6.000000 0:6 7.000000 0:12 Sequence -0:12 move second child to first child (temp 2-element array of structure{temp int i, temp float f}) -0:12 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:12 move second child to first child ( temp 2-element array of structure{ temp int i, temp float f}) +0:12 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) 0:12 Constant: 0:12 1 (const int) 0:12 2.000000 0:12 3 (const int) 0:12 4.000000 -0:26 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void) +0:26 Function Definition: main(struct-PS_OUTPUT-vf41; ( temp void) 0:26 Function Parameters: -0:26 'ps_output' (out structure{temp 4-component vector of float color}) +0:26 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp 3-element array of float) -0:28 'l_array' (temp 3-element array of float) +0:28 move second child to first child ( temp 3-element array of float) +0:28 'l_array' ( temp 3-element array of float) 0:28 Constant: 0:28 1.000000 0:28 2.000000 0:28 3.000000 -0:31 move second child to first child (temp 4-component vector of float) -0:31 color: direct index for structure (temp 4-component vector of float) -0:31 'ps_output' (out structure{temp 4-component vector of float color}) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 color: direct index for structure ( temp 4-component vector of float) +0:31 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:31 Constant: 0:31 0 (const int) -0:31 Construct vec4 (temp 4-component vector of float) -0:31 add (temp float) -0:31 add (temp float) -0:31 add (temp float) -0:31 add (temp float) -0:31 direct index (temp float) -0:31 'g_array' (global 5-element array of float) +0:31 Construct vec4 ( temp 4-component vector of float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 direct index ( temp float) +0:31 'g_array' ( global 5-element array of float) 0:31 Constant: 0:31 0 (const int) -0:31 direct index (temp float) -0:31 'g_array' (global 5-element array of float) +0:31 direct index ( temp float) +0:31 'g_array' ( global 5-element array of float) 0:31 Constant: 0:31 4 (const int) -0:31 direct index (temp float) -0:31 'l_array' (temp 3-element array of float) +0:31 direct index ( temp float) +0:31 'l_array' ( temp 3-element array of float) 0:31 Constant: 0:31 1 (const int) -0:31 f: direct index for structure (temp float) -0:31 direct index (temp structure{temp int i, temp float f}) -0:31 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:31 f: direct index for structure ( temp float) +0:31 direct index ( temp structure{ temp int i, temp float f}) +0:31 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) 0:31 Constant: 0:31 0 (const int) 0:31 Constant: 0:31 1 (const int) -0:31 indirect index (temp float) -0:31 'g_array' (global 5-element array of float) -0:31 'idx' (temp int) +0:31 indirect index ( temp float) +0:31 'g_array' ( global 5-element array of float) +0:31 'idx' ( temp int) 0:? Linker Objects -0:? 'g_array' (global 5-element array of float) -0:? 'g_array_unused' (global 7-element array of float) -0:? 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:? 'g_array' ( global 5-element array of float) +0:? 'g_array_unused' ( global 7-element array of float) +0:? 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) Linked fragment stage: @@ -87,8 +87,8 @@ Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp 5-element array of float) -0:3 'g_array' (global 5-element array of float) +0:3 move second child to first child ( temp 5-element array of float) +0:3 'g_array' ( global 5-element array of float) 0:3 Constant: 0:3 1.000000 0:3 2.000000 @@ -96,8 +96,8 @@ gl_FragCoord origin is upper left 0:3 4.000000 0:3 5.000000 0:6 Sequence -0:6 move second child to first child (temp 7-element array of float) -0:6 'g_array_unused' (global 7-element array of float) +0:6 move second child to first child ( temp 7-element array of float) +0:6 'g_array_unused' ( global 7-element array of float) 0:6 Constant: 0:6 1.000000 0:6 2.000000 @@ -107,60 +107,60 @@ gl_FragCoord origin is upper left 0:6 6.000000 0:6 7.000000 0:12 Sequence -0:12 move second child to first child (temp 2-element array of structure{temp int i, temp float f}) -0:12 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:12 move second child to first child ( temp 2-element array of structure{ temp int i, temp float f}) +0:12 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) 0:12 Constant: 0:12 1 (const int) 0:12 2.000000 0:12 3 (const int) 0:12 4.000000 -0:26 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void) +0:26 Function Definition: main(struct-PS_OUTPUT-vf41; ( temp void) 0:26 Function Parameters: -0:26 'ps_output' (out structure{temp 4-component vector of float color}) +0:26 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp 3-element array of float) -0:28 'l_array' (temp 3-element array of float) +0:28 move second child to first child ( temp 3-element array of float) +0:28 'l_array' ( temp 3-element array of float) 0:28 Constant: 0:28 1.000000 0:28 2.000000 0:28 3.000000 -0:31 move second child to first child (temp 4-component vector of float) -0:31 color: direct index for structure (temp 4-component vector of float) -0:31 'ps_output' (out structure{temp 4-component vector of float color}) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 color: direct index for structure ( temp 4-component vector of float) +0:31 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:31 Constant: 0:31 0 (const int) -0:31 Construct vec4 (temp 4-component vector of float) -0:31 add (temp float) -0:31 add (temp float) -0:31 add (temp float) -0:31 add (temp float) -0:31 direct index (temp float) -0:31 'g_array' (global 5-element array of float) +0:31 Construct vec4 ( temp 4-component vector of float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 add ( temp float) +0:31 direct index ( temp float) +0:31 'g_array' ( global 5-element array of float) 0:31 Constant: 0:31 0 (const int) -0:31 direct index (temp float) -0:31 'g_array' (global 5-element array of float) +0:31 direct index ( temp float) +0:31 'g_array' ( global 5-element array of float) 0:31 Constant: 0:31 4 (const int) -0:31 direct index (temp float) -0:31 'l_array' (temp 3-element array of float) +0:31 direct index ( temp float) +0:31 'l_array' ( temp 3-element array of float) 0:31 Constant: 0:31 1 (const int) -0:31 f: direct index for structure (temp float) -0:31 direct index (temp structure{temp int i, temp float f}) -0:31 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:31 f: direct index for structure ( temp float) +0:31 direct index ( temp structure{ temp int i, temp float f}) +0:31 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) 0:31 Constant: 0:31 0 (const int) 0:31 Constant: 0:31 1 (const int) -0:31 indirect index (temp float) -0:31 'g_array' (global 5-element array of float) -0:31 'idx' (temp int) +0:31 indirect index ( temp float) +0:31 'g_array' ( global 5-element array of float) +0:31 'idx' ( temp int) 0:? Linker Objects -0:? 'g_array' (global 5-element array of float) -0:? 'g_array_unused' (global 7-element array of float) -0:? 'g_mystruct' (global 2-element array of structure{temp int i, temp float f}) +0:? 'g_array' ( global 5-element array of float) +0:? 'g_array_unused' ( global 7-element array of float) +0:? 'g_mystruct' ( global 2-element array of structure{ temp int i, temp float f}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.array.multidim.frag.out b/Test/baseResults/hlsl.array.multidim.frag.out index 012a16e3..66f6f548 100644 --- a/Test/baseResults/hlsl.array.multidim.frag.out +++ b/Test/baseResults/hlsl.array.multidim.frag.out @@ -2,23 +2,23 @@ hlsl.array.multidim.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 -0:14 move second child to first child (temp 4-component vector of float) -0:14 direct index (temp 4-component vector of float) -0:14 direct index (temp 3-element array of 4-component vector of float) -0:14 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 direct index ( temp 4-component vector of float) +0:14 direct index ( temp 3-element array of 4-component vector of float) +0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 2 (const int) -0:14 Construct vec4 (temp 4-component vector of float) -0:14 direct index (layout(offset=0 ) temp float) -0:14 direct index (layout(offset=0 ) temp 3-element array of float) -0:14 direct index (layout(offset=0 ) temp 4-element array of 3-element array of float) -0:14 float_array: direct index for structure (layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:14 Construct vec4 ( temp 4-component vector of float) +0:14 direct index (layout( offset=0) temp float) +0:14 direct index (layout( offset=0) temp 3-element array of float) +0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float) +0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: @@ -27,42 +27,42 @@ gl_FragCoord origin is upper left 0:14 3 (const int) 0:14 Constant: 0:14 1 (const int) -0:15 move second child to first child (temp 3-element array of 4-component vector of float) -0:15 direct index (temp 3-element array of 4-component vector of float) -0:15 'float4_array_2' (temp 5-element array of 3-element array of 4-component vector of float) +0:15 move second child to first child ( temp 3-element array of 4-component vector of float) +0:15 direct index ( temp 3-element array of 4-component vector of float) +0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 1 (const int) -0:15 direct index (temp 3-element array of 4-component vector of float) -0:15 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:15 direct index ( temp 3-element array of 4-component vector of float) +0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 0 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 Color: direct index for structure ( temp 4-component vector of float) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp 4-component vector of float) -0:18 direct index (temp 3-element array of 4-component vector of float) -0:18 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:18 direct index ( temp 4-component vector of float) +0:18 direct index ( temp 3-element array of 4-component vector of float) +0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) 0:19 Branch: Return with expression -0:19 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) Linked fragment stage: @@ -71,23 +71,23 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 -0:14 move second child to first child (temp 4-component vector of float) -0:14 direct index (temp 4-component vector of float) -0:14 direct index (temp 3-element array of 4-component vector of float) -0:14 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 direct index ( temp 4-component vector of float) +0:14 direct index ( temp 3-element array of 4-component vector of float) +0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 2 (const int) -0:14 Construct vec4 (temp 4-component vector of float) -0:14 direct index (layout(offset=0 ) temp float) -0:14 direct index (layout(offset=0 ) temp 3-element array of float) -0:14 direct index (layout(offset=0 ) temp 4-element array of 3-element array of float) -0:14 float_array: direct index for structure (layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:14 Construct vec4 ( temp 4-component vector of float) +0:14 direct index (layout( offset=0) temp float) +0:14 direct index (layout( offset=0) temp 3-element array of float) +0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float) +0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: @@ -96,42 +96,42 @@ gl_FragCoord origin is upper left 0:14 3 (const int) 0:14 Constant: 0:14 1 (const int) -0:15 move second child to first child (temp 3-element array of 4-component vector of float) -0:15 direct index (temp 3-element array of 4-component vector of float) -0:15 'float4_array_2' (temp 5-element array of 3-element array of 4-component vector of float) +0:15 move second child to first child ( temp 3-element array of 4-component vector of float) +0:15 direct index ( temp 3-element array of 4-component vector of float) +0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 1 (const int) -0:15 direct index (temp 3-element array of 4-component vector of float) -0:15 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:15 direct index ( temp 3-element array of 4-component vector of float) +0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 0 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 Color: direct index for structure ( temp 4-component vector of float) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp 4-component vector of float) -0:18 direct index (temp 3-element array of 4-component vector of float) -0:18 'float4_array_1' (temp 2-element array of 3-element array of 4-component vector of float) +0:18 direct index ( temp 4-component vector of float) +0:18 direct index ( temp 3-element array of 4-component vector of float) +0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) 0:19 Branch: Return with expression -0:19 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.assoc.frag.out b/Test/baseResults/hlsl.assoc.frag.out index 4c5ca1a9..0a48528e 100755 --- a/Test/baseResults/hlsl.assoc.frag.out +++ b/Test/baseResults/hlsl.assoc.frag.out @@ -2,66 +2,66 @@ hlsl.assoc.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 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' (in 4-component vector of float) -0:8 'a2' (in 4-component vector of float) -0:8 'a3' (in 4-component vector of float) -0:8 'a4' (in 4-component vector of float) -0:8 'a5' (in 4-component vector of float) +0:8 'a1' ( in 4-component vector of float) +0:8 'a2' ( in 4-component vector of float) +0:8 'a3' ( in 4-component vector of float) +0:8 'a4' ( in 4-component vector of float) +0:8 'a5' ( in 4-component vector of float) 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a1' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a2' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a3' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a4' (in 4-component vector of float) -0:9 'a5' (in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a1' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a2' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a3' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a4' ( in 4-component vector of float) +0:9 'a5' ( in 4-component vector of float) 0:10 Branch: Return with expression -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 add (temp 4-component vector of float) -0:10 'a1' (in 4-component vector of float) -0:10 'a2' (in 4-component vector of float) -0:10 'a3' (in 4-component vector of float) -0:10 'a4' (in 4-component vector of float) -0:10 'a5' (in 4-component vector of float) -0:8 Function Definition: PixelShaderFunction( (temp void) +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 add ( temp 4-component vector of float) +0:10 'a1' ( in 4-component vector of float) +0:10 'a2' ( in 4-component vector of float) +0:10 'a3' ( in 4-component vector of float) +0:10 'a4' ( in 4-component vector of float) +0:10 'a5' ( in 4-component vector of float) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a5' (temp 4-component vector of float) -0:? 'a5' (layout(location=4 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a5' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a5' ( temp 4-component vector of float) +0:? 'a5' (layout( location=4) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a5' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:? 'a5' (layout(location=4 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:? 'a5' (layout( location=4) in 4-component vector of float) Linked fragment stage: @@ -70,66 +70,66 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 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' (in 4-component vector of float) -0:8 'a2' (in 4-component vector of float) -0:8 'a3' (in 4-component vector of float) -0:8 'a4' (in 4-component vector of float) -0:8 'a5' (in 4-component vector of float) +0:8 'a1' ( in 4-component vector of float) +0:8 'a2' ( in 4-component vector of float) +0:8 'a3' ( in 4-component vector of float) +0:8 'a4' ( in 4-component vector of float) +0:8 'a5' ( in 4-component vector of float) 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a1' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a2' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a3' (in 4-component vector of float) -0:9 move second child to first child (temp 4-component vector of float) -0:9 'a4' (in 4-component vector of float) -0:9 'a5' (in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a1' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a2' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a3' ( in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'a4' ( in 4-component vector of float) +0:9 'a5' ( in 4-component vector of float) 0:10 Branch: Return with expression -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 add (temp 4-component vector of float) -0:10 'a1' (in 4-component vector of float) -0:10 'a2' (in 4-component vector of float) -0:10 'a3' (in 4-component vector of float) -0:10 'a4' (in 4-component vector of float) -0:10 'a5' (in 4-component vector of float) -0:8 Function Definition: PixelShaderFunction( (temp void) +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 add ( temp 4-component vector of float) +0:10 'a1' ( in 4-component vector of float) +0:10 'a2' ( in 4-component vector of float) +0:10 'a3' ( in 4-component vector of float) +0:10 'a4' ( in 4-component vector of float) +0:10 'a5' ( in 4-component vector of float) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'a5' (temp 4-component vector of float) -0:? 'a5' (layout(location=4 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a5' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'a5' ( temp 4-component vector of float) +0:? 'a5' (layout( location=4) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a5' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:? 'a5' (layout(location=4 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:? 'a5' (layout( location=4) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.attribute.expression.comp.out b/Test/baseResults/hlsl.attribute.expression.comp.out index 571198fd..d3c51a89 100644 --- a/Test/baseResults/hlsl.attribute.expression.comp.out +++ b/Test/baseResults/hlsl.attribute.expression.comp.out @@ -2,41 +2,41 @@ hlsl.attribute.expression.comp Shader version: 450 local_size = (4, 6, 8) 0:? Sequence -0:9 Function Definition: @main( (temp 4-component vector of float) +0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'x' (temp int) +0:11 move second child to first child ( temp int) +0:11 'x' ( temp int) 0:11 Constant: 0:11 0 (const int) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 'x' (temp int) -0:11 bound: direct index for structure (layout(offset=0 ) uniform int) -0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int bound}) +0:11 Compare Less Than ( temp bool) +0:11 'x' ( temp int) +0:11 bound: direct index for structure (layout( offset=0) uniform int) +0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) 0:11 Constant: 0:11 0 (const uint) 0:11 No loop body 0:11 Loop Terminal Expression -0:11 Pre-Increment (temp int) -0:11 'x' (temp int) +0:11 Pre-Increment ( temp int) +0:11 'x' ( temp int) 0:14 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:9 Function Definition: main( (temp void) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:9 Function Call: @main( (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int bound}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) Linked compute stage: @@ -45,41 +45,41 @@ Linked compute stage: Shader version: 450 local_size = (4, 6, 8) 0:? Sequence -0:9 Function Definition: @main( (temp 4-component vector of float) +0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'x' (temp int) +0:11 move second child to first child ( temp int) +0:11 'x' ( temp int) 0:11 Constant: 0:11 0 (const int) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 'x' (temp int) -0:11 bound: direct index for structure (layout(offset=0 ) uniform int) -0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int bound}) +0:11 Compare Less Than ( temp bool) +0:11 'x' ( temp int) +0:11 bound: direct index for structure (layout( offset=0) uniform int) +0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) 0:11 Constant: 0:11 0 (const uint) 0:11 No loop body 0:11 Loop Terminal Expression -0:11 Pre-Increment (temp int) -0:11 'x' (temp int) +0:11 Pre-Increment ( temp int) +0:11 'x' ( temp int) 0:14 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:9 Function Definition: main( (temp void) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:9 Function Call: @main( (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int bound}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.attribute.frag.out b/Test/baseResults/hlsl.attribute.frag.out index fc764205..7a264165 100755 --- a/Test/baseResults/hlsl.attribute.frag.out +++ b/Test/baseResults/hlsl.attribute.frag.out @@ -2,25 +2,25 @@ hlsl.attribute.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:11 Test condition and select (temp void) +0:11 Test condition and select ( temp void) 0:11 Condition 0:11 Constant: 0:11 0 (const int) 0:11 true case is null -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -29,25 +29,25 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:11 Test condition and select (temp void) +0:11 Test condition and select ( temp void) 0:11 Condition 0:11 Constant: 0:11 0 (const int) 0:11 true case is null -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.basic.comp.out b/Test/baseResults/hlsl.basic.comp.out index ea0bb716..172dfeff 100755 --- a/Test/baseResults/hlsl.basic.comp.out +++ b/Test/baseResults/hlsl.basic.comp.out @@ -2,30 +2,30 @@ hlsl.basic.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:4 Function Definition: @main(i1;i1; (temp void) +0:4 Function Definition: @main(i1;i1; ( temp void) 0:4 Function Parameters: -0:4 'dti' (in int) -0:4 'gti' (in int) +0:4 'dti' ( in int) +0:4 'gti' ( in int) 0:? Sequence -0:5 subtract (temp int) -0:5 'dti' (in int) -0:5 'gti' (in int) -0:4 Function Definition: main( (temp void) +0:5 subtract ( temp int) +0:5 'dti' ( in int) +0:5 'gti' ( in int) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence -0:4 move second child to first child (temp int) -0:? 'dti' (temp int) -0:? 'dti' (in int GlobalInvocationID) -0:4 move second child to first child (temp int) -0:? 'gti' (temp int) -0:? 'gti' (in int LocalInvocationID) -0:4 Function Call: @main(i1;i1; (temp void) -0:? 'dti' (temp int) -0:? 'gti' (temp int) +0:4 move second child to first child ( temp int) +0:? 'dti' ( temp int) +0:? 'dti' ( in int GlobalInvocationID) +0:4 move second child to first child ( temp int) +0:? 'gti' ( temp int) +0:? 'gti' ( in int LocalInvocationID) +0:4 Function Call: @main(i1;i1; ( temp void) +0:? 'dti' ( temp int) +0:? 'gti' ( temp int) 0:? Linker Objects -0:? 'a' (shared 100-element array of 4-component vector of float) -0:? 'dti' (in int GlobalInvocationID) -0:? 'gti' (in int LocalInvocationID) +0:? 'a' ( shared 100-element array of 4-component vector of float) +0:? 'dti' ( in int GlobalInvocationID) +0:? 'gti' ( in int LocalInvocationID) Linked compute stage: @@ -34,30 +34,30 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:4 Function Definition: @main(i1;i1; (temp void) +0:4 Function Definition: @main(i1;i1; ( temp void) 0:4 Function Parameters: -0:4 'dti' (in int) -0:4 'gti' (in int) +0:4 'dti' ( in int) +0:4 'gti' ( in int) 0:? Sequence -0:5 subtract (temp int) -0:5 'dti' (in int) -0:5 'gti' (in int) -0:4 Function Definition: main( (temp void) +0:5 subtract ( temp int) +0:5 'dti' ( in int) +0:5 'gti' ( in int) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence -0:4 move second child to first child (temp int) -0:? 'dti' (temp int) -0:? 'dti' (in int GlobalInvocationID) -0:4 move second child to first child (temp int) -0:? 'gti' (temp int) -0:? 'gti' (in int LocalInvocationID) -0:4 Function Call: @main(i1;i1; (temp void) -0:? 'dti' (temp int) -0:? 'gti' (temp int) +0:4 move second child to first child ( temp int) +0:? 'dti' ( temp int) +0:? 'dti' ( in int GlobalInvocationID) +0:4 move second child to first child ( temp int) +0:? 'gti' ( temp int) +0:? 'gti' ( in int LocalInvocationID) +0:4 Function Call: @main(i1;i1; ( temp void) +0:? 'dti' ( temp int) +0:? 'gti' ( temp int) 0:? Linker Objects -0:? 'a' (shared 100-element array of 4-component vector of float) -0:? 'dti' (in int GlobalInvocationID) -0:? 'gti' (in int LocalInvocationID) +0:? 'a' ( shared 100-element array of 4-component vector of float) +0:? 'dti' ( in int GlobalInvocationID) +0:? 'gti' ( in int LocalInvocationID) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.basic.geom.out b/Test/baseResults/hlsl.basic.geom.out index e89fecdf..24250b3e 100644 --- a/Test/baseResults/hlsl.basic.geom.out +++ b/Test/baseResults/hlsl.basic.geom.out @@ -5,69 +5,69 @@ max_vertices = 4 input primitive = triangles output primitive = line_strip 0:? Sequence -0:16 Function Definition: @main(u1[3];u1[3];struct-PSInput-f1-i11; (temp void) +0:16 Function Definition: @main(u1[3];u1[3];struct-PSInput-f1-i11; ( temp void) 0:16 Function Parameters: -0:16 'VertexID' (in 3-element array of uint) -0:16 'test' (in 3-element array of uint) -0:16 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:16 'VertexID' ( in 3-element array of uint) +0:16 'test' ( in 3-element array of uint) +0:16 'OutputStream' ( out structure{ temp float myfloat, temp int something}) 0:? Sequence -0:19 move second child to first child (temp float) -0:19 myfloat: direct index for structure (temp float) -0:19 'Vert' (temp structure{temp float myfloat, temp int something}) +0:19 move second child to first child ( temp float) +0:19 myfloat: direct index for structure ( temp float) +0:19 'Vert' ( temp structure{ temp float myfloat, temp int something}) 0:19 Constant: 0:19 0 (const int) -0:19 Convert uint to float (temp float) -0:19 add (temp uint) -0:19 add (temp uint) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 Convert uint to float ( temp float) +0:19 add ( temp uint) +0:19 add ( temp uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 1 (const int) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 2 (const int) -0:20 move second child to first child (temp int) -0:20 something: direct index for structure (temp int) -0:20 'Vert' (temp structure{temp float myfloat, temp int something}) +0:20 move second child to first child ( temp int) +0:20 something: direct index for structure ( temp int) +0:20 'Vert' ( temp structure{ temp float myfloat, temp int something}) 0:20 Constant: 0:20 1 (const int) -0:20 Convert uint to int (temp int) -0:20 direct index (temp uint) -0:20 'VertexID' (in 3-element array of uint) +0:20 Convert uint to int ( temp int) +0:20 direct index ( temp uint) +0:20 'VertexID' ( in 3-element array of uint) 0:20 Constant: 0:20 0 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:22 'OutputStream' (out structure{temp float myfloat, temp int something}) -0:22 'Vert' (temp structure{temp float myfloat, temp int something}) -0:22 EmitVertex (temp void) +0:22 move second child to first child ( temp structure{ temp float myfloat, temp int something}) +0:22 'OutputStream' ( out structure{ temp float myfloat, temp int something}) +0:22 'Vert' ( temp structure{ temp float myfloat, temp int something}) +0:22 EmitVertex ( temp void) 0:23 Sequence -0:23 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:23 'OutputStream' (out structure{temp float myfloat, temp int something}) -0:23 'Vert' (temp structure{temp float myfloat, temp int something}) -0:23 EmitVertex (temp void) -0:24 EndPrimitive (temp void) -0:16 Function Definition: main( (temp void) +0:23 move second child to first child ( temp structure{ temp float myfloat, temp int something}) +0:23 'OutputStream' ( out structure{ temp float myfloat, temp int something}) +0:23 'Vert' ( temp structure{ temp float myfloat, temp int something}) +0:23 EmitVertex ( temp void) +0:24 EndPrimitive ( temp void) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 3-element array of uint) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:16 move second child to first child (temp 3-element array of uint) -0:? 'test' (temp 3-element array of uint) -0:? 'test' (layout(location=3 ) in 3-element array of uint) -0:16 Function Call: @main(u1[3];u1[3];struct-PSInput-f1-i11; (temp void) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'test' (temp 3-element array of uint) -0:? 'OutputStream' (temp structure{temp float myfloat, temp int something}) +0:16 move second child to first child ( temp 3-element array of uint) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:16 move second child to first child ( temp 3-element array of uint) +0:? 'test' ( temp 3-element array of uint) +0:? 'test' (layout( location=3) in 3-element array of uint) +0:16 Function Call: @main(u1[3];u1[3];struct-PSInput-f1-i11; ( temp void) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'test' ( temp 3-element array of uint) +0:? 'OutputStream' ( temp structure{ temp float myfloat, temp int something}) 0:? Linker Objects -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:? 'test' (layout(location=3 ) in 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:? 'test' (layout( location=3) in 3-element array of uint) Linked geometry stage: @@ -79,69 +79,69 @@ max_vertices = 4 input primitive = triangles output primitive = line_strip 0:? Sequence -0:16 Function Definition: @main(u1[3];u1[3];struct-PSInput-f1-i11; (temp void) +0:16 Function Definition: @main(u1[3];u1[3];struct-PSInput-f1-i11; ( temp void) 0:16 Function Parameters: -0:16 'VertexID' (in 3-element array of uint) -0:16 'test' (in 3-element array of uint) -0:16 'OutputStream' (out structure{temp float myfloat, temp int something}) +0:16 'VertexID' ( in 3-element array of uint) +0:16 'test' ( in 3-element array of uint) +0:16 'OutputStream' ( out structure{ temp float myfloat, temp int something}) 0:? Sequence -0:19 move second child to first child (temp float) -0:19 myfloat: direct index for structure (temp float) -0:19 'Vert' (temp structure{temp float myfloat, temp int something}) +0:19 move second child to first child ( temp float) +0:19 myfloat: direct index for structure ( temp float) +0:19 'Vert' ( temp structure{ temp float myfloat, temp int something}) 0:19 Constant: 0:19 0 (const int) -0:19 Convert uint to float (temp float) -0:19 add (temp uint) -0:19 add (temp uint) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 Convert uint to float ( temp float) +0:19 add ( temp uint) +0:19 add ( temp uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 1 (const int) -0:19 direct index (temp uint) -0:19 'test' (in 3-element array of uint) +0:19 direct index ( temp uint) +0:19 'test' ( in 3-element array of uint) 0:19 Constant: 0:19 2 (const int) -0:20 move second child to first child (temp int) -0:20 something: direct index for structure (temp int) -0:20 'Vert' (temp structure{temp float myfloat, temp int something}) +0:20 move second child to first child ( temp int) +0:20 something: direct index for structure ( temp int) +0:20 'Vert' ( temp structure{ temp float myfloat, temp int something}) 0:20 Constant: 0:20 1 (const int) -0:20 Convert uint to int (temp int) -0:20 direct index (temp uint) -0:20 'VertexID' (in 3-element array of uint) +0:20 Convert uint to int ( temp int) +0:20 direct index ( temp uint) +0:20 'VertexID' ( in 3-element array of uint) 0:20 Constant: 0:20 0 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:22 'OutputStream' (out structure{temp float myfloat, temp int something}) -0:22 'Vert' (temp structure{temp float myfloat, temp int something}) -0:22 EmitVertex (temp void) +0:22 move second child to first child ( temp structure{ temp float myfloat, temp int something}) +0:22 'OutputStream' ( out structure{ temp float myfloat, temp int something}) +0:22 'Vert' ( temp structure{ temp float myfloat, temp int something}) +0:22 EmitVertex ( temp void) 0:23 Sequence -0:23 move second child to first child (temp structure{temp float myfloat, temp int something}) -0:23 'OutputStream' (out structure{temp float myfloat, temp int something}) -0:23 'Vert' (temp structure{temp float myfloat, temp int something}) -0:23 EmitVertex (temp void) -0:24 EndPrimitive (temp void) -0:16 Function Definition: main( (temp void) +0:23 move second child to first child ( temp structure{ temp float myfloat, temp int something}) +0:23 'OutputStream' ( out structure{ temp float myfloat, temp int something}) +0:23 'Vert' ( temp structure{ temp float myfloat, temp int something}) +0:23 EmitVertex ( temp void) +0:24 EndPrimitive ( temp void) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 3-element array of uint) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:16 move second child to first child (temp 3-element array of uint) -0:? 'test' (temp 3-element array of uint) -0:? 'test' (layout(location=3 ) in 3-element array of uint) -0:16 Function Call: @main(u1[3];u1[3];struct-PSInput-f1-i11; (temp void) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'test' (temp 3-element array of uint) -0:? 'OutputStream' (temp structure{temp float myfloat, temp int something}) +0:16 move second child to first child ( temp 3-element array of uint) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:16 move second child to first child ( temp 3-element array of uint) +0:? 'test' ( temp 3-element array of uint) +0:? 'test' (layout( location=3) in 3-element array of uint) +0:16 Function Call: @main(u1[3];u1[3];struct-PSInput-f1-i11; ( temp void) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'test' ( temp 3-element array of uint) +0:? 'OutputStream' ( temp structure{ temp float myfloat, temp int something}) 0:? Linker Objects -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:? 'test' (layout(location=3 ) in 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:? 'test' (layout( location=3) in 3-element array of uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.buffer.frag.out b/Test/baseResults/hlsl.buffer.frag.out index 7816a37e..c406f24d 100755 --- a/Test/baseResults/hlsl.buffer.frag.out +++ b/Test/baseResults/hlsl.buffer.frag.out @@ -2,49 +2,49 @@ hlsl.buffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:30 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:30 Function Parameters: -0:30 'input' (in 4-component vector of float) +0:30 'input' ( in 4-component vector of float) 0:? Sequence 0:31 Branch: Return with expression -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) -0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 'input' ( in 4-component vector of float) +0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:31 Constant: 0:31 0 (const uint) -0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float) -0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) +0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) +0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:31 Constant: 0:31 0 (const uint) -0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) -0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) +0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float) +0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:31 Constant: 0:31 0 (const uint) -0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) +0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4}) 0:31 Constant: 0:31 0 (const uint) -0:30 Function Definition: PixelShaderFunction( (temp void) +0:30 Function Definition: PixelShaderFunction( ( temp void) 0:30 Function Parameters: 0:? Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:30 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:30 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) -0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) -0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) -0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) +0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2}) +0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) +0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -53,49 +53,49 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:30 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:30 Function Parameters: -0:30 'input' (in 4-component vector of float) +0:30 'input' ( in 4-component vector of float) 0:? Sequence 0:31 Branch: Return with expression -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 add (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) -0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 add ( temp 4-component vector of float) +0:31 'input' ( in 4-component vector of float) +0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:31 Constant: 0:31 0 (const uint) -0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float) -0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) +0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) +0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:31 Constant: 0:31 0 (const uint) -0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) -0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) +0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float) +0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:31 Constant: 0:31 0 (const uint) -0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) +0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4}) 0:31 Constant: 0:31 0 (const uint) -0:30 Function Definition: PixelShaderFunction( (temp void) +0:30 Function Definition: PixelShaderFunction( ( temp void) 0:30 Function Parameters: 0:? Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:30 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:30 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:30 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) -0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) -0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) -0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) +0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2}) +0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) +0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 98c5c544..f018984f 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -2,92 +2,92 @@ hlsl.calculatelod.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp float) -0:28 'txval10' (temp float) -0:28 direct index (temp float) -0:? textureQueryLod (temp float) -0:28 Construct combined texture-sampler (temp sampler1DArray) -0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp float) +0:28 'txval10' ( temp float) +0:28 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:28 Construct combined texture-sampler ( temp sampler1DArray) +0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'txval11' (temp float) -0:29 direct index (temp float) -0:? textureQueryLod (temp float) -0:29 Construct combined texture-sampler (temp isampler1DArray) -0:29 'g_tTex1di4a' (uniform itexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp float) +0:29 'txval11' ( temp float) +0:29 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:29 Construct combined texture-sampler ( temp isampler1DArray) +0:29 'g_tTex1di4a' ( uniform itexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'txval12' (temp float) -0:30 direct index (temp float) -0:? textureQueryLod (temp float) -0:30 Construct combined texture-sampler (temp usampler1DArray) -0:30 'g_tTex1du4a' (uniform utexture1DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp float) +0:30 'txval12' ( temp float) +0:30 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:30 Construct combined texture-sampler ( temp usampler1DArray) +0:30 'g_tTex1du4a' ( uniform utexture1DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'txval20' (temp float) -0:32 direct index (temp float) -0:? textureQueryLod (temp float) -0:32 Construct combined texture-sampler (temp sampler2DArray) -0:32 'g_tTex2df4a' (uniform texture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp float) +0:32 'txval20' ( temp float) +0:32 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:32 Construct combined texture-sampler ( temp sampler2DArray) +0:32 'g_tTex2df4a' ( uniform texture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'txval21' (temp float) -0:33 direct index (temp float) -0:? textureQueryLod (temp float) -0:33 Construct combined texture-sampler (temp isampler2DArray) -0:33 'g_tTex2di4a' (uniform itexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp float) +0:33 'txval21' ( temp float) +0:33 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:33 Construct combined texture-sampler ( temp isampler2DArray) +0:33 'g_tTex2di4a' ( uniform itexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'txval22' (temp float) -0:34 direct index (temp float) -0:? textureQueryLod (temp float) -0:34 Construct combined texture-sampler (temp usampler2DArray) -0:34 'g_tTex2du4a' (uniform utexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp float) +0:34 'txval22' ( temp float) +0:34 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:34 Construct combined texture-sampler ( temp usampler2DArray) +0:34 'g_tTex2du4a' ( uniform utexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp float) -0:36 'txval40' (temp float) -0:36 direct index (temp float) -0:? textureQueryLod (temp float) -0:36 Construct combined texture-sampler (temp samplerCubeArray) -0:36 'g_tTexcdf4a' (uniform textureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp float) +0:36 'txval40' ( temp float) +0:36 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:36 Construct combined texture-sampler ( temp samplerCubeArray) +0:36 'g_tTexcdf4a' ( uniform textureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,13 +95,13 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'txval41' (temp float) -0:37 direct index (temp float) -0:? textureQueryLod (temp float) -0:37 Construct combined texture-sampler (temp isamplerCubeArray) -0:37 'g_tTexcdi4a' (uniform itextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp float) +0:37 'txval41' ( temp float) +0:37 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:37 Construct combined texture-sampler ( temp isamplerCubeArray) +0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -109,22 +109,22 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0 (const int) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'txval42' (temp float) -0:38 direct index (temp float) -0:? textureQueryLod (temp float) -0:38 Construct combined texture-sampler (temp usamplerCubeArray) -0:38 'g_tTexcdu4a' (uniform utextureCubeArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp float) +0:38 'txval42' ( temp float) +0:38 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:38 Construct combined texture-sampler ( temp usamplerCubeArray) +0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -132,48 +132,48 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -182,92 +182,92 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp float) -0:28 'txval10' (temp float) -0:28 direct index (temp float) -0:? textureQueryLod (temp float) -0:28 Construct combined texture-sampler (temp sampler1DArray) -0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp float) +0:28 'txval10' ( temp float) +0:28 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:28 Construct combined texture-sampler ( temp sampler1DArray) +0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'txval11' (temp float) -0:29 direct index (temp float) -0:? textureQueryLod (temp float) -0:29 Construct combined texture-sampler (temp isampler1DArray) -0:29 'g_tTex1di4a' (uniform itexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp float) +0:29 'txval11' ( temp float) +0:29 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:29 Construct combined texture-sampler ( temp isampler1DArray) +0:29 'g_tTex1di4a' ( uniform itexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'txval12' (temp float) -0:30 direct index (temp float) -0:? textureQueryLod (temp float) -0:30 Construct combined texture-sampler (temp usampler1DArray) -0:30 'g_tTex1du4a' (uniform utexture1DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp float) +0:30 'txval12' ( temp float) +0:30 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:30 Construct combined texture-sampler ( temp usampler1DArray) +0:30 'g_tTex1du4a' ( uniform utexture1DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'txval20' (temp float) -0:32 direct index (temp float) -0:? textureQueryLod (temp float) -0:32 Construct combined texture-sampler (temp sampler2DArray) -0:32 'g_tTex2df4a' (uniform texture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp float) +0:32 'txval20' ( temp float) +0:32 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:32 Construct combined texture-sampler ( temp sampler2DArray) +0:32 'g_tTex2df4a' ( uniform texture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'txval21' (temp float) -0:33 direct index (temp float) -0:? textureQueryLod (temp float) -0:33 Construct combined texture-sampler (temp isampler2DArray) -0:33 'g_tTex2di4a' (uniform itexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp float) +0:33 'txval21' ( temp float) +0:33 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:33 Construct combined texture-sampler ( temp isampler2DArray) +0:33 'g_tTex2di4a' ( uniform itexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'txval22' (temp float) -0:34 direct index (temp float) -0:? textureQueryLod (temp float) -0:34 Construct combined texture-sampler (temp usampler2DArray) -0:34 'g_tTex2du4a' (uniform utexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp float) +0:34 'txval22' ( temp float) +0:34 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:34 Construct combined texture-sampler ( temp usampler2DArray) +0:34 'g_tTex2du4a' ( uniform utexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp float) -0:36 'txval40' (temp float) -0:36 direct index (temp float) -0:? textureQueryLod (temp float) -0:36 Construct combined texture-sampler (temp samplerCubeArray) -0:36 'g_tTexcdf4a' (uniform textureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp float) +0:36 'txval40' ( temp float) +0:36 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:36 Construct combined texture-sampler ( temp samplerCubeArray) +0:36 'g_tTexcdf4a' ( uniform textureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -275,13 +275,13 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'txval41' (temp float) -0:37 direct index (temp float) -0:? textureQueryLod (temp float) -0:37 Construct combined texture-sampler (temp isamplerCubeArray) -0:37 'g_tTexcdi4a' (uniform itextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp float) +0:37 'txval41' ( temp float) +0:37 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:37 Construct combined texture-sampler ( temp isamplerCubeArray) +0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -289,22 +289,22 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0 (const int) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'txval42' (temp float) -0:38 direct index (temp float) -0:? textureQueryLod (temp float) -0:38 Construct combined texture-sampler (temp usamplerCubeArray) -0:38 'g_tTexcdu4a' (uniform utextureCubeArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp float) +0:38 'txval42' ( temp float) +0:38 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:38 Construct combined texture-sampler ( temp usamplerCubeArray) +0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -312,48 +312,48 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index d7d64739..4e2e8860 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -14,92 +14,92 @@ 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( (temp 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 -0:28 move second child to first child (temp float) -0:28 'txval10' (temp float) -0:28 direct index (temp float) -0:? textureQueryLod (temp float) -0:28 Construct combined texture-sampler (temp sampler1DArray) -0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp float) +0:28 'txval10' ( temp float) +0:28 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:28 Construct combined texture-sampler ( temp sampler1DArray) +0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'txval11' (temp float) -0:29 direct index (temp float) -0:? textureQueryLod (temp float) -0:29 Construct combined texture-sampler (temp isampler1DArray) -0:29 'g_tTex1di4a' (uniform itexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp float) +0:29 'txval11' ( temp float) +0:29 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:29 Construct combined texture-sampler ( temp isampler1DArray) +0:29 'g_tTex1di4a' ( uniform itexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'txval12' (temp float) -0:30 direct index (temp float) -0:? textureQueryLod (temp float) -0:30 Construct combined texture-sampler (temp usampler1DArray) -0:30 'g_tTex1du4a' (uniform utexture1DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp float) +0:30 'txval12' ( temp float) +0:30 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:30 Construct combined texture-sampler ( temp usampler1DArray) +0:30 'g_tTex1du4a' ( uniform utexture1DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'txval20' (temp float) -0:32 direct index (temp float) -0:? textureQueryLod (temp float) -0:32 Construct combined texture-sampler (temp sampler2DArray) -0:32 'g_tTex2df4a' (uniform texture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp float) +0:32 'txval20' ( temp float) +0:32 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:32 Construct combined texture-sampler ( temp sampler2DArray) +0:32 'g_tTex2df4a' ( uniform texture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'txval21' (temp float) -0:33 direct index (temp float) -0:? textureQueryLod (temp float) -0:33 Construct combined texture-sampler (temp isampler2DArray) -0:33 'g_tTex2di4a' (uniform itexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp float) +0:33 'txval21' ( temp float) +0:33 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:33 Construct combined texture-sampler ( temp isampler2DArray) +0:33 'g_tTex2di4a' ( uniform itexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'txval22' (temp float) -0:34 direct index (temp float) -0:? textureQueryLod (temp float) -0:34 Construct combined texture-sampler (temp usampler2DArray) -0:34 'g_tTex2du4a' (uniform utexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp float) +0:34 'txval22' ( temp float) +0:34 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:34 Construct combined texture-sampler ( temp usampler2DArray) +0:34 'g_tTex2du4a' ( uniform utexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp float) -0:36 'txval40' (temp float) -0:36 direct index (temp float) -0:? textureQueryLod (temp float) -0:36 Construct combined texture-sampler (temp samplerCubeArray) -0:36 'g_tTexcdf4a' (uniform textureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp float) +0:36 'txval40' ( temp float) +0:36 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:36 Construct combined texture-sampler ( temp samplerCubeArray) +0:36 'g_tTexcdf4a' ( uniform textureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -107,13 +107,13 @@ ERROR: node is still EOpNull! 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'txval41' (temp float) -0:37 direct index (temp float) -0:? textureQueryLod (temp float) -0:37 Construct combined texture-sampler (temp isamplerCubeArray) -0:37 'g_tTexcdi4a' (uniform itextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp float) +0:37 'txval41' ( temp float) +0:37 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:37 Construct combined texture-sampler ( temp isamplerCubeArray) +0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -121,22 +121,22 @@ ERROR: node is still EOpNull! 0:37 Constant: 0:37 0 (const int) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'txval42' (temp float) -0:38 direct index (temp float) -0:? textureQueryLod (temp float) -0:38 Construct combined texture-sampler (temp usamplerCubeArray) -0:38 'g_tTexcdu4a' (uniform utextureCubeArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp float) +0:38 'txval42' ( temp float) +0:38 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:38 Construct combined texture-sampler ( temp usamplerCubeArray) +0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -144,48 +144,48 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -194,92 +194,92 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp float) -0:28 'txval10' (temp float) -0:28 direct index (temp float) -0:? textureQueryLod (temp float) -0:28 Construct combined texture-sampler (temp sampler1DArray) -0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp float) +0:28 'txval10' ( temp float) +0:28 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:28 Construct combined texture-sampler ( temp sampler1DArray) +0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'txval11' (temp float) -0:29 direct index (temp float) -0:? textureQueryLod (temp float) -0:29 Construct combined texture-sampler (temp isampler1DArray) -0:29 'g_tTex1di4a' (uniform itexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp float) +0:29 'txval11' ( temp float) +0:29 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:29 Construct combined texture-sampler ( temp isampler1DArray) +0:29 'g_tTex1di4a' ( uniform itexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'txval12' (temp float) -0:30 direct index (temp float) -0:? textureQueryLod (temp float) -0:30 Construct combined texture-sampler (temp usampler1DArray) -0:30 'g_tTex1du4a' (uniform utexture1DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp float) +0:30 'txval12' ( temp float) +0:30 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:30 Construct combined texture-sampler ( temp usampler1DArray) +0:30 'g_tTex1du4a' ( uniform utexture1DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'txval20' (temp float) -0:32 direct index (temp float) -0:? textureQueryLod (temp float) -0:32 Construct combined texture-sampler (temp sampler2DArray) -0:32 'g_tTex2df4a' (uniform texture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp float) +0:32 'txval20' ( temp float) +0:32 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:32 Construct combined texture-sampler ( temp sampler2DArray) +0:32 'g_tTex2df4a' ( uniform texture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'txval21' (temp float) -0:33 direct index (temp float) -0:? textureQueryLod (temp float) -0:33 Construct combined texture-sampler (temp isampler2DArray) -0:33 'g_tTex2di4a' (uniform itexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp float) +0:33 'txval21' ( temp float) +0:33 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:33 Construct combined texture-sampler ( temp isampler2DArray) +0:33 'g_tTex2di4a' ( uniform itexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'txval22' (temp float) -0:34 direct index (temp float) -0:? textureQueryLod (temp float) -0:34 Construct combined texture-sampler (temp usampler2DArray) -0:34 'g_tTex2du4a' (uniform utexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp float) +0:34 'txval22' ( temp float) +0:34 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:34 Construct combined texture-sampler ( temp usampler2DArray) +0:34 'g_tTex2du4a' ( uniform utexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp float) -0:36 'txval40' (temp float) -0:36 direct index (temp float) -0:? textureQueryLod (temp float) -0:36 Construct combined texture-sampler (temp samplerCubeArray) -0:36 'g_tTexcdf4a' (uniform textureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp float) +0:36 'txval40' ( temp float) +0:36 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:36 Construct combined texture-sampler ( temp samplerCubeArray) +0:36 'g_tTexcdf4a' ( uniform textureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -287,13 +287,13 @@ ERROR: node is still EOpNull! 0:36 Constant: 0:36 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'txval41' (temp float) -0:37 direct index (temp float) -0:? textureQueryLod (temp float) -0:37 Construct combined texture-sampler (temp isamplerCubeArray) -0:37 'g_tTexcdi4a' (uniform itextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp float) +0:37 'txval41' ( temp float) +0:37 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:37 Construct combined texture-sampler ( temp isamplerCubeArray) +0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -301,22 +301,22 @@ ERROR: node is still EOpNull! 0:37 Constant: 0:37 0 (const int) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'txval42' (temp float) -0:38 direct index (temp float) -0:? textureQueryLod (temp float) -0:38 Construct combined texture-sampler (temp usamplerCubeArray) -0:38 'g_tTexcdu4a' (uniform utextureCubeArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp float) +0:38 'txval42' ( temp float) +0:38 direct index ( temp float) +0:? textureQueryLod ( temp float) +0:38 Construct combined texture-sampler ( temp usamplerCubeArray) +0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -324,47 +324,47 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/hlsl.cast.frag.out b/Test/baseResults/hlsl.cast.frag.out index 842838d6..d17251dd 100755 --- a/Test/baseResults/hlsl.cast.frag.out +++ b/Test/baseResults/hlsl.cast.frag.out @@ -2,36 +2,36 @@ hlsl.cast.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 add (temp 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) -0:3 Convert int to float (temp 4-component vector of float) -0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (in 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:3 Convert int to float ( temp 4-component vector of float) +0:3 Convert float to int ( temp 4-component vector of int) +0:3 'input' ( in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -40,36 +40,36 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 add (temp 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) -0:3 Convert int to float (temp 4-component vector of float) -0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (in 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:3 Convert int to float ( temp 4-component vector of float) +0:3 Convert float to int ( temp 4-component vector of int) +0:3 'input' ( in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.comparison.vec.frag.out b/Test/baseResults/hlsl.comparison.vec.frag.out index 2edc04a5..70cc0bca 100644 --- a/Test/baseResults/hlsl.comparison.vec.frag.out +++ b/Test/baseResults/hlsl.comparison.vec.frag.out @@ -2,109 +2,109 @@ hlsl.comparison.vec.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: Bug1(vf4; (temp void) +0:4 Function Definition: Bug1(vf4; ( temp void) 0:4 Function Parameters: -0:4 'a' (in 4-component vector of float) +0:4 'a' ( in 4-component vector of float) 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v04' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v04' ( temp 4-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:6 Sequence -0:6 move second child to first child (temp float) -0:6 'v01' (temp float) +0:6 move second child to first child ( temp float) +0:6 'v01' ( temp float) 0:6 Constant: 0:6 0.000000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of bool) -0:8 'r00' (temp 4-component vector of bool) -0:8 Equal (temp 4-component vector of bool) -0:8 'a' (in 4-component vector of float) -0:8 'v04' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of bool) +0:8 'r00' ( temp 4-component vector of bool) +0:8 Equal ( temp 4-component vector of bool) +0:8 'a' ( in 4-component vector of float) +0:8 'v04' ( temp 4-component vector of float) 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of bool) -0:9 'r01' (temp 4-component vector of bool) -0:9 NotEqual (temp 4-component vector of bool) -0:9 'a' (in 4-component vector of float) -0:9 'v04' (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of bool) +0:9 'r01' ( temp 4-component vector of bool) +0:9 NotEqual ( temp 4-component vector of bool) +0:9 'a' ( in 4-component vector of float) +0:9 'v04' ( temp 4-component vector of float) 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of bool) -0:10 'r02' (temp 4-component vector of bool) -0:10 Compare Less Than (temp 4-component vector of bool) -0:10 'a' (in 4-component vector of float) -0:10 'v04' (temp 4-component vector of float) +0:10 move second child to first child ( temp 4-component vector of bool) +0:10 'r02' ( temp 4-component vector of bool) +0:10 Compare Less Than ( temp 4-component vector of bool) +0:10 'a' ( in 4-component vector of float) +0:10 'v04' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of bool) -0:11 'r03' (temp 4-component vector of bool) -0:11 Compare Greater Than (temp 4-component vector of bool) -0:11 'a' (in 4-component vector of float) -0:11 'v04' (temp 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of bool) +0:11 'r03' ( temp 4-component vector of bool) +0:11 Compare Greater Than ( temp 4-component vector of bool) +0:11 'a' ( in 4-component vector of float) +0:11 'v04' ( temp 4-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of bool) -0:13 'r10' (temp 4-component vector of bool) -0:13 Equal (temp 4-component vector of bool) -0:13 'a' (in 4-component vector of float) -0:13 Construct vec4 (in 4-component vector of float) -0:13 'v01' (temp float) +0:13 move second child to first child ( temp 4-component vector of bool) +0:13 'r10' ( temp 4-component vector of bool) +0:13 Equal ( temp 4-component vector of bool) +0:13 'a' ( in 4-component vector of float) +0:13 Construct vec4 ( in 4-component vector of float) +0:13 'v01' ( temp float) 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of bool) -0:14 'r11' (temp 4-component vector of bool) -0:14 NotEqual (temp 4-component vector of bool) -0:14 'a' (in 4-component vector of float) -0:14 Construct vec4 (in 4-component vector of float) -0:14 'v01' (temp float) +0:14 move second child to first child ( temp 4-component vector of bool) +0:14 'r11' ( temp 4-component vector of bool) +0:14 NotEqual ( temp 4-component vector of bool) +0:14 'a' ( in 4-component vector of float) +0:14 Construct vec4 ( in 4-component vector of float) +0:14 'v01' ( temp float) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of bool) -0:15 'r12' (temp 4-component vector of bool) -0:15 Compare Less Than (temp 4-component vector of bool) -0:15 'a' (in 4-component vector of float) -0:15 Construct vec4 (in 4-component vector of float) -0:15 'v01' (temp float) +0:15 move second child to first child ( temp 4-component vector of bool) +0:15 'r12' ( temp 4-component vector of bool) +0:15 Compare Less Than ( temp 4-component vector of bool) +0:15 'a' ( in 4-component vector of float) +0:15 Construct vec4 ( in 4-component vector of float) +0:15 'v01' ( temp float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of bool) -0:16 'r13' (temp 4-component vector of bool) -0:16 Compare Greater Than (temp 4-component vector of bool) -0:16 'a' (in 4-component vector of float) -0:16 Construct vec4 (in 4-component vector of float) -0:16 'v01' (temp float) +0:16 move second child to first child ( temp 4-component vector of bool) +0:16 'r13' ( temp 4-component vector of bool) +0:16 Compare Greater Than ( temp 4-component vector of bool) +0:16 'a' ( in 4-component vector of float) +0:16 Construct vec4 ( in 4-component vector of float) +0:16 'v01' ( temp float) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of bool) -0:18 'r20' (temp 4-component vector of bool) -0:18 Equal (temp 4-component vector of bool) -0:18 Construct vec4 (in 4-component vector of float) -0:18 'v01' (temp float) -0:18 'a' (in 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of bool) +0:18 'r20' ( temp 4-component vector of bool) +0:18 Equal ( temp 4-component vector of bool) +0:18 Construct vec4 ( in 4-component vector of float) +0:18 'v01' ( temp float) +0:18 'a' ( in 4-component vector of float) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of bool) -0:19 'r21' (temp 4-component vector of bool) -0:19 NotEqual (temp 4-component vector of bool) -0:19 Construct vec4 (in 4-component vector of float) -0:19 'v01' (temp float) -0:19 'a' (in 4-component vector of float) +0:19 move second child to first child ( temp 4-component vector of bool) +0:19 'r21' ( temp 4-component vector of bool) +0:19 NotEqual ( temp 4-component vector of bool) +0:19 Construct vec4 ( in 4-component vector of float) +0:19 'v01' ( temp float) +0:19 'a' ( in 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of bool) -0:20 'r22' (temp 4-component vector of bool) -0:20 Compare Less Than (temp 4-component vector of bool) -0:20 Construct vec4 (in 4-component vector of float) -0:20 'v01' (temp float) -0:20 'a' (in 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of bool) +0:20 'r22' ( temp 4-component vector of bool) +0:20 Compare Less Than ( temp 4-component vector of bool) +0:20 Construct vec4 ( in 4-component vector of float) +0:20 'v01' ( temp float) +0:20 'a' ( in 4-component vector of float) 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of bool) -0:21 'r23' (temp 4-component vector of bool) -0:21 Compare Greater Than (temp 4-component vector of bool) -0:21 Construct vec4 (in 4-component vector of float) -0:21 'v01' (temp float) -0:21 'a' (in 4-component vector of float) -0:30 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:21 move second child to first child ( temp 4-component vector of bool) +0:21 'r23' ( temp 4-component vector of bool) +0:21 Compare Greater Than ( temp 4-component vector of bool) +0:21 Construct vec4 ( in 4-component vector of float) +0:21 'v01' ( temp float) +0:21 'a' ( in 4-component vector of float) +0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:30 Function Parameters: 0:? Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 Color: direct index for structure ( temp 4-component vector of float) +0:32 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -113,20 +113,20 @@ gl_FragCoord origin is upper left 0:32 0.000000 0:32 0.000000 0:33 Branch: Return with expression -0:33 'psout' (temp structure{temp 4-component vector of float Color}) -0:30 Function Definition: main( (temp void) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:30 Color: direct index for structure (temp 4-component vector of float) -0:30 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:30 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:30 Color: direct index for structure ( temp 4-component vector of float) +0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:30 Constant: 0:30 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float uf4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -135,109 +135,109 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: Bug1(vf4; (temp void) +0:4 Function Definition: Bug1(vf4; ( temp void) 0:4 Function Parameters: -0:4 'a' (in 4-component vector of float) +0:4 'a' ( in 4-component vector of float) 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v04' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v04' ( temp 4-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:6 Sequence -0:6 move second child to first child (temp float) -0:6 'v01' (temp float) +0:6 move second child to first child ( temp float) +0:6 'v01' ( temp float) 0:6 Constant: 0:6 0.000000 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of bool) -0:8 'r00' (temp 4-component vector of bool) -0:8 Equal (temp 4-component vector of bool) -0:8 'a' (in 4-component vector of float) -0:8 'v04' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of bool) +0:8 'r00' ( temp 4-component vector of bool) +0:8 Equal ( temp 4-component vector of bool) +0:8 'a' ( in 4-component vector of float) +0:8 'v04' ( temp 4-component vector of float) 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of bool) -0:9 'r01' (temp 4-component vector of bool) -0:9 NotEqual (temp 4-component vector of bool) -0:9 'a' (in 4-component vector of float) -0:9 'v04' (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of bool) +0:9 'r01' ( temp 4-component vector of bool) +0:9 NotEqual ( temp 4-component vector of bool) +0:9 'a' ( in 4-component vector of float) +0:9 'v04' ( temp 4-component vector of float) 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of bool) -0:10 'r02' (temp 4-component vector of bool) -0:10 Compare Less Than (temp 4-component vector of bool) -0:10 'a' (in 4-component vector of float) -0:10 'v04' (temp 4-component vector of float) +0:10 move second child to first child ( temp 4-component vector of bool) +0:10 'r02' ( temp 4-component vector of bool) +0:10 Compare Less Than ( temp 4-component vector of bool) +0:10 'a' ( in 4-component vector of float) +0:10 'v04' ( temp 4-component vector of float) 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of bool) -0:11 'r03' (temp 4-component vector of bool) -0:11 Compare Greater Than (temp 4-component vector of bool) -0:11 'a' (in 4-component vector of float) -0:11 'v04' (temp 4-component vector of float) +0:11 move second child to first child ( temp 4-component vector of bool) +0:11 'r03' ( temp 4-component vector of bool) +0:11 Compare Greater Than ( temp 4-component vector of bool) +0:11 'a' ( in 4-component vector of float) +0:11 'v04' ( temp 4-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of bool) -0:13 'r10' (temp 4-component vector of bool) -0:13 Equal (temp 4-component vector of bool) -0:13 'a' (in 4-component vector of float) -0:13 Construct vec4 (in 4-component vector of float) -0:13 'v01' (temp float) +0:13 move second child to first child ( temp 4-component vector of bool) +0:13 'r10' ( temp 4-component vector of bool) +0:13 Equal ( temp 4-component vector of bool) +0:13 'a' ( in 4-component vector of float) +0:13 Construct vec4 ( in 4-component vector of float) +0:13 'v01' ( temp float) 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of bool) -0:14 'r11' (temp 4-component vector of bool) -0:14 NotEqual (temp 4-component vector of bool) -0:14 'a' (in 4-component vector of float) -0:14 Construct vec4 (in 4-component vector of float) -0:14 'v01' (temp float) +0:14 move second child to first child ( temp 4-component vector of bool) +0:14 'r11' ( temp 4-component vector of bool) +0:14 NotEqual ( temp 4-component vector of bool) +0:14 'a' ( in 4-component vector of float) +0:14 Construct vec4 ( in 4-component vector of float) +0:14 'v01' ( temp float) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of bool) -0:15 'r12' (temp 4-component vector of bool) -0:15 Compare Less Than (temp 4-component vector of bool) -0:15 'a' (in 4-component vector of float) -0:15 Construct vec4 (in 4-component vector of float) -0:15 'v01' (temp float) +0:15 move second child to first child ( temp 4-component vector of bool) +0:15 'r12' ( temp 4-component vector of bool) +0:15 Compare Less Than ( temp 4-component vector of bool) +0:15 'a' ( in 4-component vector of float) +0:15 Construct vec4 ( in 4-component vector of float) +0:15 'v01' ( temp float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of bool) -0:16 'r13' (temp 4-component vector of bool) -0:16 Compare Greater Than (temp 4-component vector of bool) -0:16 'a' (in 4-component vector of float) -0:16 Construct vec4 (in 4-component vector of float) -0:16 'v01' (temp float) +0:16 move second child to first child ( temp 4-component vector of bool) +0:16 'r13' ( temp 4-component vector of bool) +0:16 Compare Greater Than ( temp 4-component vector of bool) +0:16 'a' ( in 4-component vector of float) +0:16 Construct vec4 ( in 4-component vector of float) +0:16 'v01' ( temp float) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of bool) -0:18 'r20' (temp 4-component vector of bool) -0:18 Equal (temp 4-component vector of bool) -0:18 Construct vec4 (in 4-component vector of float) -0:18 'v01' (temp float) -0:18 'a' (in 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of bool) +0:18 'r20' ( temp 4-component vector of bool) +0:18 Equal ( temp 4-component vector of bool) +0:18 Construct vec4 ( in 4-component vector of float) +0:18 'v01' ( temp float) +0:18 'a' ( in 4-component vector of float) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of bool) -0:19 'r21' (temp 4-component vector of bool) -0:19 NotEqual (temp 4-component vector of bool) -0:19 Construct vec4 (in 4-component vector of float) -0:19 'v01' (temp float) -0:19 'a' (in 4-component vector of float) +0:19 move second child to first child ( temp 4-component vector of bool) +0:19 'r21' ( temp 4-component vector of bool) +0:19 NotEqual ( temp 4-component vector of bool) +0:19 Construct vec4 ( in 4-component vector of float) +0:19 'v01' ( temp float) +0:19 'a' ( in 4-component vector of float) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of bool) -0:20 'r22' (temp 4-component vector of bool) -0:20 Compare Less Than (temp 4-component vector of bool) -0:20 Construct vec4 (in 4-component vector of float) -0:20 'v01' (temp float) -0:20 'a' (in 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of bool) +0:20 'r22' ( temp 4-component vector of bool) +0:20 Compare Less Than ( temp 4-component vector of bool) +0:20 Construct vec4 ( in 4-component vector of float) +0:20 'v01' ( temp float) +0:20 'a' ( in 4-component vector of float) 0:21 Sequence -0:21 move second child to first child (temp 4-component vector of bool) -0:21 'r23' (temp 4-component vector of bool) -0:21 Compare Greater Than (temp 4-component vector of bool) -0:21 Construct vec4 (in 4-component vector of float) -0:21 'v01' (temp float) -0:21 'a' (in 4-component vector of float) -0:30 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:21 move second child to first child ( temp 4-component vector of bool) +0:21 'r23' ( temp 4-component vector of bool) +0:21 Compare Greater Than ( temp 4-component vector of bool) +0:21 Construct vec4 ( in 4-component vector of float) +0:21 'v01' ( temp float) +0:21 'a' ( in 4-component vector of float) +0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:30 Function Parameters: 0:? Sequence -0:32 move second child to first child (temp 4-component vector of float) -0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 Color: direct index for structure ( temp 4-component vector of float) +0:32 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -246,20 +246,20 @@ gl_FragCoord origin is upper left 0:32 0.000000 0:32 0.000000 0:33 Branch: Return with expression -0:33 'psout' (temp structure{temp 4-component vector of float Color}) -0:30 Function Definition: main( (temp void) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:30 Color: direct index for structure (temp 4-component vector of float) -0:30 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:30 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:30 Color: direct index for structure ( temp 4-component vector of float) +0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:30 Constant: 0:30 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float uf4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.conditional.frag.out b/Test/baseResults/hlsl.conditional.frag.out index 6cbc9338..cd0abf81 100755 --- a/Test/baseResults/hlsl.conditional.frag.out +++ b/Test/baseResults/hlsl.conditional.frag.out @@ -2,122 +2,122 @@ hlsl.conditional.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp int) -0:3 'a' (temp int) +0:3 move second child to first child ( temp int) +0:3 'a' ( temp int) 0:3 Constant: 0:3 5 (const int) 0:4 Sequence -0:4 move second child to first child (temp int) -0:4 'b' (temp int) +0:4 move second child to first child ( temp int) +0:4 'b' ( temp int) 0:4 Constant: 0:4 6 (const int) 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'c' (temp int) +0:5 move second child to first child ( temp int) +0:5 'c' ( temp int) 0:5 Constant: 0:5 7 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'd' (temp int) +0:6 move second child to first child ( temp int) +0:6 'd' ( temp int) 0:6 Constant: 0:6 7 (const int) 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'ret' (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:7 add (temp 4-component vector of float) -0:7 vector-scale (temp 4-component vector of float) -0:7 Convert int to float (temp float) -0:7 'a' (temp int) -0:7 'input' (in 4-component vector of float) -0:8 vector-scale (temp 4-component vector of float) -0:8 Convert int to float (temp float) -0:8 'b' (temp int) -0:8 'input' (in 4-component vector of float) -0:9 vector-scale (temp 4-component vector of float) -0:9 Convert int to float (temp float) -0:9 'c' (temp int) -0:9 'input' (in 4-component vector of float) -0:10 vector-scale (temp 4-component vector of float) -0:10 Convert int to float (temp float) -0:10 'd' (temp int) -0:10 'input' (in 4-component vector of float) -0:12 Comma (temp int) -0:12 move second child to first child (temp int) -0:12 'e' (temp int) -0:12 move second child to first child (temp int) -0:12 'a' (temp int) -0:12 Test condition and select (temp int) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'ret' ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:7 add ( temp 4-component vector of float) +0:7 vector-scale ( temp 4-component vector of float) +0:7 Convert int to float ( temp float) +0:7 'a' ( temp int) +0:7 'input' ( in 4-component vector of float) +0:8 vector-scale ( temp 4-component vector of float) +0:8 Convert int to float ( temp float) +0:8 'b' ( temp int) +0:8 'input' ( in 4-component vector of float) +0:9 vector-scale ( temp 4-component vector of float) +0:9 Convert int to float ( temp float) +0:9 'c' ( temp int) +0:9 'input' ( in 4-component vector of float) +0:10 vector-scale ( temp 4-component vector of float) +0:10 Convert int to float ( temp float) +0:10 'd' ( temp int) +0:10 'input' ( in 4-component vector of float) +0:12 Comma ( temp int) +0:12 move second child to first child ( temp int) +0:12 'e' ( temp int) +0:12 move second child to first child ( temp int) +0:12 'a' ( temp int) +0:12 Test condition and select ( temp int) 0:12 Condition -0:12 'b' (temp int) +0:12 'b' ( temp int) 0:12 true case -0:12 move second child to first child (temp int) -0:12 'c' (temp int) -0:12 'd' (temp int) +0:12 move second child to first child ( temp int) +0:12 'c' ( temp int) +0:12 'd' ( temp int) 0:12 false case 0:12 Constant: 0:12 10 (const int) -0:12 move second child to first child (temp int) -0:12 'b' (temp int) -0:12 Test condition and select (temp int) +0:12 move second child to first child ( temp int) +0:12 'b' ( temp int) +0:12 Test condition and select ( temp int) 0:12 Condition -0:12 'a' (temp int) +0:12 'a' ( temp int) 0:12 true case -0:12 move second child to first child (temp int) -0:12 'd' (temp int) -0:12 'c' (temp int) +0:12 move second child to first child ( temp int) +0:12 'd' ( temp int) +0:12 'c' ( temp int) 0:12 false case 0:12 Constant: 0:12 11 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 'f' (temp 4-component vector of float) -0:14 Test condition and select (temp 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'f' ( temp 4-component vector of float) +0:14 Test condition and select ( temp 4-component vector of float) 0:14 Condition -0:14 Compare Less Than (temp bool) -0:14 direct index (temp float) -0:14 'ret' (temp 4-component vector of float) +0:14 Compare Less Than ( temp bool) +0:14 direct index ( temp float) +0:14 'ret' ( temp 4-component vector of float) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (temp float) -0:14 'input' (in 4-component vector of float) +0:14 direct index ( temp float) +0:14 'input' ( in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case -0:14 vector-scale (temp 4-component vector of float) -0:14 Convert int to float (temp float) -0:14 'c' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 vector-scale ( temp 4-component vector of float) +0:14 Convert int to float ( temp float) +0:14 'c' ( temp int) +0:14 'input' ( in 4-component vector of float) 0:14 false case -0:14 vector-scale (temp 4-component vector of float) -0:14 Convert int to float (temp float) -0:14 'd' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 vector-scale ( temp 4-component vector of float) +0:14 Convert int to float ( temp float) +0:14 'd' ( temp int) +0:14 'input' ( in 4-component vector of float) 0:15 Branch: Return with expression -0:15 add (temp 4-component vector of float) -0:15 vector-scale (temp 4-component vector of float) -0:15 Convert int to float (temp float) -0:15 'e' (temp int) -0:15 'ret' (temp 4-component vector of float) -0:15 'f' (temp 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:15 add ( temp 4-component vector of float) +0:15 vector-scale ( temp 4-component vector of float) +0:15 Convert int to float ( temp float) +0:15 'e' ( temp int) +0:15 'ret' ( temp 4-component vector of float) +0:15 'f' ( temp 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -126,122 +126,122 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp int) -0:3 'a' (temp int) +0:3 move second child to first child ( temp int) +0:3 'a' ( temp int) 0:3 Constant: 0:3 5 (const int) 0:4 Sequence -0:4 move second child to first child (temp int) -0:4 'b' (temp int) +0:4 move second child to first child ( temp int) +0:4 'b' ( temp int) 0:4 Constant: 0:4 6 (const int) 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'c' (temp int) +0:5 move second child to first child ( temp int) +0:5 'c' ( temp int) 0:5 Constant: 0:5 7 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'd' (temp int) +0:6 move second child to first child ( temp int) +0:6 'd' ( temp int) 0:6 Constant: 0:6 7 (const int) 0:7 Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:7 'ret' (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:7 add (temp 4-component vector of float) -0:7 vector-scale (temp 4-component vector of float) -0:7 Convert int to float (temp float) -0:7 'a' (temp int) -0:7 'input' (in 4-component vector of float) -0:8 vector-scale (temp 4-component vector of float) -0:8 Convert int to float (temp float) -0:8 'b' (temp int) -0:8 'input' (in 4-component vector of float) -0:9 vector-scale (temp 4-component vector of float) -0:9 Convert int to float (temp float) -0:9 'c' (temp int) -0:9 'input' (in 4-component vector of float) -0:10 vector-scale (temp 4-component vector of float) -0:10 Convert int to float (temp float) -0:10 'd' (temp int) -0:10 'input' (in 4-component vector of float) -0:12 Comma (temp int) -0:12 move second child to first child (temp int) -0:12 'e' (temp int) -0:12 move second child to first child (temp int) -0:12 'a' (temp int) -0:12 Test condition and select (temp int) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 'ret' ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:7 add ( temp 4-component vector of float) +0:7 vector-scale ( temp 4-component vector of float) +0:7 Convert int to float ( temp float) +0:7 'a' ( temp int) +0:7 'input' ( in 4-component vector of float) +0:8 vector-scale ( temp 4-component vector of float) +0:8 Convert int to float ( temp float) +0:8 'b' ( temp int) +0:8 'input' ( in 4-component vector of float) +0:9 vector-scale ( temp 4-component vector of float) +0:9 Convert int to float ( temp float) +0:9 'c' ( temp int) +0:9 'input' ( in 4-component vector of float) +0:10 vector-scale ( temp 4-component vector of float) +0:10 Convert int to float ( temp float) +0:10 'd' ( temp int) +0:10 'input' ( in 4-component vector of float) +0:12 Comma ( temp int) +0:12 move second child to first child ( temp int) +0:12 'e' ( temp int) +0:12 move second child to first child ( temp int) +0:12 'a' ( temp int) +0:12 Test condition and select ( temp int) 0:12 Condition -0:12 'b' (temp int) +0:12 'b' ( temp int) 0:12 true case -0:12 move second child to first child (temp int) -0:12 'c' (temp int) -0:12 'd' (temp int) +0:12 move second child to first child ( temp int) +0:12 'c' ( temp int) +0:12 'd' ( temp int) 0:12 false case 0:12 Constant: 0:12 10 (const int) -0:12 move second child to first child (temp int) -0:12 'b' (temp int) -0:12 Test condition and select (temp int) +0:12 move second child to first child ( temp int) +0:12 'b' ( temp int) +0:12 Test condition and select ( temp int) 0:12 Condition -0:12 'a' (temp int) +0:12 'a' ( temp int) 0:12 true case -0:12 move second child to first child (temp int) -0:12 'd' (temp int) -0:12 'c' (temp int) +0:12 move second child to first child ( temp int) +0:12 'd' ( temp int) +0:12 'c' ( temp int) 0:12 false case 0:12 Constant: 0:12 11 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 'f' (temp 4-component vector of float) -0:14 Test condition and select (temp 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'f' ( temp 4-component vector of float) +0:14 Test condition and select ( temp 4-component vector of float) 0:14 Condition -0:14 Compare Less Than (temp bool) -0:14 direct index (temp float) -0:14 'ret' (temp 4-component vector of float) +0:14 Compare Less Than ( temp bool) +0:14 direct index ( temp float) +0:14 'ret' ( temp 4-component vector of float) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (temp float) -0:14 'input' (in 4-component vector of float) +0:14 direct index ( temp float) +0:14 'input' ( in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case -0:14 vector-scale (temp 4-component vector of float) -0:14 Convert int to float (temp float) -0:14 'c' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 vector-scale ( temp 4-component vector of float) +0:14 Convert int to float ( temp float) +0:14 'c' ( temp int) +0:14 'input' ( in 4-component vector of float) 0:14 false case -0:14 vector-scale (temp 4-component vector of float) -0:14 Convert int to float (temp float) -0:14 'd' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 vector-scale ( temp 4-component vector of float) +0:14 Convert int to float ( temp float) +0:14 'd' ( temp int) +0:14 'input' ( in 4-component vector of float) 0:15 Branch: Return with expression -0:15 add (temp 4-component vector of float) -0:15 vector-scale (temp 4-component vector of float) -0:15 Convert int to float (temp float) -0:15 'e' (temp int) -0:15 'ret' (temp 4-component vector of float) -0:15 'f' (temp 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:15 add ( temp 4-component vector of float) +0:15 vector-scale ( temp 4-component vector of float) +0:15 Convert int to float ( temp float) +0:15 'e' ( temp int) +0:15 'ret' ( temp 4-component vector of float) +0:15 'f' ( temp 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.constructexpr.frag.out b/Test/baseResults/hlsl.constructexpr.frag.out index ff73de0d..eed16948 100644 --- a/Test/baseResults/hlsl.constructexpr.frag.out +++ b/Test/baseResults/hlsl.constructexpr.frag.out @@ -2,7 +2,7 @@ hlsl.constructexpr.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp 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: @@ -17,16 +17,16 @@ gl_FragCoord origin is upper left 0:10 7 (const int) 0:11 Constant: 0:11 8 (const int) -0:12 Comma (temp 2-component vector of float) +0:12 Comma ( temp 2-component vector of float) 0:? Constant: 0:? 9.000000 0:? 10.000000 0:? Constant: 0:? 11.000000 0:? 12.000000 -0:15 move second child to first child (temp 4-component vector of float) -0:15 color: direct index for structure (temp 4-component vector of float) -0:15 'ps_output' (temp structure{temp 4-component vector of float color}) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 color: direct index for structure ( temp 4-component vector of float) +0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: @@ -35,19 +35,19 @@ gl_FragCoord origin is upper left 0:15 1.000000 0:15 1.000000 0:16 Branch: Return with expression -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) -0:4 Function Definition: main( (temp void) +0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:4 color: direct index for structure (temp 4-component vector of float) -0:4 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:4 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:4 color: direct index for structure ( temp 4-component vector of float) +0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:4 Constant: 0:4 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -56,7 +56,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp 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: @@ -71,16 +71,16 @@ gl_FragCoord origin is upper left 0:10 7 (const int) 0:11 Constant: 0:11 8 (const int) -0:12 Comma (temp 2-component vector of float) +0:12 Comma ( temp 2-component vector of float) 0:? Constant: 0:? 9.000000 0:? 10.000000 0:? Constant: 0:? 11.000000 0:? 12.000000 -0:15 move second child to first child (temp 4-component vector of float) -0:15 color: direct index for structure (temp 4-component vector of float) -0:15 'ps_output' (temp structure{temp 4-component vector of float color}) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 color: direct index for structure ( temp 4-component vector of float) +0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: @@ -89,19 +89,19 @@ gl_FragCoord origin is upper left 0:15 1.000000 0:15 1.000000 0:16 Branch: Return with expression -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) -0:4 Function Definition: main( (temp void) +0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:4 color: direct index for structure (temp 4-component vector of float) -0:4 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:4 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:4 color: direct index for structure ( temp 4-component vector of float) +0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:4 Constant: 0:4 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.depthGreater.frag.out b/Test/baseResults/hlsl.depthGreater.frag.out index d291ff95..8ff7e733 100755 --- a/Test/baseResults/hlsl.depthGreater.frag.out +++ b/Test/baseResults/hlsl.depthGreater.frag.out @@ -3,24 +3,24 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(f1; (temp void) +0:2 Function Definition: @PixelShaderFunction(f1; ( temp void) 0:2 Function Parameters: -0:2 'depth' (out float) +0:2 'depth' ( out float) 0:? Sequence -0:3 move second child to first child (temp float) -0:3 'depth' (out float) +0:3 move second child to first child ( temp float) +0:3 'depth' ( out float) 0:3 Constant: 0:3 0.200000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 Function Call: @PixelShaderFunction(f1; (temp void) -0:? 'depth' (temp float) -0:2 move second child to first child (temp float) -0:? 'depth' (out float FragDepth) -0:? 'depth' (temp float) +0:2 Function Call: @PixelShaderFunction(f1; ( temp void) +0:? 'depth' ( temp float) +0:2 move second child to first child ( temp float) +0:? 'depth' ( out float FragDepth) +0:? 'depth' ( temp float) 0:? Linker Objects -0:? 'depth' (out float FragDepth) +0:? 'depth' ( out float FragDepth) Linked fragment stage: @@ -30,24 +30,24 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(f1; (temp void) +0:2 Function Definition: @PixelShaderFunction(f1; ( temp void) 0:2 Function Parameters: -0:2 'depth' (out float) +0:2 'depth' ( out float) 0:? Sequence -0:3 move second child to first child (temp float) -0:3 'depth' (out float) +0:3 move second child to first child ( temp float) +0:3 'depth' ( out float) 0:3 Constant: 0:3 0.200000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 Function Call: @PixelShaderFunction(f1; (temp void) -0:? 'depth' (temp float) -0:2 move second child to first child (temp float) -0:? 'depth' (out float FragDepth) -0:? 'depth' (temp float) +0:2 Function Call: @PixelShaderFunction(f1; ( temp void) +0:? 'depth' ( temp float) +0:2 move second child to first child ( temp float) +0:? 'depth' ( out float FragDepth) +0:? 'depth' ( temp float) 0:? Linker Objects -0:? 'depth' (out float FragDepth) +0:? 'depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.depthLess.frag.out b/Test/baseResults/hlsl.depthLess.frag.out index 467c40a0..ef81b4a9 100755 --- a/Test/baseResults/hlsl.depthLess.frag.out +++ b/Test/baseResults/hlsl.depthLess.frag.out @@ -3,20 +3,20 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_less 0:? Sequence -0:2 Function Definition: @PixelShaderFunction( (temp float) +0:2 Function Definition: @PixelShaderFunction( ( temp float) 0:2 Function Parameters: 0:? Sequence 0:3 Branch: Return with expression 0:3 Constant: 0:3 0.200000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? '@entryPointOutput' (out float FragDepth) -0:2 Function Call: @PixelShaderFunction( (temp float) +0:2 move second child to first child ( temp float) +0:? '@entryPointOutput' ( out float FragDepth) +0:2 Function Call: @PixelShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (out float FragDepth) +0:? '@entryPointOutput' ( out float FragDepth) Linked fragment stage: @@ -26,20 +26,20 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_less 0:? Sequence -0:2 Function Definition: @PixelShaderFunction( (temp float) +0:2 Function Definition: @PixelShaderFunction( ( temp float) 0:2 Function Parameters: 0:? Sequence 0:3 Branch: Return with expression 0:3 Constant: 0:3 0.200000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? '@entryPointOutput' (out float FragDepth) -0:2 Function Call: @PixelShaderFunction( (temp float) +0:2 move second child to first child ( temp float) +0:? '@entryPointOutput' ( out float FragDepth) +0:2 Function Call: @PixelShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (out float FragDepth) +0:? '@entryPointOutput' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.discard.frag.out b/Test/baseResults/hlsl.discard.frag.out index 655857b1..6baea901 100755 --- a/Test/baseResults/hlsl.discard.frag.out +++ b/Test/baseResults/hlsl.discard.frag.out @@ -2,53 +2,53 @@ hlsl.discard.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo(f1; (temp void) +0:2 Function Definition: foo(f1; ( temp void) 0:2 Function Parameters: -0:2 'f' (in float) +0:2 'f' ( in float) 0:? Sequence -0:3 Test condition and select (temp void) +0:3 Test condition and select ( temp void) 0:3 Condition -0:3 Compare Less Than (temp bool) -0:3 'f' (in float) +0:3 Compare Less Than ( temp bool) +0:3 'f' ( in float) 0:3 Constant: 0:3 1.000000 0:3 true case 0:4 Branch: Kill -0:8 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:8 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:8 Function Parameters: -0:8 'input' (in 4-component vector of float) +0:8 'input' ( in 4-component vector of float) 0:? Sequence -0:9 Function Call: foo(f1; (temp void) -0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 Function Call: foo(f1; ( temp void) +0:9 direct index ( temp float) +0:9 'input' ( in 4-component vector of float) 0:9 Constant: 0:9 2 (const int) -0:10 Test condition and select (temp void) +0:10 Test condition and select ( temp void) 0:10 Condition -0:10 direct index (temp float) -0:10 'input' (in 4-component vector of float) +0:10 direct index ( temp float) +0:10 'input' ( in 4-component vector of float) 0:10 Constant: 0:10 0 (const int) 0:10 true case 0:11 Branch: Kill 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'f' (temp float) -0:12 direct index (temp float) -0:12 'input' (in 4-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'f' ( temp float) +0:12 direct index ( temp float) +0:12 'input' ( in 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:13 Branch: Kill -0:8 Function Definition: PixelShaderFunction( (temp void) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -57,53 +57,53 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo(f1; (temp void) +0:2 Function Definition: foo(f1; ( temp void) 0:2 Function Parameters: -0:2 'f' (in float) +0:2 'f' ( in float) 0:? Sequence -0:3 Test condition and select (temp void) +0:3 Test condition and select ( temp void) 0:3 Condition -0:3 Compare Less Than (temp bool) -0:3 'f' (in float) +0:3 Compare Less Than ( temp bool) +0:3 'f' ( in float) 0:3 Constant: 0:3 1.000000 0:3 true case 0:4 Branch: Kill -0:8 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:8 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:8 Function Parameters: -0:8 'input' (in 4-component vector of float) +0:8 'input' ( in 4-component vector of float) 0:? Sequence -0:9 Function Call: foo(f1; (temp void) -0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 Function Call: foo(f1; ( temp void) +0:9 direct index ( temp float) +0:9 'input' ( in 4-component vector of float) 0:9 Constant: 0:9 2 (const int) -0:10 Test condition and select (temp void) +0:10 Test condition and select ( temp void) 0:10 Condition -0:10 direct index (temp float) -0:10 'input' (in 4-component vector of float) +0:10 direct index ( temp float) +0:10 'input' ( in 4-component vector of float) 0:10 Constant: 0:10 0 (const int) 0:10 true case 0:11 Branch: Kill 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'f' (temp float) -0:12 direct index (temp float) -0:12 'input' (in 4-component vector of float) +0:12 move second child to first child ( temp float) +0:12 'f' ( temp float) +0:12 direct index ( temp float) +0:12 'input' ( in 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:13 Branch: Kill -0:8 Function Definition: PixelShaderFunction( (temp void) +0:8 Function Definition: PixelShaderFunction( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:8 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:8 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.doLoop.frag.out b/Test/baseResults/hlsl.doLoop.frag.out index 44ac7166..35cf7482 100755 --- a/Test/baseResults/hlsl.doLoop.frag.out +++ b/Test/baseResults/hlsl.doLoop.frag.out @@ -2,9 +2,9 @@ hlsl.doLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition @@ -18,26 +18,26 @@ gl_FragCoord origin is upper left 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition -0:5 all (temp bool) -0:5 Equal (temp 4-component vector of bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 all ( temp bool) +0:5 Equal ( temp 4-component vector of bool) +0:5 'input' ( in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 Loop Body 0:5 Branch: Return with expression -0:5 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:5 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -46,9 +46,9 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition @@ -62,26 +62,26 @@ gl_FragCoord origin is upper left 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition -0:5 all (temp bool) -0:5 Equal (temp 4-component vector of bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 all ( temp bool) +0:5 Equal ( temp 4-component vector of bool) +0:5 'input' ( in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 Loop Body 0:5 Branch: Return with expression -0:5 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:5 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.entry-in.frag.out b/Test/baseResults/hlsl.entry-in.frag.out index a9f8b2ca..7c156160 100755 --- a/Test/baseResults/hlsl.entry-in.frag.out +++ b/Test/baseResults/hlsl.entry-in.frag.out @@ -2,88 +2,88 @@ 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; (temp 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}) +0:8 '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 0:9 Branch: Return with expression -0:9 add (temp float) -0:9 direct index (temp float) -0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 add ( temp float) +0:9 direct index ( temp float) +0:9 v: direct index for structure ( temp 2-component vector of float) +0:9 'p' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) -0:9 direct index (temp float) -0:9 fragCoord: direct index for structure (temp 4-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 direct index ( temp float) +0:9 fragCoord: direct index for structure ( temp 4-component vector of float) +0:9 'p' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) -0:13 Function Definition: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 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}) +0:13 '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 -0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 move second child to first child ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 'local' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 'i' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:16 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; (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}) +0:16 move second child to first child ( temp float) +0:16 'ret1' ( temp 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; (temp float) -0:17 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:17 move second child to first child ( temp float) +0:17 'ret2' ( temp float) +0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; ( temp float) +0:17 'i' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Branch: Return with expression -0:19 vector-scale (temp 4-component vector of float) -0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:19 vector-scale ( temp 4-component vector of float) +0:19 vector-scale ( temp 4-component vector of float) +0:19 fragCoord: direct index for structure ( temp 4-component vector of float) +0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) -0:19 'ret1' (temp float) -0:19 'ret2' (temp float) -0:13 Function Definition: PixelShaderFunction( (temp void) +0:19 'ret1' ( temp float) +0:19 'ret2' ( temp float) +0:13 Function Definition: PixelShaderFunction( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 0 (const int) -0:13 v: direct index for structure (temp 2-component vector of float) -0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:13 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:13 fragCoord: direct index for structure (temp 4-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 fragCoord: direct index for structure ( temp 4-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 1 (const int) -0:? 'i_fragCoord' (in 4-component vector of float FragCoord) -0:13 move second child to first child (temp 2-component vector of int) -0:13 i2: direct index for structure (temp 2-component vector of int) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:? 'i_fragCoord' ( in 4-component vector of float FragCoord) +0:13 move second child to first child ( temp 2-component vector of int) +0:13 i2: direct index for structure ( temp 2-component vector of int) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 2 (const int) -0:13 i2: direct index for structure (temp 2-component vector of int) -0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) +0:13 i2: direct index for structure ( temp 2-component vector of int) +0:13 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) 0:13 Constant: 0:13 1 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:13 Function Call: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; ( temp 4-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) -0:? 'i_fragCoord' (in 4-component vector of float FragCoord) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) +0:? 'i_fragCoord' ( in 4-component vector of float FragCoord) Linked fragment stage: @@ -92,88 +92,88 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp 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}) +0:8 '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 0:9 Branch: Return with expression -0:9 add (temp float) -0:9 direct index (temp float) -0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 add ( temp float) +0:9 direct index ( temp float) +0:9 v: direct index for structure ( temp 2-component vector of float) +0:9 'p' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) -0:9 direct index (temp float) -0:9 fragCoord: direct index for structure (temp 4-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:9 direct index ( temp float) +0:9 fragCoord: direct index for structure ( temp 4-component vector of float) +0:9 'p' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) -0:13 Function Definition: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 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}) +0:13 '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 -0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) -0:15 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 move second child to first child ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 'local' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:15 'i' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:16 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; (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}) +0:16 move second child to first child ( temp float) +0:16 'ret1' ( temp 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; (temp float) -0:17 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:17 move second child to first child ( temp float) +0:17 'ret2' ( temp float) +0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; ( temp float) +0:17 'i' ( in structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Branch: Return with expression -0:19 vector-scale (temp 4-component vector of float) -0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:19 vector-scale ( temp 4-component vector of float) +0:19 vector-scale ( temp 4-component vector of float) +0:19 fragCoord: direct index for structure ( temp 4-component vector of float) +0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) -0:19 'ret1' (temp float) -0:19 'ret2' (temp float) -0:13 Function Definition: PixelShaderFunction( (temp void) +0:19 'ret1' ( temp float) +0:19 'ret2' ( temp float) +0:13 Function Definition: PixelShaderFunction( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 0 (const int) -0:13 v: direct index for structure (temp 2-component vector of float) -0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:13 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:13 fragCoord: direct index for structure (temp 4-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 fragCoord: direct index for structure ( temp 4-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 1 (const int) -0:? 'i_fragCoord' (in 4-component vector of float FragCoord) -0:13 move second child to first child (temp 2-component vector of int) -0:13 i2: direct index for structure (temp 2-component vector of int) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:? 'i_fragCoord' ( in 4-component vector of float FragCoord) +0:13 move second child to first child ( temp 2-component vector of int) +0:13 i2: direct index for structure ( temp 2-component vector of int) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:13 Constant: 0:13 2 (const int) -0:13 i2: direct index for structure (temp 2-component vector of int) -0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) +0:13 i2: direct index for structure ( temp 2-component vector of int) +0:13 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) 0:13 Constant: 0:13 1 (const int) -0:13 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:13 Function Call: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) -0:? 'i' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @PixelShaderFunction(struct-InParam-vf2-vf4-vi21; ( temp 4-component vector of float) +0:? 'i' ( temp structure{ temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 2-component vector of int i2}) -0:? 'i_fragCoord' (in 4-component vector of float FragCoord) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in structure{ temp 2-component vector of float v, temp 2-component vector of int i2}) +0:? 'i_fragCoord' ( in 4-component vector of float FragCoord) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.entry-out.frag.out b/Test/baseResults/hlsl.entry-out.frag.out index b06fcf5f..f92605f9 100755 --- a/Test/baseResults/hlsl.entry-out.frag.out +++ b/Test/baseResults/hlsl.entry-out.frag.out @@ -2,122 +2,122 @@ hlsl.entry-out.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: fun(struct-OutParam-vf2-vi21; (temp void) +0:7 Function Definition: fun(struct-OutParam-vf2-vi21; ( temp void) 0:7 Function Parameters: -0:7 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:7 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence -0:8 move second child to first child (temp 2-component vector of float) -0:8 v: direct index for structure (temp 2-component vector of float) -0:8 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:8 move second child to first child ( temp 2-component vector of float) +0:8 v: direct index for structure ( temp 2-component vector of float) +0:8 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0.400000 0:8 0.400000 -0:9 move second child to first child (temp 2-component vector of int) -0:9 i: direct index for structure (temp 2-component vector of int) -0:9 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:9 move second child to first child ( temp 2-component vector of int) +0:9 i: direct index for structure ( temp 2-component vector of int) +0:9 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 7 (const int) 0:9 7 (const int) -0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) +0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float) 0:13 Function Parameters: -0:13 'input' (in 4-component vector of float) -0:13 'out1' (out 4-component vector of float) -0:13 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:13 'out3' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 'input' ( in 4-component vector of float) +0:13 'out1' ( out 4-component vector of float) +0:13 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'out1' (out 4-component vector of float) -0:14 'input' (in 4-component vector of float) -0:15 move second child to first child (temp 2-component vector of float) -0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'out1' ( out 4-component vector of float) +0:14 'input' ( in 4-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 v: direct index for structure ( temp 2-component vector of float) +0:15 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: 0:15 2.000000 0:15 2.000000 -0:16 move second child to first child (temp 2-component vector of int) -0:16 i: direct index for structure (temp 2-component vector of int) -0:16 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:16 move second child to first child ( temp 2-component vector of int) +0:16 i: direct index for structure ( temp 2-component vector of int) +0:16 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:16 Constant: 0:16 1 (const int) 0:16 Constant: 0:16 3 (const int) 0:16 3 (const int) -0:18 move second child to first child (temp 2-component vector of float) -0:18 v: direct index for structure (temp 2-component vector of float) -0:18 'local' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:18 move second child to first child ( temp 2-component vector of float) +0:18 v: direct index for structure ( temp 2-component vector of float) +0:18 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 12.000000 0:18 12.000000 -0:19 move second child to first child (temp 2-component vector of int) -0:19 i: direct index for structure (temp 2-component vector of int) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:19 move second child to first child ( temp 2-component vector of int) +0:19 i: direct index for structure ( temp 2-component vector of int) +0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 13 (const int) 0:19 13 (const int) -0:20 Function Call: fun(struct-OutParam-vf2-vi21; (temp void) -0:20 'out3' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:20 Function Call: fun(struct-OutParam-vf2-vi21; ( temp void) +0:20 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:22 Branch: Return with expression -0:22 'out1' (out 4-component vector of float) -0:13 Function Definition: PixelShaderFunction( (temp void) +0:22 'out1' ( out 4-component vector of float) +0:13 Function Definition: PixelShaderFunction( ( temp void) 0:13 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:13 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'out1' (temp 4-component vector of float) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'out1' (layout(location=1 ) out 4-component vector of float) -0:? 'out1' (temp 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'out1' ( temp 4-component vector of float) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'out1' (layout( location=1) out 4-component vector of float) +0:? 'out1' ( temp 4-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:? 'v' (layout(location=2 ) out 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of float) +0:? 'v' (layout( location=2) out 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 2-component vector of int) -0:? 'i' (layout(location=3 ) out 2-component vector of int) -0:13 i: direct index for structure (temp 2-component vector of int) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of int) +0:? 'i' (layout( location=3) out 2-component vector of int) +0:13 i: direct index for structure ( temp 2-component vector of int) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 1 (const int) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:? 'v' (layout(location=4 ) out 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of float) +0:? 'v' (layout( location=4) out 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 2-component vector of int) -0:? 'i' (layout(location=5 ) out 2-component vector of int) -0:13 i: direct index for structure (temp 2-component vector of int) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of int) +0:? 'i' (layout( location=5) out 2-component vector of int) +0:13 i: direct index for structure ( temp 2-component vector of int) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 1 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'out1' (layout(location=1 ) out 4-component vector of float) -0:? 'v' (layout(location=2 ) out 2-component vector of float) -0:? 'i' (layout(location=3 ) out 2-component vector of int) -0:? 'v' (layout(location=4 ) out 2-component vector of float) -0:? 'i' (layout(location=5 ) out 2-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'out1' (layout( location=1) out 4-component vector of float) +0:? 'v' (layout( location=2) out 2-component vector of float) +0:? 'i' (layout( location=3) out 2-component vector of int) +0:? 'v' (layout( location=4) out 2-component vector of float) +0:? 'i' (layout( location=5) out 2-component vector of int) Linked fragment stage: @@ -126,122 +126,122 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: fun(struct-OutParam-vf2-vi21; (temp void) +0:7 Function Definition: fun(struct-OutParam-vf2-vi21; ( temp void) 0:7 Function Parameters: -0:7 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:7 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence -0:8 move second child to first child (temp 2-component vector of float) -0:8 v: direct index for structure (temp 2-component vector of float) -0:8 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:8 move second child to first child ( temp 2-component vector of float) +0:8 v: direct index for structure ( temp 2-component vector of float) +0:8 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0.400000 0:8 0.400000 -0:9 move second child to first child (temp 2-component vector of int) -0:9 i: direct index for structure (temp 2-component vector of int) -0:9 'op' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:9 move second child to first child ( temp 2-component vector of int) +0:9 i: direct index for structure ( temp 2-component vector of int) +0:9 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 7 (const int) 0:9 7 (const int) -0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) +0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float) 0:13 Function Parameters: -0:13 'input' (in 4-component vector of float) -0:13 'out1' (out 4-component vector of float) -0:13 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:13 'out3' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 'input' ( in 4-component vector of float) +0:13 'out1' ( out 4-component vector of float) +0:13 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'out1' (out 4-component vector of float) -0:14 'input' (in 4-component vector of float) -0:15 move second child to first child (temp 2-component vector of float) -0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'out1' ( out 4-component vector of float) +0:14 'input' ( in 4-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 v: direct index for structure ( temp 2-component vector of float) +0:15 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: 0:15 2.000000 0:15 2.000000 -0:16 move second child to first child (temp 2-component vector of int) -0:16 i: direct index for structure (temp 2-component vector of int) -0:16 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:16 move second child to first child ( temp 2-component vector of int) +0:16 i: direct index for structure ( temp 2-component vector of int) +0:16 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:16 Constant: 0:16 1 (const int) 0:16 Constant: 0:16 3 (const int) 0:16 3 (const int) -0:18 move second child to first child (temp 2-component vector of float) -0:18 v: direct index for structure (temp 2-component vector of float) -0:18 'local' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:18 move second child to first child ( temp 2-component vector of float) +0:18 v: direct index for structure ( temp 2-component vector of float) +0:18 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 12.000000 0:18 12.000000 -0:19 move second child to first child (temp 2-component vector of int) -0:19 i: direct index for structure (temp 2-component vector of int) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:19 move second child to first child ( temp 2-component vector of int) +0:19 i: direct index for structure ( temp 2-component vector of int) +0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 13 (const int) 0:19 13 (const int) -0:20 Function Call: fun(struct-OutParam-vf2-vi21; (temp void) -0:20 'out3' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:20 Function Call: fun(struct-OutParam-vf2-vi21; ( temp void) +0:20 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:22 Branch: Return with expression -0:22 'out1' (out 4-component vector of float) -0:13 Function Definition: PixelShaderFunction( (temp void) +0:22 'out1' ( out 4-component vector of float) +0:13 Function Definition: PixelShaderFunction( ( temp void) 0:13 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:13 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'out1' (temp 4-component vector of float) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'out1' (layout(location=1 ) out 4-component vector of float) -0:? 'out1' (temp 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'out1' ( temp 4-component vector of float) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'out1' (layout( location=1) out 4-component vector of float) +0:? 'out1' ( temp 4-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:? 'v' (layout(location=2 ) out 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of float) +0:? 'v' (layout( location=2) out 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 2-component vector of int) -0:? 'i' (layout(location=3 ) out 2-component vector of int) -0:13 i: direct index for structure (temp 2-component vector of int) -0:? 'out2' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of int) +0:? 'i' (layout( location=3) out 2-component vector of int) +0:13 i: direct index for structure ( temp 2-component vector of int) +0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 1 (const int) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of float) -0:? 'v' (layout(location=4 ) out 2-component vector of float) -0:13 v: direct index for structure (temp 2-component vector of float) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of float) +0:? 'v' (layout( location=4) out 2-component vector of float) +0:13 v: direct index for structure ( temp 2-component vector of float) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp 2-component vector of int) -0:? 'i' (layout(location=5 ) out 2-component vector of int) -0:13 i: direct index for structure (temp 2-component vector of int) -0:? 'out3' (temp structure{temp 2-component vector of float v, temp 2-component vector of int i}) +0:13 move second child to first child ( temp 2-component vector of int) +0:? 'i' (layout( location=5) out 2-component vector of int) +0:13 i: direct index for structure ( temp 2-component vector of int) +0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i}) 0:13 Constant: 0:13 1 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'out1' (layout(location=1 ) out 4-component vector of float) -0:? 'v' (layout(location=2 ) out 2-component vector of float) -0:? 'i' (layout(location=3 ) out 2-component vector of int) -0:? 'v' (layout(location=4 ) out 2-component vector of float) -0:? 'i' (layout(location=5 ) out 2-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'out1' (layout( location=1) out 4-component vector of float) +0:? 'v' (layout( location=2) out 2-component vector of float) +0:? 'i' (layout( location=3) out 2-component vector of int) +0:? 'v' (layout( location=4) out 2-component vector of float) +0:? 'i' (layout( location=5) out 2-component vector of int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.entry.rename.frag.out b/Test/baseResults/hlsl.entry.rename.frag.out index cd25bcf0..fd84b0fd 100644 --- a/Test/baseResults/hlsl.entry.rename.frag.out +++ b/Test/baseResults/hlsl.entry.rename.frag.out @@ -2,14 +2,14 @@ hlsl.entry.rename.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: not_the_entry_point( (temp void) +0:7 Function Definition: not_the_entry_point( ( temp void) 0:7 Function Parameters: -0:11 Function Definition: @main_in_spv( (temp structure{temp 4-component vector of float Color}) +0:11 Function Definition: @main_in_spv( ( temp structure{ temp 4-component vector of float Color}) 0:11 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 Color: direct index for structure (temp 4-component vector of float) -0:13 'psout' (temp structure{temp 4-component vector of float Color}) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 Color: direct index for structure ( temp 4-component vector of float) +0:13 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: @@ -18,20 +18,20 @@ gl_FragCoord origin is upper left 0:13 0.000000 0:13 0.000000 0:14 Branch: Return with expression -0:14 'psout' (temp structure{temp 4-component vector of float Color}) -0:11 Function Definition: main_in_spv( (temp void) +0:14 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:11 Function Definition: main_in_spv( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:11 Color: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main_in_spv( (temp structure{temp 4-component vector of float Color}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:11 Color: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main_in_spv( ( temp structure{ temp 4-component vector of float Color}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int also_not_the_entry_point}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int also_not_the_entry_point}) Linked fragment stage: @@ -40,14 +40,14 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: not_the_entry_point( (temp void) +0:7 Function Definition: not_the_entry_point( ( temp void) 0:7 Function Parameters: -0:11 Function Definition: @main_in_spv( (temp structure{temp 4-component vector of float Color}) +0:11 Function Definition: @main_in_spv( ( temp structure{ temp 4-component vector of float Color}) 0:11 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 Color: direct index for structure (temp 4-component vector of float) -0:13 'psout' (temp structure{temp 4-component vector of float Color}) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 Color: direct index for structure ( temp 4-component vector of float) +0:13 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: @@ -56,20 +56,20 @@ gl_FragCoord origin is upper left 0:13 0.000000 0:13 0.000000 0:14 Branch: Return with expression -0:14 'psout' (temp structure{temp 4-component vector of float Color}) -0:11 Function Definition: main_in_spv( (temp void) +0:14 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:11 Function Definition: main_in_spv( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:11 Color: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main_in_spv( (temp structure{temp 4-component vector of float Color}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:11 Color: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main_in_spv( ( temp structure{ temp 4-component vector of float Color}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int also_not_the_entry_point}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int also_not_the_entry_point}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.flatten.return.frag.out b/Test/baseResults/hlsl.flatten.return.frag.out index e7d22653..9b28695f 100644 --- a/Test/baseResults/hlsl.flatten.return.frag.out +++ b/Test/baseResults/hlsl.flatten.return.frag.out @@ -2,7 +2,7 @@ hlsl.flatten.return.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:11 Function Definition: Func1( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:11 Function Definition: Func1( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression @@ -14,47 +14,47 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:16 Function Definition: @main( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence 0:17 Branch: Return with expression -0:17 Function Call: Func1( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 Function Definition: main( (temp void) +0:17 Function Call: Func1( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 Function Call: @main( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:16 color: direct index for structure ( temp 4-component vector of float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 0 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member1' (layout(location=1 ) out float) -0:16 other_struct_member1: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member1' (layout( location=1) out float) +0:16 other_struct_member1: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 1 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member2' (layout(location=2 ) out float) -0:16 other_struct_member2: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member2' (layout( location=2) out float) +0:16 other_struct_member2: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 2 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member3' (layout(location=3 ) out float) -0:16 other_struct_member3: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member3' (layout( location=3) out float) +0:16 other_struct_member3: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 3 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'other_struct_member1' (layout(location=1 ) out float) -0:? 'other_struct_member2' (layout(location=2 ) out float) -0:? 'other_struct_member3' (layout(location=3 ) out float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'other_struct_member1' (layout( location=1) out float) +0:? 'other_struct_member2' (layout( location=2) out float) +0:? 'other_struct_member3' (layout( location=3) out float) Linked fragment stage: @@ -63,7 +63,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:11 Function Definition: Func1( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:11 Function Definition: Func1( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression @@ -75,47 +75,47 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:16 Function Definition: @main( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence 0:17 Branch: Return with expression -0:17 Function Call: Func1( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 Function Definition: main( (temp void) +0:17 Function Call: Func1( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 Function Call: @main( (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) -0:16 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:16 color: direct index for structure ( temp 4-component vector of float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 0 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member1' (layout(location=1 ) out float) -0:16 other_struct_member1: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member1' (layout( location=1) out float) +0:16 other_struct_member1: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 1 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member2' (layout(location=2 ) out float) -0:16 other_struct_member2: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member2' (layout( location=2) out float) +0:16 other_struct_member2: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 2 (const int) -0:16 move second child to first child (temp float) -0:? 'other_struct_member3' (layout(location=3 ) out float) -0:16 other_struct_member3: direct index for structure (temp float) -0:16 'flattenTemp' (temp structure{temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) +0:16 move second child to first child ( temp float) +0:? 'other_struct_member3' (layout( location=3) out float) +0:16 other_struct_member3: direct index for structure ( temp float) +0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Constant: 0:16 3 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'other_struct_member1' (layout(location=1 ) out float) -0:? 'other_struct_member2' (layout(location=2 ) out float) -0:? 'other_struct_member3' (layout(location=3 ) out float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'other_struct_member1' (layout( location=1) out float) +0:? 'other_struct_member2' (layout( location=2) out float) +0:? 'other_struct_member3' (layout( location=3) out float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.float1.frag.out b/Test/baseResults/hlsl.float1.frag.out index 641febd7..ad29daac 100755 --- a/Test/baseResults/hlsl.float1.frag.out +++ b/Test/baseResults/hlsl.float1.frag.out @@ -3,31 +3,31 @@ 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 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 0:2 Sequence -0:2 move second child to first child (temp float) -0:2 'scalar' (global float) +0:2 move second child to first child ( temp float) +0:2 'scalar' ( global float) 0:2 Constant: 0:2 2.000000 -0:5 Function Definition: ShaderFunction(vf1;f1; (temp 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) +0:5 'inFloat1' ( in 1-component vector of float) +0:5 'inScalar' ( in float) 0:? Sequence 0:6 Branch: Return with expression -0:6 add (temp 1-component vector of float) -0:6 vector-scale (temp 1-component vector of float) -0:6 'f1' (global 1-component vector of float) -0:6 'scalar' (global float) -0:6 vector-scale (temp 1-component vector of float) -0:6 'inFloat1' (in 1-component vector of float) -0:6 'inScalar' (in float) +0:6 add ( temp 1-component vector of float) +0:6 vector-scale ( temp 1-component vector of float) +0:6 'f1' ( global 1-component vector of float) +0:6 'scalar' ( global float) +0:6 vector-scale ( temp 1-component vector of float) +0:6 'inFloat1' ( in 1-component vector of float) +0:6 'inScalar' ( in float) 0:? Linker Objects -0:? 'f1' (global 1-component vector of float) -0:? 'scalar' (global float) +0:? 'f1' ( global 1-component vector of float) +0:? 'scalar' ( global float) Linked fragment stage: @@ -38,31 +38,31 @@ 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 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 0:2 Sequence -0:2 move second child to first child (temp float) -0:2 'scalar' (global float) +0:2 move second child to first child ( temp float) +0:2 'scalar' ( global float) 0:2 Constant: 0:2 2.000000 -0:5 Function Definition: ShaderFunction(vf1;f1; (temp 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) +0:5 'inFloat1' ( in 1-component vector of float) +0:5 'inScalar' ( in float) 0:? Sequence 0:6 Branch: Return with expression -0:6 add (temp 1-component vector of float) -0:6 vector-scale (temp 1-component vector of float) -0:6 'f1' (global 1-component vector of float) -0:6 'scalar' (global float) -0:6 vector-scale (temp 1-component vector of float) -0:6 'inFloat1' (in 1-component vector of float) -0:6 'inScalar' (in float) +0:6 add ( temp 1-component vector of float) +0:6 vector-scale ( temp 1-component vector of float) +0:6 'f1' ( global 1-component vector of float) +0:6 'scalar' ( global float) +0:6 vector-scale ( temp 1-component vector of float) +0:6 'inFloat1' ( in 1-component vector of float) +0:6 'inScalar' ( in float) 0:? Linker Objects -0:? 'f1' (global 1-component vector of float) -0:? 'scalar' (global float) +0:? 'f1' ( global 1-component vector of float) +0:? 'scalar' ( global float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.float4.frag.out b/Test/baseResults/hlsl.float4.frag.out index 590c4a6e..c298b010 100755 --- a/Test/baseResults/hlsl.float4.frag.out +++ b/Test/baseResults/hlsl.float4.frag.out @@ -5,19 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: ShaderFunction(vf4; (temp 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) +0:9 '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: 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 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 component-wise multiply ( temp 4-component vector of float) +0:10 'input' ( in 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 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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool 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:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool 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: @@ -27,19 +27,19 @@ WARNING: Linking fragment stage: Entry point not found Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: ShaderFunction(vf4; (temp 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) +0:9 '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: 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 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 component-wise multiply ( temp 4-component vector of float) +0:10 'input' ( in 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 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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool 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:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool 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 diff --git a/Test/baseResults/hlsl.forLoop.frag.out b/Test/baseResults/hlsl.forLoop.frag.out index f6634098..a14b9ac0 100755 --- a/Test/baseResults/hlsl.forLoop.frag.out +++ b/Test/baseResults/hlsl.forLoop.frag.out @@ -2,68 +2,68 @@ hlsl.forLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:? Sequence 0:3 Loop with condition tested first 0:3 No loop condition 0:3 No loop body 0:4 Sequence -0:4 Pre-Increment (temp 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 Pre-Increment ( temp 4-component vector of float) +0:4 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 No loop condition 0:4 No loop body 0:? Sequence 0:5 Loop with condition tested first 0:5 Loop Condition -0:5 any (temp bool) -0:5 NotEqual (temp 4-component vector of bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 any ( temp bool) +0:5 NotEqual ( temp 4-component vector of bool) +0:5 'input' ( in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 No loop body 0:? Sequence 0:6 Loop with condition tested first 0:6 Loop Condition -0:6 any (temp bool) -0:6 NotEqual (temp 4-component vector of bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 any ( temp bool) +0:6 NotEqual ( temp 4-component vector of bool) +0:6 'input' ( in 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:6 Loop Body 0:? Sequence 0:6 Branch: Return with expression -0:6 Negate value (temp 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 Negate value ( temp 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:7 Sequence -0:7 Pre-Decrement (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 Pre-Decrement ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop with condition tested first 0:7 Loop Condition -0:7 any (temp bool) -0:7 NotEqual (temp 4-component vector of bool) -0:7 'input' (in 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 any ( temp bool) +0:7 NotEqual ( temp 4-component vector of bool) +0:7 'input' ( in 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop Body 0:? Sequence 0:7 Branch: Return with expression -0:7 Negate value (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 Negate value ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop Terminal Expression -0:7 add second child into first child (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 add second child into first child ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Constant: 0:7 2.000000 0:? Sequence 0:8 Loop with condition tested first 0:8 No loop condition 0:8 Loop Body -0:8 Test condition and select (temp void) +0:8 Test condition and select ( temp void) 0:8 Condition -0:8 Compare Greater Than (temp bool) -0:8 direct index (temp float) -0:8 'input' (in 4-component vector of float) +0:8 Compare Greater Than ( temp bool) +0:8 direct index ( temp float) +0:8 'input' ( in 4-component vector of float) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: @@ -74,11 +74,11 @@ gl_FragCoord origin is upper left 0:9 Loop with condition tested first 0:9 No loop condition 0:9 Loop Body -0:9 Test condition and select (temp void) +0:9 Test condition and select ( temp void) 0:9 Condition -0:9 Compare Greater Than (temp bool) -0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 Compare Greater Than ( temp bool) +0:9 direct index ( temp float) +0:9 'input' ( in 4-component vector of float) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: @@ -86,43 +86,43 @@ gl_FragCoord origin is upper left 0:9 true case 0:9 Branch: Continue 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'ii' (temp int) +0:11 move second child to first child ( temp int) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 -1 (const int) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 'ii' (temp int) +0:11 Compare Less Than ( temp bool) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 3 (const int) 0:11 Loop Body -0:11 Test condition and select (temp void) +0:11 Test condition and select ( temp void) 0:11 Condition -0:11 Compare Equal (temp bool) -0:11 'ii' (temp int) +0:11 Compare Equal ( temp bool) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 true case 0:11 Branch: Continue 0:11 Loop Terminal Expression -0:11 Pre-Increment (temp int) -0:11 'ii' (temp int) -0:12 Pre-Decrement (temp float) -0:12 'ii' (temp float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:11 Pre-Increment ( temp int) +0:11 'ii' ( temp int) +0:12 Pre-Decrement ( temp float) +0:12 'ii' ( temp float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -131,68 +131,68 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:? Sequence 0:3 Loop with condition tested first 0:3 No loop condition 0:3 No loop body 0:4 Sequence -0:4 Pre-Increment (temp 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 Pre-Increment ( temp 4-component vector of float) +0:4 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 No loop condition 0:4 No loop body 0:? Sequence 0:5 Loop with condition tested first 0:5 Loop Condition -0:5 any (temp bool) -0:5 NotEqual (temp 4-component vector of bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 any ( temp bool) +0:5 NotEqual ( temp 4-component vector of bool) +0:5 'input' ( in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 No loop body 0:? Sequence 0:6 Loop with condition tested first 0:6 Loop Condition -0:6 any (temp bool) -0:6 NotEqual (temp 4-component vector of bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 any ( temp bool) +0:6 NotEqual ( temp 4-component vector of bool) +0:6 'input' ( in 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:6 Loop Body 0:? Sequence 0:6 Branch: Return with expression -0:6 Negate value (temp 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 Negate value ( temp 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:7 Sequence -0:7 Pre-Decrement (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 Pre-Decrement ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop with condition tested first 0:7 Loop Condition -0:7 any (temp bool) -0:7 NotEqual (temp 4-component vector of bool) -0:7 'input' (in 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 any ( temp bool) +0:7 NotEqual ( temp 4-component vector of bool) +0:7 'input' ( in 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop Body 0:? Sequence 0:7 Branch: Return with expression -0:7 Negate value (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 Negate value ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Loop Terminal Expression -0:7 add second child into first child (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 add second child into first child ( temp 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:7 Constant: 0:7 2.000000 0:? Sequence 0:8 Loop with condition tested first 0:8 No loop condition 0:8 Loop Body -0:8 Test condition and select (temp void) +0:8 Test condition and select ( temp void) 0:8 Condition -0:8 Compare Greater Than (temp bool) -0:8 direct index (temp float) -0:8 'input' (in 4-component vector of float) +0:8 Compare Greater Than ( temp bool) +0:8 direct index ( temp float) +0:8 'input' ( in 4-component vector of float) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: @@ -203,11 +203,11 @@ gl_FragCoord origin is upper left 0:9 Loop with condition tested first 0:9 No loop condition 0:9 Loop Body -0:9 Test condition and select (temp void) +0:9 Test condition and select ( temp void) 0:9 Condition -0:9 Compare Greater Than (temp bool) -0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 Compare Greater Than ( temp bool) +0:9 direct index ( temp float) +0:9 'input' ( in 4-component vector of float) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: @@ -215,43 +215,43 @@ gl_FragCoord origin is upper left 0:9 true case 0:9 Branch: Continue 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'ii' (temp int) +0:11 move second child to first child ( temp int) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 -1 (const int) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 'ii' (temp int) +0:11 Compare Less Than ( temp bool) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 3 (const int) 0:11 Loop Body -0:11 Test condition and select (temp void) +0:11 Test condition and select ( temp void) 0:11 Condition -0:11 Compare Equal (temp bool) -0:11 'ii' (temp int) +0:11 Compare Equal ( temp bool) +0:11 'ii' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 true case 0:11 Branch: Continue 0:11 Loop Terminal Expression -0:11 Pre-Increment (temp int) -0:11 'ii' (temp int) -0:12 Pre-Decrement (temp float) -0:12 'ii' (temp float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:11 Pre-Increment ( temp int) +0:11 'ii' ( temp int) +0:12 Pre-Decrement ( temp float) +0:12 'ii' ( temp float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index f45dc190..69f8e3d7 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -2,81 +2,81 @@ hlsl.gather.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:29 move second child to first child (temp 4-component vector of float) -0:29 'txval20' (temp 4-component vector of float) -0:29 textureGather (temp 4-component vector of float) -0:29 Construct combined texture-sampler (temp sampler2DArray) -0:29 'g_tTex2df4a' (uniform texture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 'txval20' ( temp 4-component vector of float) +0:29 textureGather ( temp 4-component vector of float) +0:29 Construct combined texture-sampler ( temp sampler2DArray) +0:29 'g_tTex2df4a' ( uniform texture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of int) -0:30 'txval21' (temp 4-component vector of int) -0:30 textureGather (temp 4-component vector of int) -0:30 Construct combined texture-sampler (temp isampler2DArray) -0:30 'g_tTex2di4a' (uniform itexture2DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of int) +0:30 'txval21' ( temp 4-component vector of int) +0:30 textureGather ( temp 4-component vector of int) +0:30 Construct combined texture-sampler ( temp isampler2DArray) +0:30 'g_tTex2di4a' ( uniform itexture2DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of uint) -0:31 'txval22' (temp 4-component vector of uint) -0:31 textureGather (temp 4-component vector of uint) -0:31 Construct combined texture-sampler (temp usampler2DArray) -0:31 'g_tTex2du4a' (uniform utexture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of uint) +0:31 'txval22' ( temp 4-component vector of uint) +0:31 textureGather ( temp 4-component vector of uint) +0:31 Construct combined texture-sampler ( temp usampler2DArray) +0:31 'g_tTex2du4a' ( uniform utexture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureGather (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4a' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureGather ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4a' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureGather (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4a' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureGather ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureGather (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4a' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureGather ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -84,48 +84,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -134,81 +134,81 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:29 move second child to first child (temp 4-component vector of float) -0:29 'txval20' (temp 4-component vector of float) -0:29 textureGather (temp 4-component vector of float) -0:29 Construct combined texture-sampler (temp sampler2DArray) -0:29 'g_tTex2df4a' (uniform texture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 'txval20' ( temp 4-component vector of float) +0:29 textureGather ( temp 4-component vector of float) +0:29 Construct combined texture-sampler ( temp sampler2DArray) +0:29 'g_tTex2df4a' ( uniform texture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:30 Sequence -0:30 move second child to first child (temp 4-component vector of int) -0:30 'txval21' (temp 4-component vector of int) -0:30 textureGather (temp 4-component vector of int) -0:30 Construct combined texture-sampler (temp isampler2DArray) -0:30 'g_tTex2di4a' (uniform itexture2DArray) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of int) +0:30 'txval21' ( temp 4-component vector of int) +0:30 textureGather ( temp 4-component vector of int) +0:30 Construct combined texture-sampler ( temp isampler2DArray) +0:30 'g_tTex2di4a' ( uniform itexture2DArray) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of uint) -0:31 'txval22' (temp 4-component vector of uint) -0:31 textureGather (temp 4-component vector of uint) -0:31 Construct combined texture-sampler (temp usampler2DArray) -0:31 'g_tTex2du4a' (uniform utexture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of uint) +0:31 'txval22' ( temp 4-component vector of uint) +0:31 textureGather ( temp 4-component vector of uint) +0:31 Construct combined texture-sampler ( temp usampler2DArray) +0:31 'g_tTex2du4a' ( uniform utexture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureGather (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4a' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureGather ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4a' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureGather (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4a' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureGather ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureGather (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4a' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureGather ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -216,48 +216,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index 55e92f01..6d2526df 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -2,75 +2,75 @@ hlsl.gather.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: @main( (temp 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 -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureGather (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureGather ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureGather (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureGather ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureGather (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureGather ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval40' (temp 4-component vector of float) -0:40 textureGather (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp samplerCube) -0:40 'g_tTexcdf4' (uniform textureCube) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval40' ( temp 4-component vector of float) +0:40 textureGather ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp samplerCube) +0:40 'g_tTexcdf4' ( uniform textureCube) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval41' (temp 4-component vector of int) -0:41 textureGather (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isamplerCube) -0:41 'g_tTexcdi4' (uniform itextureCube) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval41' ( temp 4-component vector of int) +0:41 textureGather ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isamplerCube) +0:41 'g_tTexcdi4' ( uniform itextureCube) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval42' (temp 4-component vector of uint) -0:42 textureGather (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usamplerCube) -0:42 'g_tTexcdu4' (uniform utextureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of uint) +0:42 'txval42' ( temp 4-component vector of uint) +0:42 textureGather ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usamplerCube) +0:42 'g_tTexcdu4' ( uniform utextureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:44 move second child to first child (temp 4-component vector of float) -0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 Color: direct index for structure ( temp 4-component vector of float) +0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -78,52 +78,52 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:44 1.000000 0:44 1.000000 -0:45 move second child to first child (temp float) -0:45 Depth: direct index for structure (temp float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp float) +0:45 Depth: direct index for structure ( temp float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 1.000000 0:47 Branch: Return with expression -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Definition: main( (temp void) +0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( ( temp void) 0:29 Function Parameters: 0:? Sequence 0:29 Sequence -0:29 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:29 Depth: direct index for structure (temp float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:29 Depth: direct index for structure ( temp float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -132,75 +132,75 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: @main( (temp 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 -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureGather (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureGather ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureGather (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureGather ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureGather (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureGather ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval40' (temp 4-component vector of float) -0:40 textureGather (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp samplerCube) -0:40 'g_tTexcdf4' (uniform textureCube) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval40' ( temp 4-component vector of float) +0:40 textureGather ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp samplerCube) +0:40 'g_tTexcdf4' ( uniform textureCube) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval41' (temp 4-component vector of int) -0:41 textureGather (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isamplerCube) -0:41 'g_tTexcdi4' (uniform itextureCube) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval41' ( temp 4-component vector of int) +0:41 textureGather ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isamplerCube) +0:41 'g_tTexcdi4' ( uniform itextureCube) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval42' (temp 4-component vector of uint) -0:42 textureGather (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usamplerCube) -0:42 'g_tTexcdu4' (uniform utextureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of uint) +0:42 'txval42' ( temp 4-component vector of uint) +0:42 textureGather ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usamplerCube) +0:42 'g_tTexcdu4' ( uniform utextureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:44 move second child to first child (temp 4-component vector of float) -0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 Color: direct index for structure ( temp 4-component vector of float) +0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -208,52 +208,52 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:44 1.000000 0:44 1.000000 -0:45 move second child to first child (temp float) -0:45 Depth: direct index for structure (temp float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp float) +0:45 Depth: direct index for structure ( temp float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 1.000000 0:47 Branch: Return with expression -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Definition: main( (temp void) +0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( ( temp void) 0:29 Function Parameters: 0:? Sequence 0:29 Sequence -0:29 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:29 Depth: direct index for structure (temp float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:29 Depth: direct index for structure ( temp float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index 3da6b9fb..9eec1ca6 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -1,75 +1,75 @@ hlsl.gather.basic.dx10.vert Shader version: 450 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval20' (temp 4-component vector of float) -0:33 textureGather (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2D) -0:33 'g_tTex2df4' (uniform texture2D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval20' ( temp 4-component vector of float) +0:33 textureGather ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2D) +0:33 'g_tTex2df4' ( uniform texture2D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval21' (temp 4-component vector of int) -0:34 textureGather (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2D) -0:34 'g_tTex2di4' (uniform itexture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval21' ( temp 4-component vector of int) +0:34 textureGather ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2D) +0:34 'g_tTex2di4' ( uniform itexture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval22' (temp 4-component vector of uint) -0:35 textureGather (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2D) -0:35 'g_tTex2du4' (uniform utexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval22' ( temp 4-component vector of uint) +0:35 textureGather ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2D) +0:35 'g_tTex2du4' ( uniform utexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval40' (temp 4-component vector of float) -0:39 textureGather (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp samplerCube) -0:39 'g_tTexcdf4' (uniform textureCube) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval40' ( temp 4-component vector of float) +0:39 textureGather ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp samplerCube) +0:39 'g_tTexcdf4' ( uniform textureCube) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval41' (temp 4-component vector of int) -0:40 textureGather (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isamplerCube) -0:40 'g_tTexcdi4' (uniform itextureCube) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval41' ( temp 4-component vector of int) +0:40 textureGather ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isamplerCube) +0:40 'g_tTexcdi4' ( uniform itextureCube) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval42' (temp 4-component vector of uint) -0:41 textureGather (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usamplerCube) -0:41 'g_tTexcdu4' (uniform utextureCube) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval42' ( temp 4-component vector of uint) +0:41 textureGather ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usamplerCube) +0:41 'g_tTexcdu4' ( uniform utextureCube) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:43 move second child to first child (temp 4-component vector of float) -0:43 Pos: direct index for structure (temp 4-component vector of float) -0:43 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 Pos: direct index for structure ( temp 4-component vector of float) +0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -78,34 +78,34 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:45 Branch: Return with expression -0:45 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:28 Function Definition: main( (temp void) +0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:28 Pos: direct index for structure (temp 4-component vector of float) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:28 Pos: direct index for structure ( temp 4-component vector of float) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:28 Constant: 0:28 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) Linked vertex stage: @@ -113,75 +113,75 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval20' (temp 4-component vector of float) -0:33 textureGather (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2D) -0:33 'g_tTex2df4' (uniform texture2D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval20' ( temp 4-component vector of float) +0:33 textureGather ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2D) +0:33 'g_tTex2df4' ( uniform texture2D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval21' (temp 4-component vector of int) -0:34 textureGather (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2D) -0:34 'g_tTex2di4' (uniform itexture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval21' ( temp 4-component vector of int) +0:34 textureGather ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2D) +0:34 'g_tTex2di4' ( uniform itexture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval22' (temp 4-component vector of uint) -0:35 textureGather (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2D) -0:35 'g_tTex2du4' (uniform utexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval22' ( temp 4-component vector of uint) +0:35 textureGather ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2D) +0:35 'g_tTex2du4' ( uniform utexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval40' (temp 4-component vector of float) -0:39 textureGather (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp samplerCube) -0:39 'g_tTexcdf4' (uniform textureCube) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval40' ( temp 4-component vector of float) +0:39 textureGather ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp samplerCube) +0:39 'g_tTexcdf4' ( uniform textureCube) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval41' (temp 4-component vector of int) -0:40 textureGather (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isamplerCube) -0:40 'g_tTexcdi4' (uniform itextureCube) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval41' ( temp 4-component vector of int) +0:40 textureGather ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isamplerCube) +0:40 'g_tTexcdi4' ( uniform itextureCube) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval42' (temp 4-component vector of uint) -0:41 textureGather (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usamplerCube) -0:41 'g_tTexcdu4' (uniform utextureCube) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval42' ( temp 4-component vector of uint) +0:41 textureGather ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usamplerCube) +0:41 'g_tTexcdu4' ( uniform utextureCube) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:43 move second child to first child (temp 4-component vector of float) -0:43 Pos: direct index for structure (temp 4-component vector of float) -0:43 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 Pos: direct index for structure ( temp 4-component vector of float) +0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -190,34 +190,34 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:45 Branch: Return with expression -0:45 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:28 Function Definition: main( (temp void) +0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:28 Pos: direct index for structure (temp 4-component vector of float) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:28 Pos: direct index for structure ( temp 4-component vector of float) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:28 Constant: 0:28 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index b71d510d..c9213137 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.gather.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval20' (temp 4-component vector of float) -0:33 textureGatherOffset (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2D) -0:33 'g_tTex2df4' (uniform texture2D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval20' ( temp 4-component vector of float) +0:33 textureGatherOffset ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2D) +0:33 'g_tTex2df4' ( uniform texture2D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -19,12 +19,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval21' (temp 4-component vector of int) -0:34 textureGatherOffset (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2D) -0:34 'g_tTex2di4' (uniform itexture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval21' ( temp 4-component vector of int) +0:34 textureGatherOffset ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2D) +0:34 'g_tTex2di4' ( uniform itexture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -32,21 +32,21 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval22' (temp 4-component vector of uint) -0:35 textureGatherOffset (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2D) -0:35 'g_tTex2du4' (uniform utexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval22' ( temp 4-component vector of uint) +0:35 textureGatherOffset ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2D) +0:35 'g_tTex2du4' ( uniform utexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? Constant: 0:? 1 (const int) 0:? -1 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -54,51 +54,51 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -107,16 +107,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval20' (temp 4-component vector of float) -0:33 textureGatherOffset (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2D) -0:33 'g_tTex2df4' (uniform texture2D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval20' ( temp 4-component vector of float) +0:33 textureGatherOffset ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2D) +0:33 'g_tTex2df4' ( uniform texture2D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -124,12 +124,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval21' (temp 4-component vector of int) -0:34 textureGatherOffset (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2D) -0:34 'g_tTex2di4' (uniform itexture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval21' ( temp 4-component vector of int) +0:34 textureGatherOffset ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2D) +0:34 'g_tTex2di4' ( uniform itexture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -137,21 +137,21 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval22' (temp 4-component vector of uint) -0:35 textureGatherOffset (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2D) -0:35 'g_tTex2du4' (uniform utexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval22' ( temp 4-component vector of uint) +0:35 textureGatherOffset ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2D) +0:35 'g_tTex2du4' ( uniform utexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? Constant: 0:? 1 (const int) 0:? -1 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -159,51 +159,51 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:41 move second child to first child ( temp float) +0:41 Depth: direct index for structure ( temp float) +0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index fe5a5c85..6b1cac30 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.gather.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'txval20' (temp 4-component vector of float) -0:25 textureGatherOffset (temp 4-component vector of float) -0:25 Construct combined texture-sampler (temp sampler2DArray) -0:25 'g_tTex2df4' (uniform texture2DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'txval20' ( temp 4-component vector of float) +0:25 textureGatherOffset ( temp 4-component vector of float) +0:25 Construct combined texture-sampler ( temp sampler2DArray) +0:25 'g_tTex2df4' ( uniform texture2DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -20,12 +20,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of int) -0:26 'txval21' (temp 4-component vector of int) -0:26 textureGatherOffset (temp 4-component vector of int) -0:26 Construct combined texture-sampler (temp isampler2DArray) -0:26 'g_tTex2di4' (uniform itexture2DArray) -0:26 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:26 move second child to first child ( temp 4-component vector of int) +0:26 'txval21' ( temp 4-component vector of int) +0:26 textureGatherOffset ( temp 4-component vector of int) +0:26 Construct combined texture-sampler ( temp isampler2DArray) +0:26 'g_tTex2di4' ( uniform itexture2DArray) +0:26 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -34,12 +34,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of uint) -0:27 'txval22' (temp 4-component vector of uint) -0:27 textureGatherOffset (temp 4-component vector of uint) -0:27 Construct combined texture-sampler (temp usampler2DArray) -0:27 'g_tTex2du4' (uniform utexture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of uint) +0:27 'txval22' ( temp 4-component vector of uint) +0:27 textureGatherOffset ( temp 4-component vector of uint) +0:27 Construct combined texture-sampler ( temp usampler2DArray) +0:27 'g_tTex2du4' ( uniform utexture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -47,9 +47,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1 (const int) 0:? -1 (const int) -0:32 move second child to first child (temp 4-component vector of float) -0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 Color: direct index for structure ( temp 4-component vector of float) +0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -57,45 +57,45 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:32 1.000000 0:32 1.000000 -0:33 move second child to first child (temp float) -0:33 Depth: direct index for structure (temp float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp float) +0:33 Depth: direct index for structure ( temp float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -104,16 +104,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'txval20' (temp 4-component vector of float) -0:25 textureGatherOffset (temp 4-component vector of float) -0:25 Construct combined texture-sampler (temp sampler2DArray) -0:25 'g_tTex2df4' (uniform texture2DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'txval20' ( temp 4-component vector of float) +0:25 textureGatherOffset ( temp 4-component vector of float) +0:25 Construct combined texture-sampler ( temp sampler2DArray) +0:25 'g_tTex2df4' ( uniform texture2DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -122,12 +122,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of int) -0:26 'txval21' (temp 4-component vector of int) -0:26 textureGatherOffset (temp 4-component vector of int) -0:26 Construct combined texture-sampler (temp isampler2DArray) -0:26 'g_tTex2di4' (uniform itexture2DArray) -0:26 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:26 move second child to first child ( temp 4-component vector of int) +0:26 'txval21' ( temp 4-component vector of int) +0:26 textureGatherOffset ( temp 4-component vector of int) +0:26 Construct combined texture-sampler ( temp isampler2DArray) +0:26 'g_tTex2di4' ( uniform itexture2DArray) +0:26 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -136,12 +136,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of uint) -0:27 'txval22' (temp 4-component vector of uint) -0:27 textureGatherOffset (temp 4-component vector of uint) -0:27 Construct combined texture-sampler (temp usampler2DArray) -0:27 'g_tTex2du4' (uniform utexture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of uint) +0:27 'txval22' ( temp 4-component vector of uint) +0:27 textureGatherOffset ( temp 4-component vector of uint) +0:27 Construct combined texture-sampler ( temp usampler2DArray) +0:27 'g_tTex2du4' ( uniform utexture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -149,9 +149,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1 (const int) 0:? -1 (const int) -0:32 move second child to first child (temp 4-component vector of float) -0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 Color: direct index for structure ( temp 4-component vector of float) +0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -159,45 +159,45 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:32 1.000000 0:32 1.000000 -0:33 move second child to first child (temp float) -0:33 Depth: direct index for structure (temp float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp float) +0:33 Depth: direct index for structure ( temp float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index 42dd813b..29b9895c 100644 --- a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -2,324 +2,324 @@ hlsl.gatherRGBA.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval00' (temp 4-component vector of float) -0:33 textureGather (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2DArray) -0:33 'g_tTex2df4a' (uniform texture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:33 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval00' ( temp 4-component vector of float) +0:33 textureGather ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2DArray) +0:33 'g_tTex2df4a' ( uniform texture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) +0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval01' (temp 4-component vector of int) -0:34 textureGather (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2DArray) -0:34 'g_tTex2di4a' (uniform itexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:34 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval01' ( temp 4-component vector of int) +0:34 textureGather ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2DArray) +0:34 'g_tTex2di4a' ( uniform itexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) +0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 0 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval02' (temp 4-component vector of uint) -0:35 textureGather (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2DArray) -0:35 'g_tTex2du4a' (uniform utexture2DArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:35 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval02' ( temp 4-component vector of uint) +0:35 textureGather ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2DArray) +0:35 'g_tTex2du4a' ( uniform utexture2DArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) +0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:35 Constant: 0:35 2 (const uint) 0:35 Constant: 0:35 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of float) -0:37 'txval10' (temp 4-component vector of float) -0:37 textureGather (temp 4-component vector of float) -0:37 Construct combined texture-sampler (temp sampler2DArray) -0:37 'g_tTex2df4a' (uniform texture2DArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:37 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'txval10' ( temp 4-component vector of float) +0:37 textureGather ( temp 4-component vector of float) +0:37 Construct combined texture-sampler ( temp sampler2DArray) +0:37 'g_tTex2df4a' ( uniform texture2DArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) +0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:37 Constant: 0:37 2 (const uint) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of int) -0:38 'txval11' (temp 4-component vector of int) -0:38 textureGather (temp 4-component vector of int) -0:38 Construct combined texture-sampler (temp isampler2DArray) -0:38 'g_tTex2di4a' (uniform itexture2DArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:38 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:38 move second child to first child ( temp 4-component vector of int) +0:38 'txval11' ( temp 4-component vector of int) +0:38 textureGather ( temp 4-component vector of int) +0:38 Construct combined texture-sampler ( temp isampler2DArray) +0:38 'g_tTex2di4a' ( uniform itexture2DArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) +0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:38 Constant: 0:38 2 (const uint) 0:38 Constant: 0:38 1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of uint) -0:39 'txval12' (temp 4-component vector of uint) -0:39 textureGather (temp 4-component vector of uint) -0:39 Construct combined texture-sampler (temp usampler2DArray) -0:39 'g_tTex2du4a' (uniform utexture2DArray) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 move second child to first child ( temp 4-component vector of uint) +0:39 'txval12' ( temp 4-component vector of uint) +0:39 textureGather ( temp 4-component vector of uint) +0:39 Construct combined texture-sampler ( temp usampler2DArray) +0:39 'g_tTex2du4a' ( uniform utexture2DArray) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) +0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:39 Constant: 0:39 2 (const uint) 0:39 Constant: 0:39 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of float) -0:41 'txval20' (temp 4-component vector of float) -0:41 textureGather (temp 4-component vector of float) -0:41 Construct combined texture-sampler (temp sampler2DArray) -0:41 'g_tTex2df4a' (uniform texture2DArray) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 move second child to first child ( temp 4-component vector of float) +0:41 'txval20' ( temp 4-component vector of float) +0:41 textureGather ( temp 4-component vector of float) +0:41 Construct combined texture-sampler ( temp sampler2DArray) +0:41 'g_tTex2df4a' ( uniform texture2DArray) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:41 Constant: 0:41 2 (const uint) 0:41 Constant: 0:41 2 (const int) 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of int) -0:42 'txval21' (temp 4-component vector of int) -0:42 textureGather (temp 4-component vector of int) -0:42 Construct combined texture-sampler (temp isampler2DArray) -0:42 'g_tTex2di4a' (uniform itexture2DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:42 move second child to first child ( temp 4-component vector of int) +0:42 'txval21' ( temp 4-component vector of int) +0:42 textureGather ( temp 4-component vector of int) +0:42 Construct combined texture-sampler ( temp isampler2DArray) +0:42 'g_tTex2di4a' ( uniform itexture2DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of uint) -0:43 'txval22' (temp 4-component vector of uint) -0:43 textureGather (temp 4-component vector of uint) -0:43 Construct combined texture-sampler (temp usampler2DArray) -0:43 'g_tTex2du4a' (uniform utexture2DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 move second child to first child ( temp 4-component vector of uint) +0:43 'txval22' ( temp 4-component vector of uint) +0:43 textureGather ( temp 4-component vector of uint) +0:43 Construct combined texture-sampler ( temp usampler2DArray) +0:43 'g_tTex2du4a' ( uniform utexture2DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 2 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:45 'txval30' (temp 4-component vector of float) -0:45 textureGather (temp 4-component vector of float) -0:45 Construct combined texture-sampler (temp sampler2DArray) -0:45 'g_tTex2df4a' (uniform texture2DArray) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'txval30' ( temp 4-component vector of float) +0:45 textureGather ( temp 4-component vector of float) +0:45 Construct combined texture-sampler ( temp sampler2DArray) +0:45 'g_tTex2df4a' ( uniform texture2DArray) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Constant: 0:45 3 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'txval31' (temp 4-component vector of int) -0:46 textureGather (temp 4-component vector of int) -0:46 Construct combined texture-sampler (temp isampler2DArray) -0:46 'g_tTex2di4a' (uniform itexture2DArray) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'txval31' ( temp 4-component vector of int) +0:46 textureGather ( temp 4-component vector of int) +0:46 Construct combined texture-sampler ( temp isampler2DArray) +0:46 'g_tTex2di4a' ( uniform itexture2DArray) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Constant: 0:46 3 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'txval32' (temp 4-component vector of uint) -0:47 textureGather (temp 4-component vector of uint) -0:47 Construct combined texture-sampler (temp usampler2DArray) -0:47 'g_tTex2du4a' (uniform utexture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'txval32' ( temp 4-component vector of uint) +0:47 textureGather ( temp 4-component vector of uint) +0:47 Construct combined texture-sampler ( temp usampler2DArray) +0:47 'g_tTex2du4a' ( uniform utexture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'txval40' (temp 4-component vector of float) -0:51 textureGather (temp 4-component vector of float) -0:51 Construct combined texture-sampler (temp samplerCubeArray) -0:51 'g_tTexcdf4a' (uniform textureCubeArray) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'txval40' ( temp 4-component vector of float) +0:51 textureGather ( temp 4-component vector of float) +0:51 Construct combined texture-sampler ( temp samplerCubeArray) +0:51 'g_tTexcdf4a' ( uniform textureCubeArray) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 3 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'txval41' (temp 4-component vector of int) -0:52 textureGather (temp 4-component vector of int) -0:52 Construct combined texture-sampler (temp isamplerCubeArray) -0:52 'g_tTexcdi4a' (uniform itextureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'txval41' ( temp 4-component vector of int) +0:52 textureGather ( temp 4-component vector of int) +0:52 Construct combined texture-sampler ( temp isamplerCubeArray) +0:52 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:52 Constant: 0:52 3 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'txval42' (temp 4-component vector of uint) -0:53 textureGather (temp 4-component vector of uint) -0:53 Construct combined texture-sampler (temp usamplerCubeArray) -0:53 'g_tTexcdu4a' (uniform utextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 move second child to first child ( temp 4-component vector of uint) +0:53 'txval42' ( temp 4-component vector of uint) +0:53 textureGather ( temp 4-component vector of uint) +0:53 Construct combined texture-sampler ( temp usamplerCubeArray) +0:53 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:53 Constant: 0:53 3 (const uint) 0:53 Constant: 0:53 0 (const int) 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'txval50' (temp 4-component vector of float) -0:55 textureGather (temp 4-component vector of float) -0:55 Construct combined texture-sampler (temp samplerCubeArray) -0:55 'g_tTexcdf4a' (uniform textureCubeArray) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'txval50' ( temp 4-component vector of float) +0:55 textureGather ( temp 4-component vector of float) +0:55 Construct combined texture-sampler ( temp samplerCubeArray) +0:55 'g_tTexcdf4a' ( uniform textureCubeArray) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:55 Constant: 0:55 3 (const uint) 0:55 Constant: 0:55 1 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of int) -0:56 'txval51' (temp 4-component vector of int) -0:56 textureGather (temp 4-component vector of int) -0:56 Construct combined texture-sampler (temp isamplerCubeArray) -0:56 'g_tTexcdi4a' (uniform itextureCubeArray) -0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'txval51' ( temp 4-component vector of int) +0:56 textureGather ( temp 4-component vector of int) +0:56 Construct combined texture-sampler ( temp isamplerCubeArray) +0:56 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:56 'g_sSamp' (layout( binding=0) uniform sampler) +0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:56 Constant: 0:56 3 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of uint) -0:57 'txval52' (temp 4-component vector of uint) -0:57 textureGather (temp 4-component vector of uint) -0:57 Construct combined texture-sampler (temp usamplerCubeArray) -0:57 'g_tTexcdu4a' (uniform utextureCubeArray) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 move second child to first child ( temp 4-component vector of uint) +0:57 'txval52' ( temp 4-component vector of uint) +0:57 textureGather ( temp 4-component vector of uint) +0:57 Construct combined texture-sampler ( temp usamplerCubeArray) +0:57 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 1 (const int) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of float) -0:59 'txval60' (temp 4-component vector of float) -0:59 textureGather (temp 4-component vector of float) -0:59 Construct combined texture-sampler (temp samplerCubeArray) -0:59 'g_tTexcdf4a' (uniform textureCubeArray) -0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 move second child to first child ( temp 4-component vector of float) +0:59 'txval60' ( temp 4-component vector of float) +0:59 textureGather ( temp 4-component vector of float) +0:59 Construct combined texture-sampler ( temp samplerCubeArray) +0:59 'g_tTexcdf4a' ( uniform textureCubeArray) +0:59 'g_sSamp' (layout( binding=0) uniform sampler) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 2 (const int) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of int) -0:60 'txval61' (temp 4-component vector of int) -0:60 textureGather (temp 4-component vector of int) -0:60 Construct combined texture-sampler (temp isamplerCubeArray) -0:60 'g_tTexcdi4a' (uniform itextureCubeArray) -0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'txval61' ( temp 4-component vector of int) +0:60 textureGather ( temp 4-component vector of int) +0:60 Construct combined texture-sampler ( temp isamplerCubeArray) +0:60 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:60 'g_sSamp' (layout( binding=0) uniform sampler) +0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:60 Constant: 0:60 3 (const uint) 0:60 Constant: 0:60 2 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of uint) -0:61 'txval62' (temp 4-component vector of uint) -0:61 textureGather (temp 4-component vector of uint) -0:61 Construct combined texture-sampler (temp usamplerCubeArray) -0:61 'g_tTexcdu4a' (uniform utextureCubeArray) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 move second child to first child ( temp 4-component vector of uint) +0:61 'txval62' ( temp 4-component vector of uint) +0:61 textureGather ( temp 4-component vector of uint) +0:61 Construct combined texture-sampler ( temp usamplerCubeArray) +0:61 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: 0:61 2 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of float) -0:63 'txval70' (temp 4-component vector of float) -0:63 textureGather (temp 4-component vector of float) -0:63 Construct combined texture-sampler (temp samplerCubeArray) -0:63 'g_tTexcdf4a' (uniform textureCubeArray) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 'txval70' ( temp 4-component vector of float) +0:63 textureGather ( temp 4-component vector of float) +0:63 Construct combined texture-sampler ( temp samplerCubeArray) +0:63 'g_tTexcdf4a' ( uniform textureCubeArray) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of int) -0:64 'txval71' (temp 4-component vector of int) -0:64 textureGather (temp 4-component vector of int) -0:64 Construct combined texture-sampler (temp isamplerCubeArray) -0:64 'g_tTexcdi4a' (uniform itextureCubeArray) -0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'txval71' ( temp 4-component vector of int) +0:64 textureGather ( temp 4-component vector of int) +0:64 Construct combined texture-sampler ( temp isamplerCubeArray) +0:64 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:64 'g_sSamp' (layout( binding=0) uniform sampler) +0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of uint) -0:65 'txval72' (temp 4-component vector of uint) -0:65 textureGather (temp 4-component vector of uint) -0:65 Construct combined texture-sampler (temp usamplerCubeArray) -0:65 'g_tTexcdu4a' (uniform utextureCubeArray) -0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 move second child to first child ( temp 4-component vector of uint) +0:65 'txval72' ( temp 4-component vector of uint) +0:65 textureGather ( temp 4-component vector of uint) +0:65 Construct combined texture-sampler ( temp usamplerCubeArray) +0:65 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:65 'g_sSamp' (layout( binding=0) uniform sampler) +0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:65 Constant: 0:65 3 (const uint) 0:65 Constant: 0:65 3 (const int) -0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Color: direct index for structure ( temp 4-component vector of float) +0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -327,49 +327,49 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:67 1.000000 -0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:68 move second child to first child ( temp float) +0:68 Depth: direct index for structure ( temp float) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -378,324 +378,324 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:33 move second child to first child (temp 4-component vector of float) -0:33 'txval00' (temp 4-component vector of float) -0:33 textureGather (temp 4-component vector of float) -0:33 Construct combined texture-sampler (temp sampler2DArray) -0:33 'g_tTex2df4a' (uniform texture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:33 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'txval00' ( temp 4-component vector of float) +0:33 textureGather ( temp 4-component vector of float) +0:33 Construct combined texture-sampler ( temp sampler2DArray) +0:33 'g_tTex2df4a' ( uniform texture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) +0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: 0:33 0 (const int) 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of int) -0:34 'txval01' (temp 4-component vector of int) -0:34 textureGather (temp 4-component vector of int) -0:34 Construct combined texture-sampler (temp isampler2DArray) -0:34 'g_tTex2di4a' (uniform itexture2DArray) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:34 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:34 move second child to first child ( temp 4-component vector of int) +0:34 'txval01' ( temp 4-component vector of int) +0:34 textureGather ( temp 4-component vector of int) +0:34 Construct combined texture-sampler ( temp isampler2DArray) +0:34 'g_tTex2di4a' ( uniform itexture2DArray) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) +0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 0 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of uint) -0:35 'txval02' (temp 4-component vector of uint) -0:35 textureGather (temp 4-component vector of uint) -0:35 Construct combined texture-sampler (temp usampler2DArray) -0:35 'g_tTex2du4a' (uniform utexture2DArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:35 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:35 move second child to first child ( temp 4-component vector of uint) +0:35 'txval02' ( temp 4-component vector of uint) +0:35 textureGather ( temp 4-component vector of uint) +0:35 Construct combined texture-sampler ( temp usampler2DArray) +0:35 'g_tTex2du4a' ( uniform utexture2DArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) +0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:35 Constant: 0:35 2 (const uint) 0:35 Constant: 0:35 0 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of float) -0:37 'txval10' (temp 4-component vector of float) -0:37 textureGather (temp 4-component vector of float) -0:37 Construct combined texture-sampler (temp sampler2DArray) -0:37 'g_tTex2df4a' (uniform texture2DArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:37 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'txval10' ( temp 4-component vector of float) +0:37 textureGather ( temp 4-component vector of float) +0:37 Construct combined texture-sampler ( temp sampler2DArray) +0:37 'g_tTex2df4a' ( uniform texture2DArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) +0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:37 Constant: 0:37 2 (const uint) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of int) -0:38 'txval11' (temp 4-component vector of int) -0:38 textureGather (temp 4-component vector of int) -0:38 Construct combined texture-sampler (temp isampler2DArray) -0:38 'g_tTex2di4a' (uniform itexture2DArray) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:38 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:38 move second child to first child ( temp 4-component vector of int) +0:38 'txval11' ( temp 4-component vector of int) +0:38 textureGather ( temp 4-component vector of int) +0:38 Construct combined texture-sampler ( temp isampler2DArray) +0:38 'g_tTex2di4a' ( uniform itexture2DArray) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) +0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:38 Constant: 0:38 2 (const uint) 0:38 Constant: 0:38 1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of uint) -0:39 'txval12' (temp 4-component vector of uint) -0:39 textureGather (temp 4-component vector of uint) -0:39 Construct combined texture-sampler (temp usampler2DArray) -0:39 'g_tTex2du4a' (uniform utexture2DArray) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 move second child to first child ( temp 4-component vector of uint) +0:39 'txval12' ( temp 4-component vector of uint) +0:39 textureGather ( temp 4-component vector of uint) +0:39 Construct combined texture-sampler ( temp usampler2DArray) +0:39 'g_tTex2du4a' ( uniform utexture2DArray) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) +0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:39 Constant: 0:39 2 (const uint) 0:39 Constant: 0:39 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of float) -0:41 'txval20' (temp 4-component vector of float) -0:41 textureGather (temp 4-component vector of float) -0:41 Construct combined texture-sampler (temp sampler2DArray) -0:41 'g_tTex2df4a' (uniform texture2DArray) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 move second child to first child ( temp 4-component vector of float) +0:41 'txval20' ( temp 4-component vector of float) +0:41 textureGather ( temp 4-component vector of float) +0:41 Construct combined texture-sampler ( temp sampler2DArray) +0:41 'g_tTex2df4a' ( uniform texture2DArray) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:41 Constant: 0:41 2 (const uint) 0:41 Constant: 0:41 2 (const int) 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of int) -0:42 'txval21' (temp 4-component vector of int) -0:42 textureGather (temp 4-component vector of int) -0:42 Construct combined texture-sampler (temp isampler2DArray) -0:42 'g_tTex2di4a' (uniform itexture2DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:42 move second child to first child ( temp 4-component vector of int) +0:42 'txval21' ( temp 4-component vector of int) +0:42 textureGather ( temp 4-component vector of int) +0:42 Construct combined texture-sampler ( temp isampler2DArray) +0:42 'g_tTex2di4a' ( uniform itexture2DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of uint) -0:43 'txval22' (temp 4-component vector of uint) -0:43 textureGather (temp 4-component vector of uint) -0:43 Construct combined texture-sampler (temp usampler2DArray) -0:43 'g_tTex2du4a' (uniform utexture2DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 move second child to first child ( temp 4-component vector of uint) +0:43 'txval22' ( temp 4-component vector of uint) +0:43 textureGather ( temp 4-component vector of uint) +0:43 Construct combined texture-sampler ( temp usampler2DArray) +0:43 'g_tTex2du4a' ( uniform utexture2DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 2 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:45 'txval30' (temp 4-component vector of float) -0:45 textureGather (temp 4-component vector of float) -0:45 Construct combined texture-sampler (temp sampler2DArray) -0:45 'g_tTex2df4a' (uniform texture2DArray) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'txval30' ( temp 4-component vector of float) +0:45 textureGather ( temp 4-component vector of float) +0:45 Construct combined texture-sampler ( temp sampler2DArray) +0:45 'g_tTex2df4a' ( uniform texture2DArray) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Constant: 0:45 3 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'txval31' (temp 4-component vector of int) -0:46 textureGather (temp 4-component vector of int) -0:46 Construct combined texture-sampler (temp isampler2DArray) -0:46 'g_tTex2di4a' (uniform itexture2DArray) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'txval31' ( temp 4-component vector of int) +0:46 textureGather ( temp 4-component vector of int) +0:46 Construct combined texture-sampler ( temp isampler2DArray) +0:46 'g_tTex2di4a' ( uniform itexture2DArray) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Constant: 0:46 3 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'txval32' (temp 4-component vector of uint) -0:47 textureGather (temp 4-component vector of uint) -0:47 Construct combined texture-sampler (temp usampler2DArray) -0:47 'g_tTex2du4a' (uniform utexture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'txval32' ( temp 4-component vector of uint) +0:47 textureGather ( temp 4-component vector of uint) +0:47 Construct combined texture-sampler ( temp usampler2DArray) +0:47 'g_tTex2du4a' ( uniform utexture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'txval40' (temp 4-component vector of float) -0:51 textureGather (temp 4-component vector of float) -0:51 Construct combined texture-sampler (temp samplerCubeArray) -0:51 'g_tTexcdf4a' (uniform textureCubeArray) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'txval40' ( temp 4-component vector of float) +0:51 textureGather ( temp 4-component vector of float) +0:51 Construct combined texture-sampler ( temp samplerCubeArray) +0:51 'g_tTexcdf4a' ( uniform textureCubeArray) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 3 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'txval41' (temp 4-component vector of int) -0:52 textureGather (temp 4-component vector of int) -0:52 Construct combined texture-sampler (temp isamplerCubeArray) -0:52 'g_tTexcdi4a' (uniform itextureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'txval41' ( temp 4-component vector of int) +0:52 textureGather ( temp 4-component vector of int) +0:52 Construct combined texture-sampler ( temp isamplerCubeArray) +0:52 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:52 Constant: 0:52 3 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'txval42' (temp 4-component vector of uint) -0:53 textureGather (temp 4-component vector of uint) -0:53 Construct combined texture-sampler (temp usamplerCubeArray) -0:53 'g_tTexcdu4a' (uniform utextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 move second child to first child ( temp 4-component vector of uint) +0:53 'txval42' ( temp 4-component vector of uint) +0:53 textureGather ( temp 4-component vector of uint) +0:53 Construct combined texture-sampler ( temp usamplerCubeArray) +0:53 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:53 Constant: 0:53 3 (const uint) 0:53 Constant: 0:53 0 (const int) 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'txval50' (temp 4-component vector of float) -0:55 textureGather (temp 4-component vector of float) -0:55 Construct combined texture-sampler (temp samplerCubeArray) -0:55 'g_tTexcdf4a' (uniform textureCubeArray) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'txval50' ( temp 4-component vector of float) +0:55 textureGather ( temp 4-component vector of float) +0:55 Construct combined texture-sampler ( temp samplerCubeArray) +0:55 'g_tTexcdf4a' ( uniform textureCubeArray) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:55 Constant: 0:55 3 (const uint) 0:55 Constant: 0:55 1 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of int) -0:56 'txval51' (temp 4-component vector of int) -0:56 textureGather (temp 4-component vector of int) -0:56 Construct combined texture-sampler (temp isamplerCubeArray) -0:56 'g_tTexcdi4a' (uniform itextureCubeArray) -0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'txval51' ( temp 4-component vector of int) +0:56 textureGather ( temp 4-component vector of int) +0:56 Construct combined texture-sampler ( temp isamplerCubeArray) +0:56 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:56 'g_sSamp' (layout( binding=0) uniform sampler) +0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:56 Constant: 0:56 3 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of uint) -0:57 'txval52' (temp 4-component vector of uint) -0:57 textureGather (temp 4-component vector of uint) -0:57 Construct combined texture-sampler (temp usamplerCubeArray) -0:57 'g_tTexcdu4a' (uniform utextureCubeArray) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 move second child to first child ( temp 4-component vector of uint) +0:57 'txval52' ( temp 4-component vector of uint) +0:57 textureGather ( temp 4-component vector of uint) +0:57 Construct combined texture-sampler ( temp usamplerCubeArray) +0:57 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 1 (const int) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of float) -0:59 'txval60' (temp 4-component vector of float) -0:59 textureGather (temp 4-component vector of float) -0:59 Construct combined texture-sampler (temp samplerCubeArray) -0:59 'g_tTexcdf4a' (uniform textureCubeArray) -0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 move second child to first child ( temp 4-component vector of float) +0:59 'txval60' ( temp 4-component vector of float) +0:59 textureGather ( temp 4-component vector of float) +0:59 Construct combined texture-sampler ( temp samplerCubeArray) +0:59 'g_tTexcdf4a' ( uniform textureCubeArray) +0:59 'g_sSamp' (layout( binding=0) uniform sampler) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 2 (const int) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of int) -0:60 'txval61' (temp 4-component vector of int) -0:60 textureGather (temp 4-component vector of int) -0:60 Construct combined texture-sampler (temp isamplerCubeArray) -0:60 'g_tTexcdi4a' (uniform itextureCubeArray) -0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'txval61' ( temp 4-component vector of int) +0:60 textureGather ( temp 4-component vector of int) +0:60 Construct combined texture-sampler ( temp isamplerCubeArray) +0:60 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:60 'g_sSamp' (layout( binding=0) uniform sampler) +0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:60 Constant: 0:60 3 (const uint) 0:60 Constant: 0:60 2 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of uint) -0:61 'txval62' (temp 4-component vector of uint) -0:61 textureGather (temp 4-component vector of uint) -0:61 Construct combined texture-sampler (temp usamplerCubeArray) -0:61 'g_tTexcdu4a' (uniform utextureCubeArray) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 move second child to first child ( temp 4-component vector of uint) +0:61 'txval62' ( temp 4-component vector of uint) +0:61 textureGather ( temp 4-component vector of uint) +0:61 Construct combined texture-sampler ( temp usamplerCubeArray) +0:61 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: 0:61 2 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of float) -0:63 'txval70' (temp 4-component vector of float) -0:63 textureGather (temp 4-component vector of float) -0:63 Construct combined texture-sampler (temp samplerCubeArray) -0:63 'g_tTexcdf4a' (uniform textureCubeArray) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 'txval70' ( temp 4-component vector of float) +0:63 textureGather ( temp 4-component vector of float) +0:63 Construct combined texture-sampler ( temp samplerCubeArray) +0:63 'g_tTexcdf4a' ( uniform textureCubeArray) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of int) -0:64 'txval71' (temp 4-component vector of int) -0:64 textureGather (temp 4-component vector of int) -0:64 Construct combined texture-sampler (temp isamplerCubeArray) -0:64 'g_tTexcdi4a' (uniform itextureCubeArray) -0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'txval71' ( temp 4-component vector of int) +0:64 textureGather ( temp 4-component vector of int) +0:64 Construct combined texture-sampler ( temp isamplerCubeArray) +0:64 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:64 'g_sSamp' (layout( binding=0) uniform sampler) +0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of uint) -0:65 'txval72' (temp 4-component vector of uint) -0:65 textureGather (temp 4-component vector of uint) -0:65 Construct combined texture-sampler (temp usamplerCubeArray) -0:65 'g_tTexcdu4a' (uniform utextureCubeArray) -0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 move second child to first child ( temp 4-component vector of uint) +0:65 'txval72' ( temp 4-component vector of uint) +0:65 textureGather ( temp 4-component vector of uint) +0:65 Construct combined texture-sampler ( temp usamplerCubeArray) +0:65 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:65 'g_sSamp' (layout( binding=0) uniform sampler) +0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:65 Constant: 0:65 3 (const uint) 0:65 Constant: 0:65 3 (const int) -0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Color: direct index for structure ( temp 4-component vector of float) +0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -703,49 +703,49 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:67 1.000000 -0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:68 move second child to first child ( temp float) +0:68 Depth: direct index for structure ( temp float) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index 15ebdc0d..b691d146 100644 --- a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -2,324 +2,324 @@ hlsl.gatherRGBA.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval00' (temp 4-component vector of float) -0:39 textureGather (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler2D) -0:39 'g_tTex2df4' (uniform texture2D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval00' ( temp 4-component vector of float) +0:39 textureGather ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler2D) +0:39 'g_tTex2df4' ( uniform texture2D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) +0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 0 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval01' (temp 4-component vector of int) -0:40 textureGather (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler2D) -0:40 'g_tTex2di4' (uniform itexture2D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval01' ( temp 4-component vector of int) +0:40 textureGather ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler2D) +0:40 'g_tTex2di4' ( uniform itexture2D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) +0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:40 Constant: 0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval02' (temp 4-component vector of uint) -0:41 textureGather (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler2D) -0:41 'g_tTex2du4' (uniform utexture2D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval02' ( temp 4-component vector of uint) +0:41 textureGather ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler2D) +0:41 'g_tTex2du4' ( uniform utexture2D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:41 Constant: 0:41 1 (const uint) 0:41 Constant: 0:41 0 (const int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval10' (temp 4-component vector of float) -0:43 textureGather (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp sampler2D) -0:43 'g_tTex2df4' (uniform texture2D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval10' ( temp 4-component vector of float) +0:43 textureGather ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp sampler2D) +0:43 'g_tTex2df4' ( uniform texture2D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:43 Constant: 0:43 1 (const uint) 0:43 Constant: 0:43 1 (const int) 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval11' (temp 4-component vector of int) -0:44 textureGather (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isampler2D) -0:44 'g_tTex2di4' (uniform itexture2D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval11' ( temp 4-component vector of int) +0:44 textureGather ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isampler2D) +0:44 'g_tTex2di4' ( uniform itexture2D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:44 Constant: 0:44 1 (const uint) 0:44 Constant: 0:44 1 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval12' (temp 4-component vector of uint) -0:45 textureGather (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usampler2D) -0:45 'g_tTex2du4' (uniform utexture2D) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval12' ( temp 4-component vector of uint) +0:45 textureGather ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usampler2D) +0:45 'g_tTex2du4' ( uniform utexture2D) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: 0:45 1 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of float) -0:47 'txval20' (temp 4-component vector of float) -0:47 textureGather (temp 4-component vector of float) -0:47 Construct combined texture-sampler (temp sampler2D) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of float) +0:47 'txval20' ( temp 4-component vector of float) +0:47 textureGather ( temp 4-component vector of float) +0:47 Construct combined texture-sampler ( temp sampler2D) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: 0:47 2 (const int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of int) -0:48 'txval21' (temp 4-component vector of int) -0:48 textureGather (temp 4-component vector of int) -0:48 Construct combined texture-sampler (temp isampler2D) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:48 move second child to first child ( temp 4-component vector of int) +0:48 'txval21' ( temp 4-component vector of int) +0:48 textureGather ( temp 4-component vector of int) +0:48 Construct combined texture-sampler ( temp isampler2D) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:48 Constant: 0:48 1 (const uint) 0:48 Constant: 0:48 2 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of uint) -0:49 'txval22' (temp 4-component vector of uint) -0:49 textureGather (temp 4-component vector of uint) -0:49 Construct combined texture-sampler (temp usampler2D) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 move second child to first child ( temp 4-component vector of uint) +0:49 'txval22' ( temp 4-component vector of uint) +0:49 textureGather ( temp 4-component vector of uint) +0:49 Construct combined texture-sampler ( temp usampler2D) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: 0:49 2 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'txval30' (temp 4-component vector of float) -0:51 textureGather (temp 4-component vector of float) -0:51 Construct combined texture-sampler (temp sampler2D) -0:51 'g_tTex2df4' (uniform texture2D) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'txval30' ( temp 4-component vector of float) +0:51 textureGather ( temp 4-component vector of float) +0:51 Construct combined texture-sampler ( temp sampler2D) +0:51 'g_tTex2df4' ( uniform texture2D) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: 0:51 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'txval31' (temp 4-component vector of int) -0:52 textureGather (temp 4-component vector of int) -0:52 Construct combined texture-sampler (temp isampler2D) -0:52 'g_tTex2di4' (uniform itexture2D) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'txval31' ( temp 4-component vector of int) +0:52 textureGather ( temp 4-component vector of int) +0:52 Construct combined texture-sampler ( temp isampler2D) +0:52 'g_tTex2di4' ( uniform itexture2D) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 3 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'txval32' (temp 4-component vector of uint) -0:53 textureGather (temp 4-component vector of uint) -0:53 Construct combined texture-sampler (temp usampler2D) -0:53 'g_tTex2du4' (uniform utexture2D) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 move second child to first child ( temp 4-component vector of uint) +0:53 'txval32' ( temp 4-component vector of uint) +0:53 textureGather ( temp 4-component vector of uint) +0:53 Construct combined texture-sampler ( temp usampler2D) +0:53 'g_tTex2du4' ( uniform utexture2D) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 3 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of float) -0:57 'txval40' (temp 4-component vector of float) -0:57 textureGather (temp 4-component vector of float) -0:57 Construct combined texture-sampler (temp samplerCube) -0:57 'g_tTexcdf4' (uniform textureCube) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 'txval40' ( temp 4-component vector of float) +0:57 textureGather ( temp 4-component vector of float) +0:57 Construct combined texture-sampler ( temp samplerCube) +0:57 'g_tTexcdf4' ( uniform textureCube) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of int) -0:58 'txval41' (temp 4-component vector of int) -0:58 textureGather (temp 4-component vector of int) -0:58 Construct combined texture-sampler (temp isamplerCube) -0:58 'g_tTexcdi4' (uniform itextureCube) -0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'txval41' ( temp 4-component vector of int) +0:58 textureGather ( temp 4-component vector of int) +0:58 Construct combined texture-sampler ( temp isamplerCube) +0:58 'g_tTexcdi4' ( uniform itextureCube) +0:58 'g_sSamp' (layout( binding=0) uniform sampler) +0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 0 (const int) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of uint) -0:59 'txval42' (temp 4-component vector of uint) -0:59 textureGather (temp 4-component vector of uint) -0:59 Construct combined texture-sampler (temp usamplerCube) -0:59 'g_tTexcdu4' (uniform utextureCube) -0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 move second child to first child ( temp 4-component vector of uint) +0:59 'txval42' ( temp 4-component vector of uint) +0:59 textureGather ( temp 4-component vector of uint) +0:59 Construct combined texture-sampler ( temp usamplerCube) +0:59 'g_tTexcdu4' ( uniform utextureCube) +0:59 'g_sSamp' (layout( binding=0) uniform sampler) +0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 0 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of float) -0:61 'txval50' (temp 4-component vector of float) -0:61 textureGather (temp 4-component vector of float) -0:61 Construct combined texture-sampler (temp samplerCube) -0:61 'g_tTexcdf4' (uniform textureCube) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 move second child to first child ( temp 4-component vector of float) +0:61 'txval50' ( temp 4-component vector of float) +0:61 textureGather ( temp 4-component vector of float) +0:61 Construct combined texture-sampler ( temp samplerCube) +0:61 'g_tTexcdf4' ( uniform textureCube) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of int) -0:62 'txval51' (temp 4-component vector of int) -0:62 textureGather (temp 4-component vector of int) -0:62 Construct combined texture-sampler (temp isamplerCube) -0:62 'g_tTexcdi4' (uniform itextureCube) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'txval51' ( temp 4-component vector of int) +0:62 textureGather ( temp 4-component vector of int) +0:62 Construct combined texture-sampler ( temp isamplerCube) +0:62 'g_tTexcdi4' ( uniform itextureCube) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of uint) -0:63 'txval52' (temp 4-component vector of uint) -0:63 textureGather (temp 4-component vector of uint) -0:63 Construct combined texture-sampler (temp usamplerCube) -0:63 'g_tTexcdu4' (uniform utextureCube) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 move second child to first child ( temp 4-component vector of uint) +0:63 'txval52' ( temp 4-component vector of uint) +0:63 textureGather ( temp 4-component vector of uint) +0:63 Construct combined texture-sampler ( temp usamplerCube) +0:63 'g_tTexcdu4' ( uniform utextureCube) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: 0:63 1 (const int) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of float) -0:65 'txval60' (temp 4-component vector of float) -0:65 textureGather (temp 4-component vector of float) -0:65 Construct combined texture-sampler (temp samplerCube) -0:65 'g_tTexcdf4' (uniform textureCube) -0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 move second child to first child ( temp 4-component vector of float) +0:65 'txval60' ( temp 4-component vector of float) +0:65 textureGather ( temp 4-component vector of float) +0:65 Construct combined texture-sampler ( temp samplerCube) +0:65 'g_tTexcdf4' ( uniform textureCube) +0:65 'g_sSamp' (layout( binding=0) uniform sampler) +0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:65 Constant: 0:65 2 (const uint) 0:65 Constant: 0:65 2 (const int) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of int) -0:66 'txval61' (temp 4-component vector of int) -0:66 textureGather (temp 4-component vector of int) -0:66 Construct combined texture-sampler (temp isamplerCube) -0:66 'g_tTexcdi4' (uniform itextureCube) -0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:66 move second child to first child ( temp 4-component vector of int) +0:66 'txval61' ( temp 4-component vector of int) +0:66 textureGather ( temp 4-component vector of int) +0:66 Construct combined texture-sampler ( temp isamplerCube) +0:66 'g_tTexcdi4' ( uniform itextureCube) +0:66 'g_sSamp' (layout( binding=0) uniform sampler) +0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:66 Constant: 0:66 2 (const uint) 0:66 Constant: 0:66 2 (const int) 0:67 Sequence -0:67 move second child to first child (temp 4-component vector of uint) -0:67 'txval62' (temp 4-component vector of uint) -0:67 textureGather (temp 4-component vector of uint) -0:67 Construct combined texture-sampler (temp usamplerCube) -0:67 'g_tTexcdu4' (uniform utextureCube) -0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:67 move second child to first child ( temp 4-component vector of uint) +0:67 'txval62' ( temp 4-component vector of uint) +0:67 textureGather ( temp 4-component vector of uint) +0:67 Construct combined texture-sampler ( temp usamplerCube) +0:67 'g_tTexcdu4' ( uniform utextureCube) +0:67 'g_sSamp' (layout( binding=0) uniform sampler) +0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:69 'txval70' (temp 4-component vector of float) -0:69 textureGather (temp 4-component vector of float) -0:69 Construct combined texture-sampler (temp samplerCube) -0:69 'g_tTexcdf4' (uniform textureCube) -0:69 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'txval70' ( temp 4-component vector of float) +0:69 textureGather ( temp 4-component vector of float) +0:69 Construct combined texture-sampler ( temp samplerCube) +0:69 'g_tTexcdf4' ( uniform textureCube) +0:69 'g_sSamp' (layout( binding=0) uniform sampler) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: 0:69 3 (const int) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of int) -0:70 'txval71' (temp 4-component vector of int) -0:70 textureGather (temp 4-component vector of int) -0:70 Construct combined texture-sampler (temp isamplerCube) -0:70 'g_tTexcdi4' (uniform itextureCube) -0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:70 move second child to first child ( temp 4-component vector of int) +0:70 'txval71' ( temp 4-component vector of int) +0:70 textureGather ( temp 4-component vector of int) +0:70 Construct combined texture-sampler ( temp isamplerCube) +0:70 'g_tTexcdi4' ( uniform itextureCube) +0:70 'g_sSamp' (layout( binding=0) uniform sampler) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:70 Constant: 0:70 2 (const uint) 0:70 Constant: 0:70 3 (const int) 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of uint) -0:71 'txval72' (temp 4-component vector of uint) -0:71 textureGather (temp 4-component vector of uint) -0:71 Construct combined texture-sampler (temp usamplerCube) -0:71 'g_tTexcdu4' (uniform utextureCube) -0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:71 move second child to first child ( temp 4-component vector of uint) +0:71 'txval72' ( temp 4-component vector of uint) +0:71 textureGather ( temp 4-component vector of uint) +0:71 Construct combined texture-sampler ( temp usamplerCube) +0:71 'g_tTexcdu4' ( uniform utextureCube) +0:71 'g_sSamp' (layout( binding=0) uniform sampler) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:71 Constant: 0:71 2 (const uint) 0:71 Constant: 0:71 3 (const int) -0:73 move second child to first child (temp 4-component vector of float) -0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp 4-component vector of float) +0:73 Color: direct index for structure ( temp 4-component vector of float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -327,53 +327,53 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:73 1.000000 0:73 1.000000 -0:74 move second child to first child (temp float) -0:74 Depth: direct index for structure (temp float) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:74 move second child to first child ( temp float) +0:74 Depth: direct index for structure ( temp float) +0:74 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 1.000000 0:76 Branch: Return with expression -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 Function Definition: main( (temp void) +0:76 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: main( ( temp void) 0:34 Function Parameters: 0:? Sequence 0:34 Sequence -0:34 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:34 Color: direct index for structure ( temp 4-component vector of float) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) -0:34 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:34 Depth: direct index for structure (temp float) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:34 Depth: direct index for structure ( temp float) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -382,324 +382,324 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval00' (temp 4-component vector of float) -0:39 textureGather (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler2D) -0:39 'g_tTex2df4' (uniform texture2D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval00' ( temp 4-component vector of float) +0:39 textureGather ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler2D) +0:39 'g_tTex2df4' ( uniform texture2D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) +0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 0 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval01' (temp 4-component vector of int) -0:40 textureGather (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler2D) -0:40 'g_tTex2di4' (uniform itexture2D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval01' ( temp 4-component vector of int) +0:40 textureGather ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler2D) +0:40 'g_tTex2di4' ( uniform itexture2D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) +0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:40 Constant: 0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval02' (temp 4-component vector of uint) -0:41 textureGather (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler2D) -0:41 'g_tTex2du4' (uniform utexture2D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval02' ( temp 4-component vector of uint) +0:41 textureGather ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler2D) +0:41 'g_tTex2du4' ( uniform utexture2D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:41 Constant: 0:41 1 (const uint) 0:41 Constant: 0:41 0 (const int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval10' (temp 4-component vector of float) -0:43 textureGather (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp sampler2D) -0:43 'g_tTex2df4' (uniform texture2D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval10' ( temp 4-component vector of float) +0:43 textureGather ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp sampler2D) +0:43 'g_tTex2df4' ( uniform texture2D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:43 Constant: 0:43 1 (const uint) 0:43 Constant: 0:43 1 (const int) 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval11' (temp 4-component vector of int) -0:44 textureGather (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isampler2D) -0:44 'g_tTex2di4' (uniform itexture2D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval11' ( temp 4-component vector of int) +0:44 textureGather ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isampler2D) +0:44 'g_tTex2di4' ( uniform itexture2D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:44 Constant: 0:44 1 (const uint) 0:44 Constant: 0:44 1 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval12' (temp 4-component vector of uint) -0:45 textureGather (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usampler2D) -0:45 'g_tTex2du4' (uniform utexture2D) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval12' ( temp 4-component vector of uint) +0:45 textureGather ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usampler2D) +0:45 'g_tTex2du4' ( uniform utexture2D) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: 0:45 1 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of float) -0:47 'txval20' (temp 4-component vector of float) -0:47 textureGather (temp 4-component vector of float) -0:47 Construct combined texture-sampler (temp sampler2D) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of float) +0:47 'txval20' ( temp 4-component vector of float) +0:47 textureGather ( temp 4-component vector of float) +0:47 Construct combined texture-sampler ( temp sampler2D) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: 0:47 2 (const int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of int) -0:48 'txval21' (temp 4-component vector of int) -0:48 textureGather (temp 4-component vector of int) -0:48 Construct combined texture-sampler (temp isampler2D) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:48 move second child to first child ( temp 4-component vector of int) +0:48 'txval21' ( temp 4-component vector of int) +0:48 textureGather ( temp 4-component vector of int) +0:48 Construct combined texture-sampler ( temp isampler2D) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:48 Constant: 0:48 1 (const uint) 0:48 Constant: 0:48 2 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of uint) -0:49 'txval22' (temp 4-component vector of uint) -0:49 textureGather (temp 4-component vector of uint) -0:49 Construct combined texture-sampler (temp usampler2D) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 move second child to first child ( temp 4-component vector of uint) +0:49 'txval22' ( temp 4-component vector of uint) +0:49 textureGather ( temp 4-component vector of uint) +0:49 Construct combined texture-sampler ( temp usampler2D) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: 0:49 2 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'txval30' (temp 4-component vector of float) -0:51 textureGather (temp 4-component vector of float) -0:51 Construct combined texture-sampler (temp sampler2D) -0:51 'g_tTex2df4' (uniform texture2D) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of float) +0:51 'txval30' ( temp 4-component vector of float) +0:51 textureGather ( temp 4-component vector of float) +0:51 Construct combined texture-sampler ( temp sampler2D) +0:51 'g_tTex2df4' ( uniform texture2D) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: 0:51 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'txval31' (temp 4-component vector of int) -0:52 textureGather (temp 4-component vector of int) -0:52 Construct combined texture-sampler (temp isampler2D) -0:52 'g_tTex2di4' (uniform itexture2D) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'txval31' ( temp 4-component vector of int) +0:52 textureGather ( temp 4-component vector of int) +0:52 Construct combined texture-sampler ( temp isampler2D) +0:52 'g_tTex2di4' ( uniform itexture2D) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 3 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'txval32' (temp 4-component vector of uint) -0:53 textureGather (temp 4-component vector of uint) -0:53 Construct combined texture-sampler (temp usampler2D) -0:53 'g_tTex2du4' (uniform utexture2D) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 move second child to first child ( temp 4-component vector of uint) +0:53 'txval32' ( temp 4-component vector of uint) +0:53 textureGather ( temp 4-component vector of uint) +0:53 Construct combined texture-sampler ( temp usampler2D) +0:53 'g_tTex2du4' ( uniform utexture2D) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 3 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of float) -0:57 'txval40' (temp 4-component vector of float) -0:57 textureGather (temp 4-component vector of float) -0:57 Construct combined texture-sampler (temp samplerCube) -0:57 'g_tTexcdf4' (uniform textureCube) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 'txval40' ( temp 4-component vector of float) +0:57 textureGather ( temp 4-component vector of float) +0:57 Construct combined texture-sampler ( temp samplerCube) +0:57 'g_tTexcdf4' ( uniform textureCube) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of int) -0:58 'txval41' (temp 4-component vector of int) -0:58 textureGather (temp 4-component vector of int) -0:58 Construct combined texture-sampler (temp isamplerCube) -0:58 'g_tTexcdi4' (uniform itextureCube) -0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'txval41' ( temp 4-component vector of int) +0:58 textureGather ( temp 4-component vector of int) +0:58 Construct combined texture-sampler ( temp isamplerCube) +0:58 'g_tTexcdi4' ( uniform itextureCube) +0:58 'g_sSamp' (layout( binding=0) uniform sampler) +0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 0 (const int) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of uint) -0:59 'txval42' (temp 4-component vector of uint) -0:59 textureGather (temp 4-component vector of uint) -0:59 Construct combined texture-sampler (temp usamplerCube) -0:59 'g_tTexcdu4' (uniform utextureCube) -0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 move second child to first child ( temp 4-component vector of uint) +0:59 'txval42' ( temp 4-component vector of uint) +0:59 textureGather ( temp 4-component vector of uint) +0:59 Construct combined texture-sampler ( temp usamplerCube) +0:59 'g_tTexcdu4' ( uniform utextureCube) +0:59 'g_sSamp' (layout( binding=0) uniform sampler) +0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 0 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of float) -0:61 'txval50' (temp 4-component vector of float) -0:61 textureGather (temp 4-component vector of float) -0:61 Construct combined texture-sampler (temp samplerCube) -0:61 'g_tTexcdf4' (uniform textureCube) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 move second child to first child ( temp 4-component vector of float) +0:61 'txval50' ( temp 4-component vector of float) +0:61 textureGather ( temp 4-component vector of float) +0:61 Construct combined texture-sampler ( temp samplerCube) +0:61 'g_tTexcdf4' ( uniform textureCube) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of int) -0:62 'txval51' (temp 4-component vector of int) -0:62 textureGather (temp 4-component vector of int) -0:62 Construct combined texture-sampler (temp isamplerCube) -0:62 'g_tTexcdi4' (uniform itextureCube) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'txval51' ( temp 4-component vector of int) +0:62 textureGather ( temp 4-component vector of int) +0:62 Construct combined texture-sampler ( temp isamplerCube) +0:62 'g_tTexcdi4' ( uniform itextureCube) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of uint) -0:63 'txval52' (temp 4-component vector of uint) -0:63 textureGather (temp 4-component vector of uint) -0:63 Construct combined texture-sampler (temp usamplerCube) -0:63 'g_tTexcdu4' (uniform utextureCube) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 move second child to first child ( temp 4-component vector of uint) +0:63 'txval52' ( temp 4-component vector of uint) +0:63 textureGather ( temp 4-component vector of uint) +0:63 Construct combined texture-sampler ( temp usamplerCube) +0:63 'g_tTexcdu4' ( uniform utextureCube) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: 0:63 1 (const int) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of float) -0:65 'txval60' (temp 4-component vector of float) -0:65 textureGather (temp 4-component vector of float) -0:65 Construct combined texture-sampler (temp samplerCube) -0:65 'g_tTexcdf4' (uniform textureCube) -0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 move second child to first child ( temp 4-component vector of float) +0:65 'txval60' ( temp 4-component vector of float) +0:65 textureGather ( temp 4-component vector of float) +0:65 Construct combined texture-sampler ( temp samplerCube) +0:65 'g_tTexcdf4' ( uniform textureCube) +0:65 'g_sSamp' (layout( binding=0) uniform sampler) +0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:65 Constant: 0:65 2 (const uint) 0:65 Constant: 0:65 2 (const int) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of int) -0:66 'txval61' (temp 4-component vector of int) -0:66 textureGather (temp 4-component vector of int) -0:66 Construct combined texture-sampler (temp isamplerCube) -0:66 'g_tTexcdi4' (uniform itextureCube) -0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:66 move second child to first child ( temp 4-component vector of int) +0:66 'txval61' ( temp 4-component vector of int) +0:66 textureGather ( temp 4-component vector of int) +0:66 Construct combined texture-sampler ( temp isamplerCube) +0:66 'g_tTexcdi4' ( uniform itextureCube) +0:66 'g_sSamp' (layout( binding=0) uniform sampler) +0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:66 Constant: 0:66 2 (const uint) 0:66 Constant: 0:66 2 (const int) 0:67 Sequence -0:67 move second child to first child (temp 4-component vector of uint) -0:67 'txval62' (temp 4-component vector of uint) -0:67 textureGather (temp 4-component vector of uint) -0:67 Construct combined texture-sampler (temp usamplerCube) -0:67 'g_tTexcdu4' (uniform utextureCube) -0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:67 move second child to first child ( temp 4-component vector of uint) +0:67 'txval62' ( temp 4-component vector of uint) +0:67 textureGather ( temp 4-component vector of uint) +0:67 Construct combined texture-sampler ( temp usamplerCube) +0:67 'g_tTexcdu4' ( uniform utextureCube) +0:67 'g_sSamp' (layout( binding=0) uniform sampler) +0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:69 'txval70' (temp 4-component vector of float) -0:69 textureGather (temp 4-component vector of float) -0:69 Construct combined texture-sampler (temp samplerCube) -0:69 'g_tTexcdf4' (uniform textureCube) -0:69 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'txval70' ( temp 4-component vector of float) +0:69 textureGather ( temp 4-component vector of float) +0:69 Construct combined texture-sampler ( temp samplerCube) +0:69 'g_tTexcdf4' ( uniform textureCube) +0:69 'g_sSamp' (layout( binding=0) uniform sampler) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: 0:69 3 (const int) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of int) -0:70 'txval71' (temp 4-component vector of int) -0:70 textureGather (temp 4-component vector of int) -0:70 Construct combined texture-sampler (temp isamplerCube) -0:70 'g_tTexcdi4' (uniform itextureCube) -0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:70 move second child to first child ( temp 4-component vector of int) +0:70 'txval71' ( temp 4-component vector of int) +0:70 textureGather ( temp 4-component vector of int) +0:70 Construct combined texture-sampler ( temp isamplerCube) +0:70 'g_tTexcdi4' ( uniform itextureCube) +0:70 'g_sSamp' (layout( binding=0) uniform sampler) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:70 Constant: 0:70 2 (const uint) 0:70 Constant: 0:70 3 (const int) 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of uint) -0:71 'txval72' (temp 4-component vector of uint) -0:71 textureGather (temp 4-component vector of uint) -0:71 Construct combined texture-sampler (temp usamplerCube) -0:71 'g_tTexcdu4' (uniform utextureCube) -0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:71 move second child to first child ( temp 4-component vector of uint) +0:71 'txval72' ( temp 4-component vector of uint) +0:71 textureGather ( temp 4-component vector of uint) +0:71 Construct combined texture-sampler ( temp usamplerCube) +0:71 'g_tTexcdu4' ( uniform utextureCube) +0:71 'g_sSamp' (layout( binding=0) uniform sampler) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:71 Constant: 0:71 2 (const uint) 0:71 Constant: 0:71 3 (const int) -0:73 move second child to first child (temp 4-component vector of float) -0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp 4-component vector of float) +0:73 Color: direct index for structure ( temp 4-component vector of float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -707,53 +707,53 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:73 1.000000 0:73 1.000000 -0:74 move second child to first child (temp float) -0:74 Depth: direct index for structure (temp float) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:74 move second child to first child ( temp float) +0:74 Depth: direct index for structure ( temp float) +0:74 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 1.000000 0:76 Branch: Return with expression -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 Function Definition: main( (temp void) +0:76 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: main( ( temp void) 0:34 Function Parameters: 0:? Sequence 0:34 Sequence -0:34 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:34 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:34 Color: direct index for structure ( temp 4-component vector of float) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) -0:34 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:34 Depth: direct index for structure (temp float) -0:34 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:34 Depth: direct index for structure ( temp float) +0:34 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index 7aaa8fe3..c5fce03a 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -2,576 +2,576 @@ hlsl.gatherRGBA.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of float) -0:46 'txval001' (temp 4-component vector of float) -0:46 textureGatherOffset (temp 4-component vector of float) -0:46 Construct combined texture-sampler (temp sampler2D) -0:46 'g_tTex2df4' (uniform texture2D) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 'txval001' ( temp 4-component vector of float) +0:46 textureGatherOffset ( temp 4-component vector of float) +0:46 Construct combined texture-sampler ( temp sampler2D) +0:46 'g_tTex2df4' ( uniform texture2D) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 1 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of int) -0:47 'txval011' (temp 4-component vector of int) -0:47 textureGatherOffset (temp 4-component vector of int) -0:47 Construct combined texture-sampler (temp isampler2D) -0:47 'g_tTex2di4' (uniform itexture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:47 'txval011' ( temp 4-component vector of int) +0:47 textureGatherOffset ( temp 4-component vector of int) +0:47 Construct combined texture-sampler ( temp isampler2D) +0:47 'g_tTex2di4' ( uniform itexture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:47 Constant: 0:47 0 (const int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of uint) -0:48 'txval021' (temp 4-component vector of uint) -0:48 textureGatherOffset (temp 4-component vector of uint) -0:48 Construct combined texture-sampler (temp usampler2D) -0:48 'g_tTex2du4' (uniform utexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:48 'txval021' ( temp 4-component vector of uint) +0:48 textureGatherOffset ( temp 4-component vector of uint) +0:48 Construct combined texture-sampler ( temp usampler2D) +0:48 'g_tTex2du4' ( uniform utexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:48 Constant: 0:48 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp 4-component vector of float) -0:50 'txval004' (temp 4-component vector of float) -0:50 textureGatherOffsets (temp 4-component vector of float) -0:50 Construct combined texture-sampler (temp sampler2D) -0:50 'g_tTex2df4' (uniform texture2D) -0:50 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'txval004' ( temp 4-component vector of float) +0:50 textureGatherOffsets ( temp 4-component vector of float) +0:50 Construct combined texture-sampler ( temp sampler2D) +0:50 'g_tTex2df4' ( uniform texture2D) +0:50 'g_sSamp' (layout( binding=0) uniform sampler) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 1 (const uint) -0:50 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) 0:50 Constant: 0:50 0 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of int) -0:51 'txval014' (temp 4-component vector of int) -0:51 textureGatherOffsets (temp 4-component vector of int) -0:51 Construct combined texture-sampler (temp isampler2D) -0:51 'g_tTex2di4' (uniform itexture2D) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:51 'txval014' ( temp 4-component vector of int) +0:51 textureGatherOffsets ( temp 4-component vector of int) +0:51 Construct combined texture-sampler ( temp isampler2D) +0:51 'g_tTex2di4' ( uniform itexture2D) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of uint) -0:52 'txval024' (temp 4-component vector of uint) -0:52 textureGatherOffsets (temp 4-component vector of uint) -0:52 Construct combined texture-sampler (temp usampler2D) -0:52 'g_tTex2du4' (uniform utexture2D) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:52 'txval024' ( temp 4-component vector of uint) +0:52 textureGatherOffsets ( temp 4-component vector of uint) +0:52 Construct combined texture-sampler ( temp usampler2D) +0:52 'g_tTex2du4' ( uniform utexture2D) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:52 Constant: 0:52 0 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of float) -0:62 'txval101' (temp 4-component vector of float) -0:62 textureGatherOffset (temp 4-component vector of float) -0:62 Construct combined texture-sampler (temp sampler2D) -0:62 'g_tTex2df4' (uniform texture2D) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:62 'txval101' ( temp 4-component vector of float) +0:62 textureGatherOffset ( temp 4-component vector of float) +0:62 Construct combined texture-sampler ( temp sampler2D) +0:62 'g_tTex2df4' ( uniform texture2D) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of int) -0:63 'txval111' (temp 4-component vector of int) -0:63 textureGatherOffset (temp 4-component vector of int) -0:63 Construct combined texture-sampler (temp isampler2D) -0:63 'g_tTex2di4' (uniform itexture2D) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:63 'txval111' ( temp 4-component vector of int) +0:63 textureGatherOffset ( temp 4-component vector of int) +0:63 Construct combined texture-sampler ( temp isampler2D) +0:63 'g_tTex2di4' ( uniform itexture2D) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:63 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:63 Constant: 0:63 1 (const int) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of uint) -0:64 'txval121' (temp 4-component vector of uint) -0:64 textureGatherOffset (temp 4-component vector of uint) -0:64 Construct combined texture-sampler (temp usampler2D) -0:64 'g_tTex2du4' (uniform utexture2D) -0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:64 'txval121' ( temp 4-component vector of uint) +0:64 textureGatherOffset ( temp 4-component vector of uint) +0:64 Construct combined texture-sampler ( temp usampler2D) +0:64 'g_tTex2du4' ( uniform utexture2D) +0:64 'g_sSamp' (layout( binding=0) uniform sampler) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:64 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:64 Constant: 0:64 1 (const int) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of float) -0:66 'txval104' (temp 4-component vector of float) -0:66 textureGatherOffsets (temp 4-component vector of float) -0:66 Construct combined texture-sampler (temp sampler2D) -0:66 'g_tTex2df4' (uniform texture2D) -0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 move second child to first child ( temp 4-component vector of float) +0:66 'txval104' ( temp 4-component vector of float) +0:66 textureGatherOffsets ( temp 4-component vector of float) +0:66 Construct combined texture-sampler ( temp sampler2D) +0:66 'g_tTex2df4' ( uniform texture2D) +0:66 'g_sSamp' (layout( binding=0) uniform sampler) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 1 (const uint) -0:66 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) 0:66 Constant: 0:66 1 (const int) 0:67 Sequence -0:67 move second child to first child (temp 4-component vector of int) -0:67 'txval114' (temp 4-component vector of int) -0:67 textureGatherOffsets (temp 4-component vector of int) -0:67 Construct combined texture-sampler (temp isampler2D) -0:67 'g_tTex2di4' (uniform itexture2D) -0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 move second child to first child ( temp 4-component vector of int) +0:67 'txval114' ( temp 4-component vector of int) +0:67 textureGatherOffsets ( temp 4-component vector of int) +0:67 Construct combined texture-sampler ( temp isampler2D) +0:67 'g_tTex2di4' ( uniform itexture2D) +0:67 'g_sSamp' (layout( binding=0) uniform sampler) +0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 1 (const uint) -0:67 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) 0:67 Constant: 0:67 1 (const int) 0:68 Sequence -0:68 move second child to first child (temp 4-component vector of uint) -0:68 'txval124' (temp 4-component vector of uint) -0:68 textureGatherOffsets (temp 4-component vector of uint) -0:68 Construct combined texture-sampler (temp usampler2D) -0:68 'g_tTex2du4' (uniform utexture2D) -0:68 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:68 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 move second child to first child ( temp 4-component vector of uint) +0:68 'txval124' ( temp 4-component vector of uint) +0:68 textureGatherOffsets ( temp 4-component vector of uint) +0:68 Construct combined texture-sampler ( temp usampler2D) +0:68 'g_tTex2du4' ( uniform utexture2D) +0:68 'g_sSamp' (layout( binding=0) uniform sampler) +0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 1 (const uint) -0:68 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) 0:68 Constant: 0:68 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of float) -0:78 'txval201' (temp 4-component vector of float) -0:78 textureGatherOffset (temp 4-component vector of float) -0:78 Construct combined texture-sampler (temp sampler2D) -0:78 'g_tTex2df4' (uniform texture2D) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 move second child to first child ( temp 4-component vector of float) +0:78 'txval201' ( temp 4-component vector of float) +0:78 textureGatherOffset ( temp 4-component vector of float) +0:78 Construct combined texture-sampler ( temp sampler2D) +0:78 'g_tTex2df4' ( uniform texture2D) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) +0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'txval211' (temp 4-component vector of int) -0:79 textureGatherOffset (temp 4-component vector of int) -0:79 Construct combined texture-sampler (temp isampler2D) -0:79 'g_tTex2di4' (uniform itexture2D) -0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:79 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'txval211' ( temp 4-component vector of int) +0:79 textureGatherOffset ( temp 4-component vector of int) +0:79 Construct combined texture-sampler ( temp isampler2D) +0:79 'g_tTex2di4' ( uniform itexture2D) +0:79 'g_sSamp' (layout( binding=0) uniform sampler) +0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: 0:79 2 (const int) 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'txval221' (temp 4-component vector of uint) -0:80 textureGatherOffset (temp 4-component vector of uint) -0:80 Construct combined texture-sampler (temp usampler2D) -0:80 'g_tTex2du4' (uniform utexture2D) -0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:80 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'txval221' ( temp 4-component vector of uint) +0:80 textureGatherOffset ( temp 4-component vector of uint) +0:80 Construct combined texture-sampler ( temp usampler2D) +0:80 'g_tTex2du4' ( uniform utexture2D) +0:80 'g_sSamp' (layout( binding=0) uniform sampler) +0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: 0:80 2 (const int) 0:82 Sequence -0:82 move second child to first child (temp 4-component vector of float) -0:82 'txval204' (temp 4-component vector of float) -0:82 textureGatherOffsets (temp 4-component vector of float) -0:82 Construct combined texture-sampler (temp sampler2D) -0:82 'g_tTex2df4' (uniform texture2D) -0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:82 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 move second child to first child ( temp 4-component vector of float) +0:82 'txval204' ( temp 4-component vector of float) +0:82 textureGatherOffsets ( temp 4-component vector of float) +0:82 Construct combined texture-sampler ( temp sampler2D) +0:82 'g_tTex2df4' ( uniform texture2D) +0:82 'g_sSamp' (layout( binding=0) uniform sampler) +0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 1 (const uint) -0:82 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: 0:82 2 (const int) 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of int) -0:83 'txval214' (temp 4-component vector of int) -0:83 textureGatherOffsets (temp 4-component vector of int) -0:83 Construct combined texture-sampler (temp isampler2D) -0:83 'g_tTex2di4' (uniform itexture2D) -0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:83 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 move second child to first child ( temp 4-component vector of int) +0:83 'txval214' ( temp 4-component vector of int) +0:83 textureGatherOffsets ( temp 4-component vector of int) +0:83 Construct combined texture-sampler ( temp isampler2D) +0:83 'g_tTex2di4' ( uniform itexture2D) +0:83 'g_sSamp' (layout( binding=0) uniform sampler) +0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 1 (const uint) -0:83 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence -0:84 move second child to first child (temp 4-component vector of uint) -0:84 'txval224' (temp 4-component vector of uint) -0:84 textureGatherOffsets (temp 4-component vector of uint) -0:84 Construct combined texture-sampler (temp usampler2D) -0:84 'g_tTex2du4' (uniform utexture2D) -0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:84 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 move second child to first child ( temp 4-component vector of uint) +0:84 'txval224' ( temp 4-component vector of uint) +0:84 textureGatherOffsets ( temp 4-component vector of uint) +0:84 Construct combined texture-sampler ( temp usampler2D) +0:84 'g_tTex2du4' ( uniform utexture2D) +0:84 'g_sSamp' (layout( binding=0) uniform sampler) +0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 1 (const uint) -0:84 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: 0:84 2 (const int) 0:94 Sequence -0:94 move second child to first child (temp 4-component vector of float) -0:94 'txval301' (temp 4-component vector of float) -0:94 textureGatherOffset (temp 4-component vector of float) -0:94 Construct combined texture-sampler (temp sampler2D) -0:94 'g_tTex2df4' (uniform texture2D) -0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 move second child to first child ( temp 4-component vector of float) +0:94 'txval301' ( temp 4-component vector of float) +0:94 textureGatherOffset ( temp 4-component vector of float) +0:94 Construct combined texture-sampler ( temp sampler2D) +0:94 'g_tTex2df4' ( uniform texture2D) +0:94 'g_sSamp' (layout( binding=0) uniform sampler) +0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:95 Sequence -0:95 move second child to first child (temp 4-component vector of int) -0:95 'txval311' (temp 4-component vector of int) -0:95 textureGatherOffset (temp 4-component vector of int) -0:95 Construct combined texture-sampler (temp isampler2D) -0:95 'g_tTex2di4' (uniform itexture2D) -0:95 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 move second child to first child ( temp 4-component vector of int) +0:95 'txval311' ( temp 4-component vector of int) +0:95 textureGatherOffset ( temp 4-component vector of int) +0:95 Construct combined texture-sampler ( temp isampler2D) +0:95 'g_tTex2di4' ( uniform itexture2D) +0:95 'g_sSamp' (layout( binding=0) uniform sampler) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence -0:96 move second child to first child (temp 4-component vector of uint) -0:96 'txval321' (temp 4-component vector of uint) -0:96 textureGatherOffset (temp 4-component vector of uint) -0:96 Construct combined texture-sampler (temp usampler2D) -0:96 'g_tTex2du4' (uniform utexture2D) -0:96 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 move second child to first child ( temp 4-component vector of uint) +0:96 'txval321' ( temp 4-component vector of uint) +0:96 textureGatherOffset ( temp 4-component vector of uint) +0:96 Construct combined texture-sampler ( temp usampler2D) +0:96 'g_tTex2du4' ( uniform utexture2D) +0:96 'g_sSamp' (layout( binding=0) uniform sampler) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: 0:96 3 (const int) 0:98 Sequence -0:98 move second child to first child (temp 4-component vector of float) -0:98 'txval304' (temp 4-component vector of float) -0:98 textureGatherOffsets (temp 4-component vector of float) -0:98 Construct combined texture-sampler (temp sampler2D) -0:98 'g_tTex2df4' (uniform texture2D) -0:98 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 move second child to first child ( temp 4-component vector of float) +0:98 'txval304' ( temp 4-component vector of float) +0:98 textureGatherOffsets ( temp 4-component vector of float) +0:98 Construct combined texture-sampler ( temp sampler2D) +0:98 'g_tTex2df4' ( uniform texture2D) +0:98 'g_sSamp' (layout( binding=0) uniform sampler) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 1 (const uint) -0:98 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: 0:98 3 (const int) 0:99 Sequence -0:99 move second child to first child (temp 4-component vector of int) -0:99 'txval314' (temp 4-component vector of int) -0:99 textureGatherOffsets (temp 4-component vector of int) -0:99 Construct combined texture-sampler (temp isampler2D) -0:99 'g_tTex2di4' (uniform itexture2D) -0:99 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:99 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 move second child to first child ( temp 4-component vector of int) +0:99 'txval314' ( temp 4-component vector of int) +0:99 textureGatherOffsets ( temp 4-component vector of int) +0:99 Construct combined texture-sampler ( temp isampler2D) +0:99 'g_tTex2di4' ( uniform itexture2D) +0:99 'g_sSamp' (layout( binding=0) uniform sampler) +0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 1 (const uint) -0:99 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: 0:99 3 (const int) 0:100 Sequence -0:100 move second child to first child (temp 4-component vector of uint) -0:100 'txval324' (temp 4-component vector of uint) -0:100 textureGatherOffsets (temp 4-component vector of uint) -0:100 Construct combined texture-sampler (temp usampler2D) -0:100 'g_tTex2du4' (uniform utexture2D) -0:100 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:100 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 move second child to first child ( temp 4-component vector of uint) +0:100 'txval324' ( temp 4-component vector of uint) +0:100 textureGatherOffsets ( temp 4-component vector of uint) +0:100 Construct combined texture-sampler ( temp usampler2D) +0:100 'g_tTex2du4' ( uniform utexture2D) +0:100 'g_sSamp' (layout( binding=0) uniform sampler) +0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 1 (const uint) -0:100 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: 0:100 3 (const int) -0:112 move second child to first child (temp 4-component vector of float) -0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:112 move second child to first child ( temp 4-component vector of float) +0:112 Color: direct index for structure ( temp 4-component vector of float) +0:112 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -579,53 +579,53 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:112 1.000000 0:112 1.000000 -0:113 move second child to first child (temp float) -0:113 Depth: direct index for structure (temp float) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:113 move second child to first child ( temp float) +0:113 Depth: direct index for structure ( temp float) +0:113 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: 0:113 1.000000 0:115 Branch: Return with expression -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 Function Definition: main( (temp void) +0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: main( ( temp void) 0:39 Function Parameters: 0:? Sequence 0:39 Sequence -0:39 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) -0:39 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:39 Depth: direct index for structure (temp float) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:39 Depth: direct index for structure ( temp float) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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: @@ -634,576 +634,576 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of float) -0:46 'txval001' (temp 4-component vector of float) -0:46 textureGatherOffset (temp 4-component vector of float) -0:46 Construct combined texture-sampler (temp sampler2D) -0:46 'g_tTex2df4' (uniform texture2D) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 'txval001' ( temp 4-component vector of float) +0:46 textureGatherOffset ( temp 4-component vector of float) +0:46 Construct combined texture-sampler ( temp sampler2D) +0:46 'g_tTex2df4' ( uniform texture2D) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 1 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of int) -0:47 'txval011' (temp 4-component vector of int) -0:47 textureGatherOffset (temp 4-component vector of int) -0:47 Construct combined texture-sampler (temp isampler2D) -0:47 'g_tTex2di4' (uniform itexture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:47 'txval011' ( temp 4-component vector of int) +0:47 textureGatherOffset ( temp 4-component vector of int) +0:47 Construct combined texture-sampler ( temp isampler2D) +0:47 'g_tTex2di4' ( uniform itexture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:47 Constant: 0:47 0 (const int) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of uint) -0:48 'txval021' (temp 4-component vector of uint) -0:48 textureGatherOffset (temp 4-component vector of uint) -0:48 Construct combined texture-sampler (temp usampler2D) -0:48 'g_tTex2du4' (uniform utexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:48 'txval021' ( temp 4-component vector of uint) +0:48 textureGatherOffset ( temp 4-component vector of uint) +0:48 Construct combined texture-sampler ( temp usampler2D) +0:48 'g_tTex2du4' ( uniform utexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:48 Constant: 0:48 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp 4-component vector of float) -0:50 'txval004' (temp 4-component vector of float) -0:50 textureGatherOffsets (temp 4-component vector of float) -0:50 Construct combined texture-sampler (temp sampler2D) -0:50 'g_tTex2df4' (uniform texture2D) -0:50 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'txval004' ( temp 4-component vector of float) +0:50 textureGatherOffsets ( temp 4-component vector of float) +0:50 Construct combined texture-sampler ( temp sampler2D) +0:50 'g_tTex2df4' ( uniform texture2D) +0:50 'g_sSamp' (layout( binding=0) uniform sampler) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 1 (const uint) -0:50 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:50 Constant: 0:50 5 (const uint) 0:50 Constant: 0:50 0 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of int) -0:51 'txval014' (temp 4-component vector of int) -0:51 textureGatherOffsets (temp 4-component vector of int) -0:51 Construct combined texture-sampler (temp isampler2D) -0:51 'g_tTex2di4' (uniform itexture2D) -0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:51 'txval014' ( temp 4-component vector of int) +0:51 textureGatherOffsets ( temp 4-component vector of int) +0:51 Construct combined texture-sampler ( temp isampler2D) +0:51 'g_tTex2di4' ( uniform itexture2D) +0:51 'g_sSamp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of uint) -0:52 'txval024' (temp 4-component vector of uint) -0:52 textureGatherOffsets (temp 4-component vector of uint) -0:52 Construct combined texture-sampler (temp usampler2D) -0:52 'g_tTex2du4' (uniform utexture2D) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:52 'txval024' ( temp 4-component vector of uint) +0:52 textureGatherOffsets ( temp 4-component vector of uint) +0:52 Construct combined texture-sampler ( temp usampler2D) +0:52 'g_tTex2du4' ( uniform utexture2D) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:52 Constant: 0:52 0 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of float) -0:62 'txval101' (temp 4-component vector of float) -0:62 textureGatherOffset (temp 4-component vector of float) -0:62 Construct combined texture-sampler (temp sampler2D) -0:62 'g_tTex2df4' (uniform texture2D) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:62 'txval101' ( temp 4-component vector of float) +0:62 textureGatherOffset ( temp 4-component vector of float) +0:62 Construct combined texture-sampler ( temp sampler2D) +0:62 'g_tTex2df4' ( uniform texture2D) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of int) -0:63 'txval111' (temp 4-component vector of int) -0:63 textureGatherOffset (temp 4-component vector of int) -0:63 Construct combined texture-sampler (temp isampler2D) -0:63 'g_tTex2di4' (uniform itexture2D) -0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:63 'txval111' ( temp 4-component vector of int) +0:63 textureGatherOffset ( temp 4-component vector of int) +0:63 Construct combined texture-sampler ( temp isampler2D) +0:63 'g_tTex2di4' ( uniform itexture2D) +0:63 'g_sSamp' (layout( binding=0) uniform sampler) +0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:63 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:63 Constant: 0:63 1 (const int) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of uint) -0:64 'txval121' (temp 4-component vector of uint) -0:64 textureGatherOffset (temp 4-component vector of uint) -0:64 Construct combined texture-sampler (temp usampler2D) -0:64 'g_tTex2du4' (uniform utexture2D) -0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:64 'txval121' ( temp 4-component vector of uint) +0:64 textureGatherOffset ( temp 4-component vector of uint) +0:64 Construct combined texture-sampler ( temp usampler2D) +0:64 'g_tTex2du4' ( uniform utexture2D) +0:64 'g_sSamp' (layout( binding=0) uniform sampler) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 1 (const uint) -0:64 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:64 Constant: 0:64 1 (const int) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of float) -0:66 'txval104' (temp 4-component vector of float) -0:66 textureGatherOffsets (temp 4-component vector of float) -0:66 Construct combined texture-sampler (temp sampler2D) -0:66 'g_tTex2df4' (uniform texture2D) -0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 move second child to first child ( temp 4-component vector of float) +0:66 'txval104' ( temp 4-component vector of float) +0:66 textureGatherOffsets ( temp 4-component vector of float) +0:66 Construct combined texture-sampler ( temp sampler2D) +0:66 'g_tTex2df4' ( uniform texture2D) +0:66 'g_sSamp' (layout( binding=0) uniform sampler) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 1 (const uint) -0:66 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:66 Constant: 0:66 5 (const uint) 0:66 Constant: 0:66 1 (const int) 0:67 Sequence -0:67 move second child to first child (temp 4-component vector of int) -0:67 'txval114' (temp 4-component vector of int) -0:67 textureGatherOffsets (temp 4-component vector of int) -0:67 Construct combined texture-sampler (temp isampler2D) -0:67 'g_tTex2di4' (uniform itexture2D) -0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 move second child to first child ( temp 4-component vector of int) +0:67 'txval114' ( temp 4-component vector of int) +0:67 textureGatherOffsets ( temp 4-component vector of int) +0:67 Construct combined texture-sampler ( temp isampler2D) +0:67 'g_tTex2di4' ( uniform itexture2D) +0:67 'g_sSamp' (layout( binding=0) uniform sampler) +0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 1 (const uint) -0:67 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:67 Constant: 0:67 5 (const uint) 0:67 Constant: 0:67 1 (const int) 0:68 Sequence -0:68 move second child to first child (temp 4-component vector of uint) -0:68 'txval124' (temp 4-component vector of uint) -0:68 textureGatherOffsets (temp 4-component vector of uint) -0:68 Construct combined texture-sampler (temp usampler2D) -0:68 'g_tTex2du4' (uniform utexture2D) -0:68 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:68 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 move second child to first child ( temp 4-component vector of uint) +0:68 'txval124' ( temp 4-component vector of uint) +0:68 textureGatherOffsets ( temp 4-component vector of uint) +0:68 Construct combined texture-sampler ( temp usampler2D) +0:68 'g_tTex2du4' ( uniform utexture2D) +0:68 'g_sSamp' (layout( binding=0) uniform sampler) +0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 1 (const uint) -0:68 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:68 Constant: 0:68 5 (const uint) 0:68 Constant: 0:68 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of float) -0:78 'txval201' (temp 4-component vector of float) -0:78 textureGatherOffset (temp 4-component vector of float) -0:78 Construct combined texture-sampler (temp sampler2D) -0:78 'g_tTex2df4' (uniform texture2D) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 move second child to first child ( temp 4-component vector of float) +0:78 'txval201' ( temp 4-component vector of float) +0:78 textureGatherOffset ( temp 4-component vector of float) +0:78 Construct combined texture-sampler ( temp sampler2D) +0:78 'g_tTex2df4' ( uniform texture2D) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) +0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'txval211' (temp 4-component vector of int) -0:79 textureGatherOffset (temp 4-component vector of int) -0:79 Construct combined texture-sampler (temp isampler2D) -0:79 'g_tTex2di4' (uniform itexture2D) -0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:79 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'txval211' ( temp 4-component vector of int) +0:79 textureGatherOffset ( temp 4-component vector of int) +0:79 Construct combined texture-sampler ( temp isampler2D) +0:79 'g_tTex2di4' ( uniform itexture2D) +0:79 'g_sSamp' (layout( binding=0) uniform sampler) +0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: 0:79 2 (const int) 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'txval221' (temp 4-component vector of uint) -0:80 textureGatherOffset (temp 4-component vector of uint) -0:80 Construct combined texture-sampler (temp usampler2D) -0:80 'g_tTex2du4' (uniform utexture2D) -0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:80 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'txval221' ( temp 4-component vector of uint) +0:80 textureGatherOffset ( temp 4-component vector of uint) +0:80 Construct combined texture-sampler ( temp usampler2D) +0:80 'g_tTex2du4' ( uniform utexture2D) +0:80 'g_sSamp' (layout( binding=0) uniform sampler) +0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: 0:80 2 (const int) 0:82 Sequence -0:82 move second child to first child (temp 4-component vector of float) -0:82 'txval204' (temp 4-component vector of float) -0:82 textureGatherOffsets (temp 4-component vector of float) -0:82 Construct combined texture-sampler (temp sampler2D) -0:82 'g_tTex2df4' (uniform texture2D) -0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:82 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 move second child to first child ( temp 4-component vector of float) +0:82 'txval204' ( temp 4-component vector of float) +0:82 textureGatherOffsets ( temp 4-component vector of float) +0:82 Construct combined texture-sampler ( temp sampler2D) +0:82 'g_tTex2df4' ( uniform texture2D) +0:82 'g_sSamp' (layout( binding=0) uniform sampler) +0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 1 (const uint) -0:82 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: 0:82 2 (const int) 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of int) -0:83 'txval214' (temp 4-component vector of int) -0:83 textureGatherOffsets (temp 4-component vector of int) -0:83 Construct combined texture-sampler (temp isampler2D) -0:83 'g_tTex2di4' (uniform itexture2D) -0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:83 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 move second child to first child ( temp 4-component vector of int) +0:83 'txval214' ( temp 4-component vector of int) +0:83 textureGatherOffsets ( temp 4-component vector of int) +0:83 Construct combined texture-sampler ( temp isampler2D) +0:83 'g_tTex2di4' ( uniform itexture2D) +0:83 'g_sSamp' (layout( binding=0) uniform sampler) +0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 1 (const uint) -0:83 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence -0:84 move second child to first child (temp 4-component vector of uint) -0:84 'txval224' (temp 4-component vector of uint) -0:84 textureGatherOffsets (temp 4-component vector of uint) -0:84 Construct combined texture-sampler (temp usampler2D) -0:84 'g_tTex2du4' (uniform utexture2D) -0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:84 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 move second child to first child ( temp 4-component vector of uint) +0:84 'txval224' ( temp 4-component vector of uint) +0:84 textureGatherOffsets ( temp 4-component vector of uint) +0:84 Construct combined texture-sampler ( temp usampler2D) +0:84 'g_tTex2du4' ( uniform utexture2D) +0:84 'g_sSamp' (layout( binding=0) uniform sampler) +0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 1 (const uint) -0:84 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: 0:84 2 (const int) 0:94 Sequence -0:94 move second child to first child (temp 4-component vector of float) -0:94 'txval301' (temp 4-component vector of float) -0:94 textureGatherOffset (temp 4-component vector of float) -0:94 Construct combined texture-sampler (temp sampler2D) -0:94 'g_tTex2df4' (uniform texture2D) -0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 move second child to first child ( temp 4-component vector of float) +0:94 'txval301' ( temp 4-component vector of float) +0:94 textureGatherOffset ( temp 4-component vector of float) +0:94 Construct combined texture-sampler ( temp sampler2D) +0:94 'g_tTex2df4' ( uniform texture2D) +0:94 'g_sSamp' (layout( binding=0) uniform sampler) +0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:95 Sequence -0:95 move second child to first child (temp 4-component vector of int) -0:95 'txval311' (temp 4-component vector of int) -0:95 textureGatherOffset (temp 4-component vector of int) -0:95 Construct combined texture-sampler (temp isampler2D) -0:95 'g_tTex2di4' (uniform itexture2D) -0:95 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 move second child to first child ( temp 4-component vector of int) +0:95 'txval311' ( temp 4-component vector of int) +0:95 textureGatherOffset ( temp 4-component vector of int) +0:95 Construct combined texture-sampler ( temp isampler2D) +0:95 'g_tTex2di4' ( uniform itexture2D) +0:95 'g_sSamp' (layout( binding=0) uniform sampler) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence -0:96 move second child to first child (temp 4-component vector of uint) -0:96 'txval321' (temp 4-component vector of uint) -0:96 textureGatherOffset (temp 4-component vector of uint) -0:96 Construct combined texture-sampler (temp usampler2D) -0:96 'g_tTex2du4' (uniform utexture2D) -0:96 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 move second child to first child ( temp 4-component vector of uint) +0:96 'txval321' ( temp 4-component vector of uint) +0:96 textureGatherOffset ( temp 4-component vector of uint) +0:96 Construct combined texture-sampler ( temp usampler2D) +0:96 'g_tTex2du4' ( uniform utexture2D) +0:96 'g_sSamp' (layout( binding=0) uniform sampler) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: 0:96 3 (const int) 0:98 Sequence -0:98 move second child to first child (temp 4-component vector of float) -0:98 'txval304' (temp 4-component vector of float) -0:98 textureGatherOffsets (temp 4-component vector of float) -0:98 Construct combined texture-sampler (temp sampler2D) -0:98 'g_tTex2df4' (uniform texture2D) -0:98 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 move second child to first child ( temp 4-component vector of float) +0:98 'txval304' ( temp 4-component vector of float) +0:98 textureGatherOffsets ( temp 4-component vector of float) +0:98 Construct combined texture-sampler ( temp sampler2D) +0:98 'g_tTex2df4' ( uniform texture2D) +0:98 'g_sSamp' (layout( binding=0) uniform sampler) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 1 (const uint) -0:98 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: 0:98 3 (const int) 0:99 Sequence -0:99 move second child to first child (temp 4-component vector of int) -0:99 'txval314' (temp 4-component vector of int) -0:99 textureGatherOffsets (temp 4-component vector of int) -0:99 Construct combined texture-sampler (temp isampler2D) -0:99 'g_tTex2di4' (uniform itexture2D) -0:99 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:99 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 move second child to first child ( temp 4-component vector of int) +0:99 'txval314' ( temp 4-component vector of int) +0:99 textureGatherOffsets ( temp 4-component vector of int) +0:99 Construct combined texture-sampler ( temp isampler2D) +0:99 'g_tTex2di4' ( uniform itexture2D) +0:99 'g_sSamp' (layout( binding=0) uniform sampler) +0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 1 (const uint) -0:99 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: 0:99 3 (const int) 0:100 Sequence -0:100 move second child to first child (temp 4-component vector of uint) -0:100 'txval324' (temp 4-component vector of uint) -0:100 textureGatherOffsets (temp 4-component vector of uint) -0:100 Construct combined texture-sampler (temp usampler2D) -0:100 'g_tTex2du4' (uniform utexture2D) -0:100 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:100 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 move second child to first child ( temp 4-component vector of uint) +0:100 'txval324' ( temp 4-component vector of uint) +0:100 textureGatherOffsets ( temp 4-component vector of uint) +0:100 Construct combined texture-sampler ( temp usampler2D) +0:100 'g_tTex2du4' ( uniform utexture2D) +0:100 'g_sSamp' (layout( binding=0) uniform sampler) +0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 1 (const uint) -0:100 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: 0:100 3 (const int) -0:112 move second child to first child (temp 4-component vector of float) -0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:112 move second child to first child ( temp 4-component vector of float) +0:112 Color: direct index for structure ( temp 4-component vector of float) +0:112 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -1211,53 +1211,53 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:112 1.000000 0:112 1.000000 -0:113 move second child to first child (temp float) -0:113 Depth: direct index for structure (temp float) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:113 move second child to first child ( temp float) +0:113 Depth: direct index for structure ( temp float) +0:113 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: 0:113 1.000000 0:115 Branch: Return with expression -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 Function Definition: main( (temp void) +0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: main( ( temp void) 0:39 Function Parameters: 0:? Sequence 0:39 Sequence -0:39 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:39 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) -0:39 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:39 Depth: direct index for structure (temp float) -0:39 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:39 Depth: direct index for structure ( temp float) +0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 diff --git a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index 3c0948c9..d12f35b9 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -2,576 +2,576 @@ hlsl.gatherRGBA.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval001' (temp 4-component vector of float) -0:40 textureGatherOffset (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp sampler2DArray) -0:40 'g_tTex2df4a' (uniform texture2DArray) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval001' ( temp 4-component vector of float) +0:40 textureGatherOffset ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp sampler2DArray) +0:40 'g_tTex2df4a' ( uniform texture2DArray) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) +0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval011' (temp 4-component vector of int) -0:41 textureGatherOffset (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isampler2DArray) -0:41 'g_tTex2di4a' (uniform itexture2DArray) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval011' ( temp 4-component vector of int) +0:41 textureGatherOffset ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isampler2DArray) +0:41 'g_tTex2di4a' ( uniform itexture2DArray) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: 0:41 0 (const int) 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval021' (temp 4-component vector of uint) -0:42 textureGatherOffset (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usampler2DArray) -0:42 'g_tTex2du4a' (uniform utexture2DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:42 'txval021' ( temp 4-component vector of uint) +0:42 textureGatherOffset ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usampler2DArray) +0:42 'g_tTex2du4a' ( uniform utexture2DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:42 Constant: 0:42 0 (const int) 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'txval004' (temp 4-component vector of float) -0:44 textureGatherOffsets (temp 4-component vector of float) -0:44 Construct combined texture-sampler (temp sampler2DArray) -0:44 'g_tTex2df4a' (uniform texture2DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:44 'txval004' ( temp 4-component vector of float) +0:44 textureGatherOffsets ( temp 4-component vector of float) +0:44 Construct combined texture-sampler ( temp sampler2DArray) +0:44 'g_tTex2df4a' ( uniform texture2DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:44 Constant: 0:44 0 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of int) -0:45 'txval014' (temp 4-component vector of int) -0:45 textureGatherOffsets (temp 4-component vector of int) -0:45 Construct combined texture-sampler (temp isampler2DArray) -0:45 'g_tTex2di4a' (uniform itexture2DArray) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 move second child to first child ( temp 4-component vector of int) +0:45 'txval014' ( temp 4-component vector of int) +0:45 textureGatherOffsets ( temp 4-component vector of int) +0:45 Construct combined texture-sampler ( temp isampler2DArray) +0:45 'g_tTex2di4a' ( uniform itexture2DArray) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 2 (const uint) -0:45 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) 0:45 Constant: 0:45 0 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of uint) -0:46 'txval024' (temp 4-component vector of uint) -0:46 textureGatherOffsets (temp 4-component vector of uint) -0:46 Construct combined texture-sampler (temp usampler2DArray) -0:46 'g_tTex2du4a' (uniform utexture2DArray) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 move second child to first child ( temp 4-component vector of uint) +0:46 'txval024' ( temp 4-component vector of uint) +0:46 textureGatherOffsets ( temp 4-component vector of uint) +0:46 Construct combined texture-sampler ( temp usampler2DArray) +0:46 'g_tTex2du4a' ( uniform utexture2DArray) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 2 (const uint) -0:46 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of float) -0:56 'txval101' (temp 4-component vector of float) -0:56 textureGatherOffset (temp 4-component vector of float) -0:56 Construct combined texture-sampler (temp sampler2DArray) -0:56 'g_tTex2df4a' (uniform texture2DArray) -0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:56 'txval101' ( temp 4-component vector of float) +0:56 textureGatherOffset ( temp 4-component vector of float) +0:56 Construct combined texture-sampler ( temp sampler2DArray) +0:56 'g_tTex2df4a' ( uniform texture2DArray) +0:56 'g_sSamp' (layout( binding=0) uniform sampler) +0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of int) -0:57 'txval111' (temp 4-component vector of int) -0:57 textureGatherOffset (temp 4-component vector of int) -0:57 Construct combined texture-sampler (temp isampler2DArray) -0:57 'g_tTex2di4a' (uniform itexture2DArray) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:57 'txval111' ( temp 4-component vector of int) +0:57 textureGatherOffset ( temp 4-component vector of int) +0:57 Construct combined texture-sampler ( temp isampler2DArray) +0:57 'g_tTex2di4a' ( uniform itexture2DArray) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:57 Constant: 0:57 1 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of uint) -0:58 'txval121' (temp 4-component vector of uint) -0:58 textureGatherOffset (temp 4-component vector of uint) -0:58 Construct combined texture-sampler (temp usampler2DArray) -0:58 'g_tTex2du4a' (uniform utexture2DArray) -0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:58 'txval121' ( temp 4-component vector of uint) +0:58 textureGatherOffset ( temp 4-component vector of uint) +0:58 Construct combined texture-sampler ( temp usampler2DArray) +0:58 'g_tTex2du4a' ( uniform utexture2DArray) +0:58 'g_sSamp' (layout( binding=0) uniform sampler) +0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:58 Constant: 0:58 1 (const int) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of float) -0:60 'txval104' (temp 4-component vector of float) -0:60 textureGatherOffsets (temp 4-component vector of float) -0:60 Construct combined texture-sampler (temp sampler2DArray) -0:60 'g_tTex2df4a' (uniform texture2DArray) -0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 move second child to first child ( temp 4-component vector of float) +0:60 'txval104' ( temp 4-component vector of float) +0:60 textureGatherOffsets ( temp 4-component vector of float) +0:60 Construct combined texture-sampler ( temp sampler2DArray) +0:60 'g_tTex2df4a' ( uniform texture2DArray) +0:60 'g_sSamp' (layout( binding=0) uniform sampler) +0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 2 (const uint) -0:60 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: 0:60 1 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of int) -0:61 'txval114' (temp 4-component vector of int) -0:61 textureGatherOffsets (temp 4-component vector of int) -0:61 Construct combined texture-sampler (temp isampler2DArray) -0:61 'g_tTex2di4a' (uniform itexture2DArray) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:61 'txval114' ( temp 4-component vector of int) +0:61 textureGatherOffsets ( temp 4-component vector of int) +0:61 Construct combined texture-sampler ( temp isampler2DArray) +0:61 'g_tTex2di4a' ( uniform itexture2DArray) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 2 (const uint) -0:61 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of uint) -0:62 'txval124' (temp 4-component vector of uint) -0:62 textureGatherOffsets (temp 4-component vector of uint) -0:62 Construct combined texture-sampler (temp usampler2DArray) -0:62 'g_tTex2du4a' (uniform utexture2DArray) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:62 'txval124' ( temp 4-component vector of uint) +0:62 textureGatherOffsets ( temp 4-component vector of uint) +0:62 Construct combined texture-sampler ( temp usampler2DArray) +0:62 'g_tTex2du4a' ( uniform utexture2DArray) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 2 (const uint) -0:62 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:72 Sequence -0:72 move second child to first child (temp 4-component vector of float) -0:72 'txval201' (temp 4-component vector of float) -0:72 textureGatherOffset (temp 4-component vector of float) -0:72 Construct combined texture-sampler (temp sampler2DArray) -0:72 'g_tTex2df4a' (uniform texture2DArray) -0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:72 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 'txval201' ( temp 4-component vector of float) +0:72 textureGatherOffset ( temp 4-component vector of float) +0:72 Construct combined texture-sampler ( temp sampler2DArray) +0:72 'g_tTex2df4a' ( uniform texture2DArray) +0:72 'g_sSamp' (layout( binding=0) uniform sampler) +0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: 0:72 2 (const int) 0:73 Sequence -0:73 move second child to first child (temp 4-component vector of int) -0:73 'txval211' (temp 4-component vector of int) -0:73 textureGatherOffset (temp 4-component vector of int) -0:73 Construct combined texture-sampler (temp isampler2DArray) -0:73 'g_tTex2di4a' (uniform itexture2DArray) -0:73 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:73 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 move second child to first child ( temp 4-component vector of int) +0:73 'txval211' ( temp 4-component vector of int) +0:73 textureGatherOffset ( temp 4-component vector of int) +0:73 Construct combined texture-sampler ( temp isampler2DArray) +0:73 'g_tTex2di4a' ( uniform itexture2DArray) +0:73 'g_sSamp' (layout( binding=0) uniform sampler) +0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: 0:73 2 (const int) 0:74 Sequence -0:74 move second child to first child (temp 4-component vector of uint) -0:74 'txval221' (temp 4-component vector of uint) -0:74 textureGatherOffset (temp 4-component vector of uint) -0:74 Construct combined texture-sampler (temp usampler2DArray) -0:74 'g_tTex2du4a' (uniform utexture2DArray) -0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:74 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 move second child to first child ( temp 4-component vector of uint) +0:74 'txval221' ( temp 4-component vector of uint) +0:74 textureGatherOffset ( temp 4-component vector of uint) +0:74 Construct combined texture-sampler ( temp usampler2DArray) +0:74 'g_tTex2du4a' ( uniform utexture2DArray) +0:74 'g_sSamp' (layout( binding=0) uniform sampler) +0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: 0:74 2 (const int) 0:76 Sequence -0:76 move second child to first child (temp 4-component vector of float) -0:76 'txval204' (temp 4-component vector of float) -0:76 textureGatherOffsets (temp 4-component vector of float) -0:76 Construct combined texture-sampler (temp sampler2DArray) -0:76 'g_tTex2df4a' (uniform texture2DArray) -0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:76 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 move second child to first child ( temp 4-component vector of float) +0:76 'txval204' ( temp 4-component vector of float) +0:76 textureGatherOffsets ( temp 4-component vector of float) +0:76 Construct combined texture-sampler ( temp sampler2DArray) +0:76 'g_tTex2df4a' ( uniform texture2DArray) +0:76 'g_sSamp' (layout( binding=0) uniform sampler) +0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 2 (const uint) -0:76 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: 0:76 2 (const int) 0:77 Sequence -0:77 move second child to first child (temp 4-component vector of int) -0:77 'txval214' (temp 4-component vector of int) -0:77 textureGatherOffsets (temp 4-component vector of int) -0:77 Construct combined texture-sampler (temp isampler2DArray) -0:77 'g_tTex2di4a' (uniform itexture2DArray) -0:77 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:77 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 move second child to first child ( temp 4-component vector of int) +0:77 'txval214' ( temp 4-component vector of int) +0:77 textureGatherOffsets ( temp 4-component vector of int) +0:77 Construct combined texture-sampler ( temp isampler2DArray) +0:77 'g_tTex2di4a' ( uniform itexture2DArray) +0:77 'g_sSamp' (layout( binding=0) uniform sampler) +0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 2 (const uint) -0:77 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: 0:77 2 (const int) 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of uint) -0:78 'txval224' (temp 4-component vector of uint) -0:78 textureGatherOffsets (temp 4-component vector of uint) -0:78 Construct combined texture-sampler (temp usampler2DArray) -0:78 'g_tTex2du4a' (uniform utexture2DArray) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 move second child to first child ( temp 4-component vector of uint) +0:78 'txval224' ( temp 4-component vector of uint) +0:78 textureGatherOffsets ( temp 4-component vector of uint) +0:78 Construct combined texture-sampler ( temp usampler2DArray) +0:78 'g_tTex2du4a' ( uniform utexture2DArray) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) +0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 2 (const uint) -0:78 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:88 Sequence -0:88 move second child to first child (temp 4-component vector of float) -0:88 'txval301' (temp 4-component vector of float) -0:88 textureGatherOffset (temp 4-component vector of float) -0:88 Construct combined texture-sampler (temp sampler2DArray) -0:88 'g_tTex2df4a' (uniform texture2DArray) -0:88 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:88 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 move second child to first child ( temp 4-component vector of float) +0:88 'txval301' ( temp 4-component vector of float) +0:88 textureGatherOffset ( temp 4-component vector of float) +0:88 Construct combined texture-sampler ( temp sampler2DArray) +0:88 'g_tTex2df4a' ( uniform texture2DArray) +0:88 'g_sSamp' (layout( binding=0) uniform sampler) +0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: 0:88 3 (const int) 0:89 Sequence -0:89 move second child to first child (temp 4-component vector of int) -0:89 'txval311' (temp 4-component vector of int) -0:89 textureGatherOffset (temp 4-component vector of int) -0:89 Construct combined texture-sampler (temp isampler2DArray) -0:89 'g_tTex2di4a' (uniform itexture2DArray) -0:89 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:89 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 move second child to first child ( temp 4-component vector of int) +0:89 'txval311' ( temp 4-component vector of int) +0:89 textureGatherOffset ( temp 4-component vector of int) +0:89 Construct combined texture-sampler ( temp isampler2DArray) +0:89 'g_tTex2di4a' ( uniform itexture2DArray) +0:89 'g_sSamp' (layout( binding=0) uniform sampler) +0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: 0:89 3 (const int) 0:90 Sequence -0:90 move second child to first child (temp 4-component vector of uint) -0:90 'txval321' (temp 4-component vector of uint) -0:90 textureGatherOffset (temp 4-component vector of uint) -0:90 Construct combined texture-sampler (temp usampler2DArray) -0:90 'g_tTex2du4a' (uniform utexture2DArray) -0:90 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:90 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 move second child to first child ( temp 4-component vector of uint) +0:90 'txval321' ( temp 4-component vector of uint) +0:90 textureGatherOffset ( temp 4-component vector of uint) +0:90 Construct combined texture-sampler ( temp usampler2DArray) +0:90 'g_tTex2du4a' ( uniform utexture2DArray) +0:90 'g_sSamp' (layout( binding=0) uniform sampler) +0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: 0:90 3 (const int) 0:92 Sequence -0:92 move second child to first child (temp 4-component vector of float) -0:92 'txval304' (temp 4-component vector of float) -0:92 textureGatherOffsets (temp 4-component vector of float) -0:92 Construct combined texture-sampler (temp sampler2DArray) -0:92 'g_tTex2df4a' (uniform texture2DArray) -0:92 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:92 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 move second child to first child ( temp 4-component vector of float) +0:92 'txval304' ( temp 4-component vector of float) +0:92 textureGatherOffsets ( temp 4-component vector of float) +0:92 Construct combined texture-sampler ( temp sampler2DArray) +0:92 'g_tTex2df4a' ( uniform texture2DArray) +0:92 'g_sSamp' (layout( binding=0) uniform sampler) +0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 2 (const uint) -0:92 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: 0:92 3 (const int) 0:93 Sequence -0:93 move second child to first child (temp 4-component vector of int) -0:93 'txval314' (temp 4-component vector of int) -0:93 textureGatherOffsets (temp 4-component vector of int) -0:93 Construct combined texture-sampler (temp isampler2DArray) -0:93 'g_tTex2di4a' (uniform itexture2DArray) -0:93 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:93 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 move second child to first child ( temp 4-component vector of int) +0:93 'txval314' ( temp 4-component vector of int) +0:93 textureGatherOffsets ( temp 4-component vector of int) +0:93 Construct combined texture-sampler ( temp isampler2DArray) +0:93 'g_tTex2di4a' ( uniform itexture2DArray) +0:93 'g_sSamp' (layout( binding=0) uniform sampler) +0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 2 (const uint) -0:93 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: 0:93 3 (const int) 0:94 Sequence -0:94 move second child to first child (temp 4-component vector of uint) -0:94 'txval324' (temp 4-component vector of uint) -0:94 textureGatherOffsets (temp 4-component vector of uint) -0:94 Construct combined texture-sampler (temp usampler2DArray) -0:94 'g_tTex2du4a' (uniform utexture2DArray) -0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 move second child to first child ( temp 4-component vector of uint) +0:94 'txval324' ( temp 4-component vector of uint) +0:94 textureGatherOffsets ( temp 4-component vector of uint) +0:94 Construct combined texture-sampler ( temp usampler2DArray) +0:94 'g_tTex2du4a' ( uniform utexture2DArray) +0:94 'g_sSamp' (layout( binding=0) uniform sampler) +0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 2 (const uint) -0:94 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) -0:106 move second child to first child (temp 4-component vector of float) -0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:106 move second child to first child ( temp 4-component vector of float) +0:106 Color: direct index for structure ( temp 4-component vector of float) +0:106 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -579,49 +579,49 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:106 1.000000 0:106 1.000000 -0:107 move second child to first child (temp float) -0:107 Depth: direct index for structure (temp float) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:107 move second child to first child ( temp float) +0:107 Depth: direct index for structure ( temp float) +0:107 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: 0:107 1.000000 0:109 Branch: Return with expression -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 Function Definition: main( (temp void) +0:109 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: main( ( temp void) 0:33 Function Parameters: 0:? Sequence 0:33 Sequence -0:33 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) -0:33 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:33 Depth: direct index for structure (temp float) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:33 Depth: direct index for structure ( temp float) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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: @@ -630,576 +630,576 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval001' (temp 4-component vector of float) -0:40 textureGatherOffset (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp sampler2DArray) -0:40 'g_tTex2df4a' (uniform texture2DArray) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval001' ( temp 4-component vector of float) +0:40 textureGatherOffset ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp sampler2DArray) +0:40 'g_tTex2df4a' ( uniform texture2DArray) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) +0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval011' (temp 4-component vector of int) -0:41 textureGatherOffset (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isampler2DArray) -0:41 'g_tTex2di4a' (uniform itexture2DArray) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval011' ( temp 4-component vector of int) +0:41 textureGatherOffset ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isampler2DArray) +0:41 'g_tTex2di4a' ( uniform itexture2DArray) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) +0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: 0:41 0 (const int) 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval021' (temp 4-component vector of uint) -0:42 textureGatherOffset (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usampler2DArray) -0:42 'g_tTex2du4a' (uniform utexture2DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:42 'txval021' ( temp 4-component vector of uint) +0:42 textureGatherOffset ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usampler2DArray) +0:42 'g_tTex2du4a' ( uniform utexture2DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:42 Constant: 0:42 0 (const int) 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'txval004' (temp 4-component vector of float) -0:44 textureGatherOffsets (temp 4-component vector of float) -0:44 Construct combined texture-sampler (temp sampler2DArray) -0:44 'g_tTex2df4a' (uniform texture2DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:44 'txval004' ( temp 4-component vector of float) +0:44 textureGatherOffsets ( temp 4-component vector of float) +0:44 Construct combined texture-sampler ( temp sampler2DArray) +0:44 'g_tTex2df4a' ( uniform texture2DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:44 Constant: 0:44 0 (const int) 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of int) -0:45 'txval014' (temp 4-component vector of int) -0:45 textureGatherOffsets (temp 4-component vector of int) -0:45 Construct combined texture-sampler (temp isampler2DArray) -0:45 'g_tTex2di4a' (uniform itexture2DArray) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 move second child to first child ( temp 4-component vector of int) +0:45 'txval014' ( temp 4-component vector of int) +0:45 textureGatherOffsets ( temp 4-component vector of int) +0:45 Construct combined texture-sampler ( temp isampler2DArray) +0:45 'g_tTex2di4a' ( uniform itexture2DArray) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) +0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 2 (const uint) -0:45 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:45 Constant: 0:45 5 (const uint) 0:45 Constant: 0:45 0 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of uint) -0:46 'txval024' (temp 4-component vector of uint) -0:46 textureGatherOffsets (temp 4-component vector of uint) -0:46 Construct combined texture-sampler (temp usampler2DArray) -0:46 'g_tTex2du4a' (uniform utexture2DArray) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 move second child to first child ( temp 4-component vector of uint) +0:46 'txval024' ( temp 4-component vector of uint) +0:46 textureGatherOffsets ( temp 4-component vector of uint) +0:46 Construct combined texture-sampler ( temp usampler2DArray) +0:46 'g_tTex2du4a' ( uniform utexture2DArray) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) +0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 2 (const uint) -0:46 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of float) -0:56 'txval101' (temp 4-component vector of float) -0:56 textureGatherOffset (temp 4-component vector of float) -0:56 Construct combined texture-sampler (temp sampler2DArray) -0:56 'g_tTex2df4a' (uniform texture2DArray) -0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of float) +0:56 'txval101' ( temp 4-component vector of float) +0:56 textureGatherOffset ( temp 4-component vector of float) +0:56 Construct combined texture-sampler ( temp sampler2DArray) +0:56 'g_tTex2df4a' ( uniform texture2DArray) +0:56 'g_sSamp' (layout( binding=0) uniform sampler) +0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of int) -0:57 'txval111' (temp 4-component vector of int) -0:57 textureGatherOffset (temp 4-component vector of int) -0:57 Construct combined texture-sampler (temp isampler2DArray) -0:57 'g_tTex2di4a' (uniform itexture2DArray) -0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:57 'txval111' ( temp 4-component vector of int) +0:57 textureGatherOffset ( temp 4-component vector of int) +0:57 Construct combined texture-sampler ( temp isampler2DArray) +0:57 'g_tTex2di4a' ( uniform itexture2DArray) +0:57 'g_sSamp' (layout( binding=0) uniform sampler) +0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:57 Constant: 0:57 1 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of uint) -0:58 'txval121' (temp 4-component vector of uint) -0:58 textureGatherOffset (temp 4-component vector of uint) -0:58 Construct combined texture-sampler (temp usampler2DArray) -0:58 'g_tTex2du4a' (uniform utexture2DArray) -0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:58 'txval121' ( temp 4-component vector of uint) +0:58 textureGatherOffset ( temp 4-component vector of uint) +0:58 Construct combined texture-sampler ( temp usampler2DArray) +0:58 'g_tTex2du4a' ( uniform utexture2DArray) +0:58 'g_sSamp' (layout( binding=0) uniform sampler) +0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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) 0:58 Constant: 0:58 1 (const int) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of float) -0:60 'txval104' (temp 4-component vector of float) -0:60 textureGatherOffsets (temp 4-component vector of float) -0:60 Construct combined texture-sampler (temp sampler2DArray) -0:60 'g_tTex2df4a' (uniform texture2DArray) -0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 move second child to first child ( temp 4-component vector of float) +0:60 'txval104' ( temp 4-component vector of float) +0:60 textureGatherOffsets ( temp 4-component vector of float) +0:60 Construct combined texture-sampler ( temp sampler2DArray) +0:60 'g_tTex2df4a' ( uniform texture2DArray) +0:60 'g_sSamp' (layout( binding=0) uniform sampler) +0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 2 (const uint) -0:60 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: 0:60 1 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of int) -0:61 'txval114' (temp 4-component vector of int) -0:61 textureGatherOffsets (temp 4-component vector of int) -0:61 Construct combined texture-sampler (temp isampler2DArray) -0:61 'g_tTex2di4a' (uniform itexture2DArray) -0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of int) +0:61 'txval114' ( temp 4-component vector of int) +0:61 textureGatherOffsets ( temp 4-component vector of int) +0:61 Construct combined texture-sampler ( temp isampler2DArray) +0:61 'g_tTex2di4a' ( uniform itexture2DArray) +0:61 'g_sSamp' (layout( binding=0) uniform sampler) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 2 (const uint) -0:61 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of uint) -0:62 'txval124' (temp 4-component vector of uint) -0:62 textureGatherOffsets (temp 4-component vector of uint) -0:62 Construct combined texture-sampler (temp usampler2DArray) -0:62 'g_tTex2du4a' (uniform utexture2DArray) -0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 move second child to first child ( temp 4-component vector of uint) +0:62 'txval124' ( temp 4-component vector of uint) +0:62 textureGatherOffsets ( temp 4-component vector of uint) +0:62 Construct combined texture-sampler ( temp usampler2DArray) +0:62 'g_tTex2du4a' ( uniform utexture2DArray) +0:62 'g_sSamp' (layout( binding=0) uniform sampler) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 2 (const uint) -0:62 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) -0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:72 Sequence -0:72 move second child to first child (temp 4-component vector of float) -0:72 'txval201' (temp 4-component vector of float) -0:72 textureGatherOffset (temp 4-component vector of float) -0:72 Construct combined texture-sampler (temp sampler2DArray) -0:72 'g_tTex2df4a' (uniform texture2DArray) -0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:72 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 'txval201' ( temp 4-component vector of float) +0:72 textureGatherOffset ( temp 4-component vector of float) +0:72 Construct combined texture-sampler ( temp sampler2DArray) +0:72 'g_tTex2df4a' ( uniform texture2DArray) +0:72 'g_sSamp' (layout( binding=0) uniform sampler) +0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: 0:72 2 (const int) 0:73 Sequence -0:73 move second child to first child (temp 4-component vector of int) -0:73 'txval211' (temp 4-component vector of int) -0:73 textureGatherOffset (temp 4-component vector of int) -0:73 Construct combined texture-sampler (temp isampler2DArray) -0:73 'g_tTex2di4a' (uniform itexture2DArray) -0:73 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:73 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 move second child to first child ( temp 4-component vector of int) +0:73 'txval211' ( temp 4-component vector of int) +0:73 textureGatherOffset ( temp 4-component vector of int) +0:73 Construct combined texture-sampler ( temp isampler2DArray) +0:73 'g_tTex2di4a' ( uniform itexture2DArray) +0:73 'g_sSamp' (layout( binding=0) uniform sampler) +0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: 0:73 2 (const int) 0:74 Sequence -0:74 move second child to first child (temp 4-component vector of uint) -0:74 'txval221' (temp 4-component vector of uint) -0:74 textureGatherOffset (temp 4-component vector of uint) -0:74 Construct combined texture-sampler (temp usampler2DArray) -0:74 'g_tTex2du4a' (uniform utexture2DArray) -0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:74 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 move second child to first child ( temp 4-component vector of uint) +0:74 'txval221' ( temp 4-component vector of uint) +0:74 textureGatherOffset ( temp 4-component vector of uint) +0:74 Construct combined texture-sampler ( temp usampler2DArray) +0:74 'g_tTex2du4a' ( uniform utexture2DArray) +0:74 'g_sSamp' (layout( binding=0) uniform sampler) +0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: 0:74 2 (const int) 0:76 Sequence -0:76 move second child to first child (temp 4-component vector of float) -0:76 'txval204' (temp 4-component vector of float) -0:76 textureGatherOffsets (temp 4-component vector of float) -0:76 Construct combined texture-sampler (temp sampler2DArray) -0:76 'g_tTex2df4a' (uniform texture2DArray) -0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:76 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 move second child to first child ( temp 4-component vector of float) +0:76 'txval204' ( temp 4-component vector of float) +0:76 textureGatherOffsets ( temp 4-component vector of float) +0:76 Construct combined texture-sampler ( temp sampler2DArray) +0:76 'g_tTex2df4a' ( uniform texture2DArray) +0:76 'g_sSamp' (layout( binding=0) uniform sampler) +0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 2 (const uint) -0:76 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: 0:76 2 (const int) 0:77 Sequence -0:77 move second child to first child (temp 4-component vector of int) -0:77 'txval214' (temp 4-component vector of int) -0:77 textureGatherOffsets (temp 4-component vector of int) -0:77 Construct combined texture-sampler (temp isampler2DArray) -0:77 'g_tTex2di4a' (uniform itexture2DArray) -0:77 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:77 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 move second child to first child ( temp 4-component vector of int) +0:77 'txval214' ( temp 4-component vector of int) +0:77 textureGatherOffsets ( temp 4-component vector of int) +0:77 Construct combined texture-sampler ( temp isampler2DArray) +0:77 'g_tTex2di4a' ( uniform itexture2DArray) +0:77 'g_sSamp' (layout( binding=0) uniform sampler) +0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 2 (const uint) -0:77 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: 0:77 2 (const int) 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of uint) -0:78 'txval224' (temp 4-component vector of uint) -0:78 textureGatherOffsets (temp 4-component vector of uint) -0:78 Construct combined texture-sampler (temp usampler2DArray) -0:78 'g_tTex2du4a' (uniform utexture2DArray) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 move second child to first child ( temp 4-component vector of uint) +0:78 'txval224' ( temp 4-component vector of uint) +0:78 textureGatherOffsets ( temp 4-component vector of uint) +0:78 Construct combined texture-sampler ( temp usampler2DArray) +0:78 'g_tTex2du4a' ( uniform utexture2DArray) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) +0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 2 (const uint) -0:78 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:88 Sequence -0:88 move second child to first child (temp 4-component vector of float) -0:88 'txval301' (temp 4-component vector of float) -0:88 textureGatherOffset (temp 4-component vector of float) -0:88 Construct combined texture-sampler (temp sampler2DArray) -0:88 'g_tTex2df4a' (uniform texture2DArray) -0:88 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:88 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 move second child to first child ( temp 4-component vector of float) +0:88 'txval301' ( temp 4-component vector of float) +0:88 textureGatherOffset ( temp 4-component vector of float) +0:88 Construct combined texture-sampler ( temp sampler2DArray) +0:88 'g_tTex2df4a' ( uniform texture2DArray) +0:88 'g_sSamp' (layout( binding=0) uniform sampler) +0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: 0:88 3 (const int) 0:89 Sequence -0:89 move second child to first child (temp 4-component vector of int) -0:89 'txval311' (temp 4-component vector of int) -0:89 textureGatherOffset (temp 4-component vector of int) -0:89 Construct combined texture-sampler (temp isampler2DArray) -0:89 'g_tTex2di4a' (uniform itexture2DArray) -0:89 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:89 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 move second child to first child ( temp 4-component vector of int) +0:89 'txval311' ( temp 4-component vector of int) +0:89 textureGatherOffset ( temp 4-component vector of int) +0:89 Construct combined texture-sampler ( temp isampler2DArray) +0:89 'g_tTex2di4a' ( uniform itexture2DArray) +0:89 'g_sSamp' (layout( binding=0) uniform sampler) +0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: 0:89 3 (const int) 0:90 Sequence -0:90 move second child to first child (temp 4-component vector of uint) -0:90 'txval321' (temp 4-component vector of uint) -0:90 textureGatherOffset (temp 4-component vector of uint) -0:90 Construct combined texture-sampler (temp usampler2DArray) -0:90 'g_tTex2du4a' (uniform utexture2DArray) -0:90 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:90 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 move second child to first child ( temp 4-component vector of uint) +0:90 'txval321' ( temp 4-component vector of uint) +0:90 textureGatherOffset ( temp 4-component vector of uint) +0:90 Construct combined texture-sampler ( temp usampler2DArray) +0:90 'g_tTex2du4a' ( uniform utexture2DArray) +0:90 'g_sSamp' (layout( binding=0) uniform sampler) +0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: 0:90 3 (const int) 0:92 Sequence -0:92 move second child to first child (temp 4-component vector of float) -0:92 'txval304' (temp 4-component vector of float) -0:92 textureGatherOffsets (temp 4-component vector of float) -0:92 Construct combined texture-sampler (temp sampler2DArray) -0:92 'g_tTex2df4a' (uniform texture2DArray) -0:92 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:92 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 move second child to first child ( temp 4-component vector of float) +0:92 'txval304' ( temp 4-component vector of float) +0:92 textureGatherOffsets ( temp 4-component vector of float) +0:92 Construct combined texture-sampler ( temp sampler2DArray) +0:92 'g_tTex2df4a' ( uniform texture2DArray) +0:92 'g_sSamp' (layout( binding=0) uniform sampler) +0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 2 (const uint) -0:92 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: 0:92 3 (const int) 0:93 Sequence -0:93 move second child to first child (temp 4-component vector of int) -0:93 'txval314' (temp 4-component vector of int) -0:93 textureGatherOffsets (temp 4-component vector of int) -0:93 Construct combined texture-sampler (temp isampler2DArray) -0:93 'g_tTex2di4a' (uniform itexture2DArray) -0:93 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:93 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 move second child to first child ( temp 4-component vector of int) +0:93 'txval314' ( temp 4-component vector of int) +0:93 textureGatherOffsets ( temp 4-component vector of int) +0:93 Construct combined texture-sampler ( temp isampler2DArray) +0:93 'g_tTex2di4a' ( uniform itexture2DArray) +0:93 'g_sSamp' (layout( binding=0) uniform sampler) +0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 2 (const uint) -0:93 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: 0:93 3 (const int) 0:94 Sequence -0:94 move second child to first child (temp 4-component vector of uint) -0:94 'txval324' (temp 4-component vector of uint) -0:94 textureGatherOffsets (temp 4-component vector of uint) -0:94 Construct combined texture-sampler (temp usampler2DArray) -0:94 'g_tTex2du4a' (uniform utexture2DArray) -0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 move second child to first child ( temp 4-component vector of uint) +0:94 'txval324' ( temp 4-component vector of uint) +0:94 textureGatherOffsets ( temp 4-component vector of uint) +0:94 Construct combined texture-sampler ( temp usampler2DArray) +0:94 'g_tTex2du4a' ( uniform utexture2DArray) +0:94 'g_sSamp' (layout( binding=0) uniform sampler) +0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 2 (const uint) -0:94 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) -0:106 move second child to first child (temp 4-component vector of float) -0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:106 move second child to first child ( temp 4-component vector of float) +0:106 Color: direct index for structure ( temp 4-component vector of float) +0:106 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -1207,49 +1207,49 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:106 1.000000 0:106 1.000000 -0:107 move second child to first child (temp float) -0:107 Depth: direct index for structure (temp float) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:107 move second child to first child ( temp float) +0:107 Depth: direct index for structure ( temp float) +0:107 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: 0:107 1.000000 0:109 Branch: Return with expression -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 Function Definition: main( (temp void) +0:109 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: main( ( temp void) 0:33 Function Parameters: 0:? Sequence 0:33 Sequence -0:33 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:33 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) -0:33 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:33 Depth: direct index for structure (temp float) -0:33 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:33 Depth: direct index for structure ( temp float) +0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float 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 diff --git a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out index 369b0b1d..aa5c1977 100644 --- a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out @@ -2,18 +2,18 @@ hlsl.gathercmpRGBA.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:45 'txval001' (temp 4-component vector of float) -0:45 textureGatherOffset (temp 4-component vector of float) -0:45 Construct combined texture-sampler (temp sampler2DShadow) -0:45 'g_tTex2df4' (uniform texture2D) -0:45 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'txval001' ( temp 4-component vector of float) +0:45 textureGatherOffset ( temp 4-component vector of float) +0:45 Construct combined texture-sampler ( temp sampler2DShadow) +0:45 'g_tTex2df4' ( uniform texture2D) +0:45 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -22,14 +22,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'txval011' (temp 4-component vector of int) -0:46 textureGatherOffset (temp 4-component vector of int) -0:46 Construct combined texture-sampler (temp isampler2DShadow) -0:46 'g_tTex2di4' (uniform itexture2D) -0:46 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'txval011' ( temp 4-component vector of int) +0:46 textureGatherOffset ( temp 4-component vector of int) +0:46 Construct combined texture-sampler ( temp isampler2DShadow) +0:46 'g_tTex2di4' ( uniform itexture2D) +0:46 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: @@ -38,14 +38,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'txval021' (temp 4-component vector of uint) -0:47 textureGatherOffset (temp 4-component vector of uint) -0:47 Construct combined texture-sampler (temp usampler2DShadow) -0:47 'g_tTex2du4' (uniform utexture2D) -0:47 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'txval021' ( temp 4-component vector of uint) +0:47 textureGatherOffset ( temp 4-component vector of uint) +0:47 Construct combined texture-sampler ( temp usampler2DShadow) +0:47 'g_tTex2du4' ( uniform utexture2D) +0:47 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -54,14 +54,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of float) -0:49 'txval004' (temp 4-component vector of float) -0:49 textureGatherOffsets (temp 4-component vector of float) -0:49 Construct combined texture-sampler (temp sampler2DShadow) -0:49 'g_tTex2df4' (uniform texture2D) -0:49 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'txval004' ( temp 4-component vector of float) +0:49 textureGatherOffsets ( temp 4-component vector of float) +0:49 Construct combined texture-sampler ( temp sampler2DShadow) +0:49 'g_tTex2df4' ( uniform texture2D) +0:49 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -76,14 +76,14 @@ gl_FragCoord origin is upper left 0:49 1 (const int) 0:49 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp 4-component vector of int) -0:50 'txval014' (temp 4-component vector of int) -0:50 textureGatherOffsets (temp 4-component vector of int) -0:50 Construct combined texture-sampler (temp isampler2DShadow) -0:50 'g_tTex2di4' (uniform itexture2D) -0:50 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:50 move second child to first child ( temp 4-component vector of int) +0:50 'txval014' ( temp 4-component vector of int) +0:50 textureGatherOffsets ( temp 4-component vector of int) +0:50 Construct combined texture-sampler ( temp isampler2DShadow) +0:50 'g_tTex2di4' ( uniform itexture2D) +0:50 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Constant: @@ -98,14 +98,14 @@ gl_FragCoord origin is upper left 0:50 1 (const int) 0:50 -1 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of uint) -0:51 'txval024' (temp 4-component vector of uint) -0:51 textureGatherOffsets (temp 4-component vector of uint) -0:51 Construct combined texture-sampler (temp usampler2DShadow) -0:51 'g_tTex2du4' (uniform utexture2D) -0:51 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of uint) +0:51 'txval024' ( temp 4-component vector of uint) +0:51 textureGatherOffsets ( temp 4-component vector of uint) +0:51 Construct combined texture-sampler ( temp usampler2DShadow) +0:51 'g_tTex2du4' ( uniform utexture2D) +0:51 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -119,9 +119,9 @@ gl_FragCoord origin is upper left 0:51 1 (const int) 0:51 1 (const int) 0:51 1 (const int) -0:114 move second child to first child (temp 4-component vector of float) -0:114 Color: direct index for structure (temp 4-component vector of float) -0:114 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:114 move second child to first child ( temp 4-component vector of float) +0:114 Color: direct index for structure ( temp 4-component vector of float) +0:114 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:114 Constant: 0:114 0 (const int) 0:114 Constant: @@ -129,52 +129,52 @@ gl_FragCoord origin is upper left 0:114 1.000000 0:114 1.000000 0:114 1.000000 -0:115 move second child to first child (temp float) -0:115 Depth: direct index for structure (temp float) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:115 move second child to first child ( temp float) +0:115 Depth: direct index for structure ( temp float) +0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 1 (const int) 0:115 Constant: 0:115 1.000000 0:117 Branch: Return with expression -0:117 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:117 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -183,18 +183,18 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:45 'txval001' (temp 4-component vector of float) -0:45 textureGatherOffset (temp 4-component vector of float) -0:45 Construct combined texture-sampler (temp sampler2DShadow) -0:45 'g_tTex2df4' (uniform texture2D) -0:45 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 'txval001' ( temp 4-component vector of float) +0:45 textureGatherOffset ( temp 4-component vector of float) +0:45 Construct combined texture-sampler ( temp sampler2DShadow) +0:45 'g_tTex2df4' ( uniform texture2D) +0:45 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -203,14 +203,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'txval011' (temp 4-component vector of int) -0:46 textureGatherOffset (temp 4-component vector of int) -0:46 Construct combined texture-sampler (temp isampler2DShadow) -0:46 'g_tTex2di4' (uniform itexture2D) -0:46 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'txval011' ( temp 4-component vector of int) +0:46 textureGatherOffset ( temp 4-component vector of int) +0:46 Construct combined texture-sampler ( temp isampler2DShadow) +0:46 'g_tTex2di4' ( uniform itexture2D) +0:46 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: @@ -219,14 +219,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'txval021' (temp 4-component vector of uint) -0:47 textureGatherOffset (temp 4-component vector of uint) -0:47 Construct combined texture-sampler (temp usampler2DShadow) -0:47 'g_tTex2du4' (uniform utexture2D) -0:47 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'txval021' ( temp 4-component vector of uint) +0:47 textureGatherOffset ( temp 4-component vector of uint) +0:47 Construct combined texture-sampler ( temp usampler2DShadow) +0:47 'g_tTex2du4' ( uniform utexture2D) +0:47 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -235,14 +235,14 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of float) -0:49 'txval004' (temp 4-component vector of float) -0:49 textureGatherOffsets (temp 4-component vector of float) -0:49 Construct combined texture-sampler (temp sampler2DShadow) -0:49 'g_tTex2df4' (uniform texture2D) -0:49 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'txval004' ( temp 4-component vector of float) +0:49 textureGatherOffsets ( temp 4-component vector of float) +0:49 Construct combined texture-sampler ( temp sampler2DShadow) +0:49 'g_tTex2df4' ( uniform texture2D) +0:49 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -257,14 +257,14 @@ gl_FragCoord origin is upper left 0:49 1 (const int) 0:49 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp 4-component vector of int) -0:50 'txval014' (temp 4-component vector of int) -0:50 textureGatherOffsets (temp 4-component vector of int) -0:50 Construct combined texture-sampler (temp isampler2DShadow) -0:50 'g_tTex2di4' (uniform itexture2D) -0:50 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:50 move second child to first child ( temp 4-component vector of int) +0:50 'txval014' ( temp 4-component vector of int) +0:50 textureGatherOffsets ( temp 4-component vector of int) +0:50 Construct combined texture-sampler ( temp isampler2DShadow) +0:50 'g_tTex2di4' ( uniform itexture2D) +0:50 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Constant: @@ -279,14 +279,14 @@ gl_FragCoord origin is upper left 0:50 1 (const int) 0:50 -1 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of uint) -0:51 'txval024' (temp 4-component vector of uint) -0:51 textureGatherOffsets (temp 4-component vector of uint) -0:51 Construct combined texture-sampler (temp usampler2DShadow) -0:51 'g_tTex2du4' (uniform utexture2D) -0:51 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 move second child to first child ( temp 4-component vector of uint) +0:51 'txval024' ( temp 4-component vector of uint) +0:51 textureGatherOffsets ( temp 4-component vector of uint) +0:51 Construct combined texture-sampler ( temp usampler2DShadow) +0:51 'g_tTex2du4' ( uniform utexture2D) +0:51 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -300,9 +300,9 @@ gl_FragCoord origin is upper left 0:51 1 (const int) 0:51 1 (const int) 0:51 1 (const int) -0:114 move second child to first child (temp 4-component vector of float) -0:114 Color: direct index for structure (temp 4-component vector of float) -0:114 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:114 move second child to first child ( temp 4-component vector of float) +0:114 Color: direct index for structure ( temp 4-component vector of float) +0:114 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:114 Constant: 0:114 0 (const int) 0:114 Constant: @@ -310,52 +310,52 @@ gl_FragCoord origin is upper left 0:114 1.000000 0:114 1.000000 0:114 1.000000 -0:115 move second child to first child (temp float) -0:115 Depth: direct index for structure (temp float) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:115 move second child to first child ( temp float) +0:115 Depth: direct index for structure ( temp float) +0:115 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 1 (const int) 0:115 Constant: 0:115 1.000000 0:117 Branch: Return with expression -0:117 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:117 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSampCmp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:? 'g_sSampCmp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.dx10.frag.out index f0f8b7a1..30483db5 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.frag.out @@ -2,1092 +2,1092 @@ hlsl.getdimensions.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: @main( (temp 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 -0:65 move second child to first child (temp uint) -0:65 'sizeQueryTemp' (temp uint) -0:65 textureSize (temp uint) -0:65 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:65 move second child to first child ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) +0:65 textureSize ( temp uint) +0:65 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:65 Constant: 0:65 0 (const int) -0:65 move second child to first child (temp uint) -0:65 'WidthU' (temp uint) -0:65 'sizeQueryTemp' (temp uint) +0:65 move second child to first child ( temp uint) +0:65 'WidthU' ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) 0:66 Sequence -0:66 move second child to first child (temp uint) -0:66 'sizeQueryTemp' (temp uint) -0:66 textureSize (temp uint) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:66 move second child to first child ( temp uint) +0:66 'sizeQueryTemp' ( temp uint) +0:66 textureSize ( temp uint) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:66 Constant: 0:66 6 (const uint) -0:66 move second child to first child (temp uint) -0:66 'WidthU' (temp uint) -0:66 'sizeQueryTemp' (temp uint) -0:66 move second child to first child (temp uint) -0:66 'NumberOfLevelsU' (temp uint) -0:66 textureQueryLevels (temp uint) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:66 move second child to first child ( temp uint) +0:66 'WidthU' ( temp uint) +0:66 'sizeQueryTemp' ( temp uint) +0:66 move second child to first child ( temp uint) +0:66 'NumberOfLevelsU' ( temp uint) +0:66 textureQueryLevels ( temp uint) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'sizeQueryTemp' (temp uint) -0:69 textureSize (temp uint) -0:69 'g_tTex1di4' (uniform itexture1D) +0:69 move second child to first child ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) +0:69 textureSize ( temp uint) +0:69 'g_tTex1di4' ( uniform itexture1D) 0:69 Constant: 0:69 0 (const int) -0:69 move second child to first child (temp uint) -0:69 'WidthU' (temp uint) -0:69 'sizeQueryTemp' (temp uint) +0:69 move second child to first child ( temp uint) +0:69 'WidthU' ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 textureSize (temp uint) -0:70 'g_tTex1di4' (uniform itexture1D) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 textureSize ( temp uint) +0:70 'g_tTex1di4' ( uniform itexture1D) 0:70 Constant: 0:70 6 (const uint) -0:70 move second child to first child (temp uint) -0:70 'WidthU' (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 move second child to first child (temp uint) -0:70 'NumberOfLevelsU' (temp uint) -0:70 textureQueryLevels (temp uint) -0:70 'g_tTex1di4' (uniform itexture1D) +0:70 move second child to first child ( temp uint) +0:70 'WidthU' ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 move second child to first child ( temp uint) +0:70 'NumberOfLevelsU' ( temp uint) +0:70 textureQueryLevels ( temp uint) +0:70 'g_tTex1di4' ( uniform itexture1D) 0:73 Sequence -0:73 move second child to first child (temp uint) -0:73 'sizeQueryTemp' (temp uint) -0:73 textureSize (temp uint) -0:73 'g_tTex1du4' (uniform utexture1D) +0:73 move second child to first child ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) +0:73 textureSize ( temp uint) +0:73 'g_tTex1du4' ( uniform utexture1D) 0:73 Constant: 0:73 0 (const int) -0:73 move second child to first child (temp uint) -0:73 'WidthU' (temp uint) -0:73 'sizeQueryTemp' (temp uint) +0:73 move second child to first child ( temp uint) +0:73 'WidthU' ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) 0:74 Sequence -0:74 move second child to first child (temp uint) -0:74 'sizeQueryTemp' (temp uint) -0:74 textureSize (temp uint) -0:74 'g_tTex1du4' (uniform utexture1D) +0:74 move second child to first child ( temp uint) +0:74 'sizeQueryTemp' ( temp uint) +0:74 textureSize ( temp uint) +0:74 'g_tTex1du4' ( uniform utexture1D) 0:74 Constant: 0:74 6 (const uint) -0:74 move second child to first child (temp uint) -0:74 'WidthU' (temp uint) -0:74 'sizeQueryTemp' (temp uint) -0:74 move second child to first child (temp uint) -0:74 'NumberOfLevelsU' (temp uint) -0:74 textureQueryLevels (temp uint) -0:74 'g_tTex1du4' (uniform utexture1D) +0:74 move second child to first child ( temp uint) +0:74 'WidthU' ( temp uint) +0:74 'sizeQueryTemp' ( temp uint) +0:74 move second child to first child ( temp uint) +0:74 'NumberOfLevelsU' ( temp uint) +0:74 textureQueryLevels ( temp uint) +0:74 'g_tTex1du4' ( uniform utexture1D) 0:77 Sequence -0:77 move second child to first child (temp 2-component vector of uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) -0:77 textureSize (temp 2-component vector of uint) -0:77 'g_tTex1df4a' (uniform texture1DArray) +0:77 move second child to first child ( temp 2-component vector of uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) +0:77 textureSize ( temp 2-component vector of uint) +0:77 'g_tTex1df4a' ( uniform texture1DArray) 0:77 Constant: 0:77 0 (const int) -0:77 move second child to first child (temp uint) -0:77 'WidthU' (temp uint) -0:77 direct index (temp uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) +0:77 move second child to first child ( temp uint) +0:77 'WidthU' ( temp uint) +0:77 direct index ( temp uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) 0:77 Constant: 0:77 0 (const int) -0:77 move second child to first child (temp uint) -0:77 'ElementsU' (temp uint) -0:77 direct index (temp uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) +0:77 move second child to first child ( temp uint) +0:77 'ElementsU' ( temp uint) +0:77 direct index ( temp uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) 0:77 Constant: 0:77 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 2-component vector of uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) -0:78 textureSize (temp 2-component vector of uint) -0:78 'g_tTex1df4a' (uniform texture1DArray) +0:78 move second child to first child ( temp 2-component vector of uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) +0:78 textureSize ( temp 2-component vector of uint) +0:78 'g_tTex1df4a' ( uniform texture1DArray) 0:78 Constant: 0:78 6 (const uint) -0:78 move second child to first child (temp uint) -0:78 'WidthU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'WidthU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 0 (const int) -0:78 move second child to first child (temp uint) -0:78 'ElementsU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'ElementsU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 1 (const int) -0:78 move second child to first child (temp uint) -0:78 'NumberOfLevelsU' (temp uint) -0:78 textureQueryLevels (temp uint) -0:78 'g_tTex1df4a' (uniform texture1DArray) +0:78 move second child to first child ( temp uint) +0:78 'NumberOfLevelsU' ( temp uint) +0:78 textureQueryLevels ( temp uint) +0:78 'g_tTex1df4a' ( uniform texture1DArray) 0:81 Sequence -0:81 move second child to first child (temp 2-component vector of uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) -0:81 textureSize (temp 2-component vector of uint) -0:81 'g_tTex1di4a' (uniform itexture1DArray) +0:81 move second child to first child ( temp 2-component vector of uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) +0:81 textureSize ( temp 2-component vector of uint) +0:81 'g_tTex1di4a' ( uniform itexture1DArray) 0:81 Constant: 0:81 0 (const int) -0:81 move second child to first child (temp uint) -0:81 'WidthU' (temp uint) -0:81 direct index (temp uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) +0:81 move second child to first child ( temp uint) +0:81 'WidthU' ( temp uint) +0:81 direct index ( temp uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) 0:81 Constant: 0:81 0 (const int) -0:81 move second child to first child (temp uint) -0:81 'ElementsU' (temp uint) -0:81 direct index (temp uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) +0:81 move second child to first child ( temp uint) +0:81 'ElementsU' ( temp uint) +0:81 direct index ( temp uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) 0:81 Constant: 0:81 1 (const int) 0:82 Sequence -0:82 move second child to first child (temp 2-component vector of uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) -0:82 textureSize (temp 2-component vector of uint) -0:82 'g_tTex1di4a' (uniform itexture1DArray) +0:82 move second child to first child ( temp 2-component vector of uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) +0:82 textureSize ( temp 2-component vector of uint) +0:82 'g_tTex1di4a' ( uniform itexture1DArray) 0:82 Constant: 0:82 6 (const uint) -0:82 move second child to first child (temp uint) -0:82 'WidthU' (temp uint) -0:82 direct index (temp uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) +0:82 move second child to first child ( temp uint) +0:82 'WidthU' ( temp uint) +0:82 direct index ( temp uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) 0:82 Constant: 0:82 0 (const int) -0:82 move second child to first child (temp uint) -0:82 'ElementsU' (temp uint) -0:82 direct index (temp uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) +0:82 move second child to first child ( temp uint) +0:82 'ElementsU' ( temp uint) +0:82 direct index ( temp uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) 0:82 Constant: 0:82 1 (const int) -0:82 move second child to first child (temp uint) -0:82 'NumberOfLevelsU' (temp uint) -0:82 textureQueryLevels (temp uint) -0:82 'g_tTex1di4a' (uniform itexture1DArray) +0:82 move second child to first child ( temp uint) +0:82 'NumberOfLevelsU' ( temp uint) +0:82 textureQueryLevels ( temp uint) +0:82 'g_tTex1di4a' ( uniform itexture1DArray) 0:85 Sequence -0:85 move second child to first child (temp 2-component vector of uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) -0:85 textureSize (temp 2-component vector of uint) -0:85 'g_tTex1du4a' (uniform utexture1DArray) +0:85 move second child to first child ( temp 2-component vector of uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) +0:85 textureSize ( temp 2-component vector of uint) +0:85 'g_tTex1du4a' ( uniform utexture1DArray) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'WidthU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'WidthU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'ElementsU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'ElementsU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) 0:85 Constant: 0:85 1 (const int) 0:86 Sequence -0:86 move second child to first child (temp 2-component vector of uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) -0:86 textureSize (temp 2-component vector of uint) -0:86 'g_tTex1du4a' (uniform utexture1DArray) +0:86 move second child to first child ( temp 2-component vector of uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) +0:86 textureSize ( temp 2-component vector of uint) +0:86 'g_tTex1du4a' ( uniform utexture1DArray) 0:86 Constant: 0:86 6 (const uint) -0:86 move second child to first child (temp uint) -0:86 'WidthU' (temp uint) -0:86 direct index (temp uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) +0:86 move second child to first child ( temp uint) +0:86 'WidthU' ( temp uint) +0:86 direct index ( temp uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) 0:86 Constant: 0:86 0 (const int) -0:86 move second child to first child (temp uint) -0:86 'ElementsU' (temp uint) -0:86 direct index (temp uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) +0:86 move second child to first child ( temp uint) +0:86 'ElementsU' ( temp uint) +0:86 direct index ( temp uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) 0:86 Constant: 0:86 1 (const int) -0:86 move second child to first child (temp uint) -0:86 'NumberOfLevelsU' (temp uint) -0:86 textureQueryLevels (temp uint) -0:86 'g_tTex1du4a' (uniform utexture1DArray) +0:86 move second child to first child ( temp uint) +0:86 'NumberOfLevelsU' ( temp uint) +0:86 textureQueryLevels ( temp uint) +0:86 'g_tTex1du4a' ( uniform utexture1DArray) 0:89 Sequence -0:89 move second child to first child (temp 2-component vector of uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) -0:89 textureSize (temp 2-component vector of uint) -0:89 'g_tTex2df4' (uniform texture2D) +0:89 move second child to first child ( temp 2-component vector of uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) +0:89 textureSize ( temp 2-component vector of uint) +0:89 'g_tTex2df4' ( uniform texture2D) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'WidthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'WidthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'HeightU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'HeightU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) 0:89 Constant: 0:89 1 (const int) 0:90 Sequence -0:90 move second child to first child (temp 2-component vector of uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) -0:90 textureSize (temp 2-component vector of uint) -0:90 'g_tTex2df4' (uniform texture2D) +0:90 move second child to first child ( temp 2-component vector of uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) +0:90 textureSize ( temp 2-component vector of uint) +0:90 'g_tTex2df4' ( uniform texture2D) 0:90 Constant: 0:90 6 (const uint) -0:90 move second child to first child (temp uint) -0:90 'WidthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'WidthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) 0:90 Constant: 0:90 0 (const int) -0:90 move second child to first child (temp uint) -0:90 'HeightU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'HeightU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) 0:90 Constant: 0:90 1 (const int) -0:90 move second child to first child (temp uint) -0:90 'NumberOfLevelsU' (temp uint) -0:90 textureQueryLevels (temp uint) -0:90 'g_tTex2df4' (uniform texture2D) +0:90 move second child to first child ( temp uint) +0:90 'NumberOfLevelsU' ( temp uint) +0:90 textureQueryLevels ( temp uint) +0:90 'g_tTex2df4' ( uniform texture2D) 0:93 Sequence -0:93 move second child to first child (temp 2-component vector of uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) -0:93 textureSize (temp 2-component vector of uint) -0:93 'g_tTex2di4' (uniform itexture2D) +0:93 move second child to first child ( temp 2-component vector of uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) +0:93 textureSize ( temp 2-component vector of uint) +0:93 'g_tTex2di4' ( uniform itexture2D) 0:93 Constant: 0:93 0 (const int) -0:93 move second child to first child (temp uint) -0:93 'WidthU' (temp uint) -0:93 direct index (temp uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) +0:93 move second child to first child ( temp uint) +0:93 'WidthU' ( temp uint) +0:93 direct index ( temp uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) 0:93 Constant: 0:93 0 (const int) -0:93 move second child to first child (temp uint) -0:93 'HeightU' (temp uint) -0:93 direct index (temp uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) +0:93 move second child to first child ( temp uint) +0:93 'HeightU' ( temp uint) +0:93 direct index ( temp uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) 0:93 Constant: 0:93 1 (const int) 0:94 Sequence -0:94 move second child to first child (temp 2-component vector of uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) -0:94 textureSize (temp 2-component vector of uint) -0:94 'g_tTex2di4' (uniform itexture2D) +0:94 move second child to first child ( temp 2-component vector of uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) +0:94 textureSize ( temp 2-component vector of uint) +0:94 'g_tTex2di4' ( uniform itexture2D) 0:94 Constant: 0:94 6 (const uint) -0:94 move second child to first child (temp uint) -0:94 'WidthU' (temp uint) -0:94 direct index (temp uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) +0:94 move second child to first child ( temp uint) +0:94 'WidthU' ( temp uint) +0:94 direct index ( temp uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) 0:94 Constant: 0:94 0 (const int) -0:94 move second child to first child (temp uint) -0:94 'HeightU' (temp uint) -0:94 direct index (temp uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) +0:94 move second child to first child ( temp uint) +0:94 'HeightU' ( temp uint) +0:94 direct index ( temp uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) 0:94 Constant: 0:94 1 (const int) -0:94 move second child to first child (temp uint) -0:94 'NumberOfLevelsU' (temp uint) -0:94 textureQueryLevels (temp uint) -0:94 'g_tTex2di4' (uniform itexture2D) +0:94 move second child to first child ( temp uint) +0:94 'NumberOfLevelsU' ( temp uint) +0:94 textureQueryLevels ( temp uint) +0:94 'g_tTex2di4' ( uniform itexture2D) 0:97 Sequence -0:97 move second child to first child (temp 2-component vector of uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) -0:97 textureSize (temp 2-component vector of uint) -0:97 'g_tTex2du4' (uniform utexture2D) +0:97 move second child to first child ( temp 2-component vector of uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) +0:97 textureSize ( temp 2-component vector of uint) +0:97 'g_tTex2du4' ( uniform utexture2D) 0:97 Constant: 0:97 0 (const int) -0:97 move second child to first child (temp uint) -0:97 'WidthU' (temp uint) -0:97 direct index (temp uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) +0:97 move second child to first child ( temp uint) +0:97 'WidthU' ( temp uint) +0:97 direct index ( temp uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) 0:97 Constant: 0:97 0 (const int) -0:97 move second child to first child (temp uint) -0:97 'HeightU' (temp uint) -0:97 direct index (temp uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) +0:97 move second child to first child ( temp uint) +0:97 'HeightU' ( temp uint) +0:97 direct index ( temp uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) 0:97 Constant: 0:97 1 (const int) 0:98 Sequence -0:98 move second child to first child (temp 2-component vector of uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) -0:98 textureSize (temp 2-component vector of uint) -0:98 'g_tTex2du4' (uniform utexture2D) +0:98 move second child to first child ( temp 2-component vector of uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) +0:98 textureSize ( temp 2-component vector of uint) +0:98 'g_tTex2du4' ( uniform utexture2D) 0:98 Constant: 0:98 6 (const uint) -0:98 move second child to first child (temp uint) -0:98 'WidthU' (temp uint) -0:98 direct index (temp uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp uint) +0:98 'WidthU' ( temp uint) +0:98 direct index ( temp uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) 0:98 Constant: 0:98 0 (const int) -0:98 move second child to first child (temp uint) -0:98 'HeightU' (temp uint) -0:98 direct index (temp uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp uint) +0:98 'HeightU' ( temp uint) +0:98 direct index ( temp uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) 0:98 Constant: 0:98 1 (const int) -0:98 move second child to first child (temp uint) -0:98 'NumberOfLevelsU' (temp uint) -0:98 textureQueryLevels (temp uint) -0:98 'g_tTex2du4' (uniform utexture2D) +0:98 move second child to first child ( temp uint) +0:98 'NumberOfLevelsU' ( temp uint) +0:98 textureQueryLevels ( temp uint) +0:98 'g_tTex2du4' ( uniform utexture2D) 0:101 Sequence -0:101 move second child to first child (temp 3-component vector of uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) -0:101 textureSize (temp 3-component vector of uint) -0:101 'g_tTex2df4a' (uniform texture2DArray) +0:101 move second child to first child ( temp 3-component vector of uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) +0:101 textureSize ( temp 3-component vector of uint) +0:101 'g_tTex2df4a' ( uniform texture2DArray) 0:101 Constant: 0:101 0 (const int) -0:101 move second child to first child (temp uint) -0:101 'WidthU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'WidthU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 0 (const int) -0:101 move second child to first child (temp uint) -0:101 'HeightU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'HeightU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 1 (const int) -0:101 move second child to first child (temp uint) -0:101 'ElementsU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'ElementsU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 2 (const int) 0:102 Sequence -0:102 move second child to first child (temp 3-component vector of uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) -0:102 textureSize (temp 3-component vector of uint) -0:102 'g_tTex2df4a' (uniform texture2DArray) +0:102 move second child to first child ( temp 3-component vector of uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) +0:102 textureSize ( temp 3-component vector of uint) +0:102 'g_tTex2df4a' ( uniform texture2DArray) 0:102 Constant: 0:102 6 (const uint) -0:102 move second child to first child (temp uint) -0:102 'WidthU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'WidthU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 0 (const int) -0:102 move second child to first child (temp uint) -0:102 'HeightU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'HeightU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 1 (const int) -0:102 move second child to first child (temp uint) -0:102 'ElementsU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'ElementsU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 2 (const int) -0:102 move second child to first child (temp uint) -0:102 'NumberOfLevelsU' (temp uint) -0:102 textureQueryLevels (temp uint) -0:102 'g_tTex2df4a' (uniform texture2DArray) +0:102 move second child to first child ( temp uint) +0:102 'NumberOfLevelsU' ( temp uint) +0:102 textureQueryLevels ( temp uint) +0:102 'g_tTex2df4a' ( uniform texture2DArray) 0:105 Sequence -0:105 move second child to first child (temp 3-component vector of uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) -0:105 textureSize (temp 3-component vector of uint) -0:105 'g_tTex2di4a' (uniform itexture2DArray) +0:105 move second child to first child ( temp 3-component vector of uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) +0:105 textureSize ( temp 3-component vector of uint) +0:105 'g_tTex2di4a' ( uniform itexture2DArray) 0:105 Constant: 0:105 0 (const int) -0:105 move second child to first child (temp uint) -0:105 'WidthU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'WidthU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 0 (const int) -0:105 move second child to first child (temp uint) -0:105 'HeightU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'HeightU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 1 (const int) -0:105 move second child to first child (temp uint) -0:105 'ElementsU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'ElementsU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 2 (const int) 0:106 Sequence -0:106 move second child to first child (temp 3-component vector of uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) -0:106 textureSize (temp 3-component vector of uint) -0:106 'g_tTex2di4a' (uniform itexture2DArray) +0:106 move second child to first child ( temp 3-component vector of uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) +0:106 textureSize ( temp 3-component vector of uint) +0:106 'g_tTex2di4a' ( uniform itexture2DArray) 0:106 Constant: 0:106 6 (const uint) -0:106 move second child to first child (temp uint) -0:106 'WidthU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'WidthU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 0 (const int) -0:106 move second child to first child (temp uint) -0:106 'HeightU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'HeightU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 1 (const int) -0:106 move second child to first child (temp uint) -0:106 'ElementsU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'ElementsU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 2 (const int) -0:106 move second child to first child (temp uint) -0:106 'NumberOfLevelsU' (temp uint) -0:106 textureQueryLevels (temp uint) -0:106 'g_tTex2di4a' (uniform itexture2DArray) +0:106 move second child to first child ( temp uint) +0:106 'NumberOfLevelsU' ( temp uint) +0:106 textureQueryLevels ( temp uint) +0:106 'g_tTex2di4a' ( uniform itexture2DArray) 0:109 Sequence -0:109 move second child to first child (temp 3-component vector of uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) -0:109 textureSize (temp 3-component vector of uint) -0:109 'g_tTex2du4a' (uniform utexture2DArray) +0:109 move second child to first child ( temp 3-component vector of uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) +0:109 textureSize ( temp 3-component vector of uint) +0:109 'g_tTex2du4a' ( uniform utexture2DArray) 0:109 Constant: 0:109 0 (const int) -0:109 move second child to first child (temp uint) -0:109 'WidthU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'WidthU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 0 (const int) -0:109 move second child to first child (temp uint) -0:109 'HeightU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'HeightU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 1 (const int) -0:109 move second child to first child (temp uint) -0:109 'ElementsU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'ElementsU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 2 (const int) 0:110 Sequence -0:110 move second child to first child (temp 3-component vector of uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) -0:110 textureSize (temp 3-component vector of uint) -0:110 'g_tTex2du4a' (uniform utexture2DArray) +0:110 move second child to first child ( temp 3-component vector of uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) +0:110 textureSize ( temp 3-component vector of uint) +0:110 'g_tTex2du4a' ( uniform utexture2DArray) 0:110 Constant: 0:110 6 (const uint) -0:110 move second child to first child (temp uint) -0:110 'WidthU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'WidthU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 0 (const int) -0:110 move second child to first child (temp uint) -0:110 'HeightU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'HeightU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 1 (const int) -0:110 move second child to first child (temp uint) -0:110 'ElementsU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'ElementsU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 2 (const int) -0:110 move second child to first child (temp uint) -0:110 'NumberOfLevelsU' (temp uint) -0:110 textureQueryLevels (temp uint) -0:110 'g_tTex2du4a' (uniform utexture2DArray) +0:110 move second child to first child ( temp uint) +0:110 'NumberOfLevelsU' ( temp uint) +0:110 textureQueryLevels ( temp uint) +0:110 'g_tTex2du4a' ( uniform utexture2DArray) 0:113 Sequence -0:113 move second child to first child (temp 3-component vector of uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) -0:113 textureSize (temp 3-component vector of uint) -0:113 'g_tTex3df4' (uniform texture3D) +0:113 move second child to first child ( temp 3-component vector of uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) +0:113 textureSize ( temp 3-component vector of uint) +0:113 'g_tTex3df4' ( uniform texture3D) 0:113 Constant: 0:113 0 (const int) -0:113 move second child to first child (temp uint) -0:113 'WidthU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'WidthU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 0 (const int) -0:113 move second child to first child (temp uint) -0:113 'HeightU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'HeightU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 1 (const int) -0:113 move second child to first child (temp uint) -0:113 'DepthU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'DepthU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 2 (const int) 0:114 Sequence -0:114 move second child to first child (temp 3-component vector of uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) -0:114 textureSize (temp 3-component vector of uint) -0:114 'g_tTex3df4' (uniform texture3D) +0:114 move second child to first child ( temp 3-component vector of uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) +0:114 textureSize ( temp 3-component vector of uint) +0:114 'g_tTex3df4' ( uniform texture3D) 0:114 Constant: 0:114 6 (const uint) -0:114 move second child to first child (temp uint) -0:114 'WidthU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'WidthU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 0 (const int) -0:114 move second child to first child (temp uint) -0:114 'HeightU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'HeightU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 1 (const int) -0:114 move second child to first child (temp uint) -0:114 'DepthU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'DepthU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 2 (const int) -0:114 move second child to first child (temp uint) -0:114 'NumberOfLevelsU' (temp uint) -0:114 textureQueryLevels (temp uint) -0:114 'g_tTex3df4' (uniform texture3D) +0:114 move second child to first child ( temp uint) +0:114 'NumberOfLevelsU' ( temp uint) +0:114 textureQueryLevels ( temp uint) +0:114 'g_tTex3df4' ( uniform texture3D) 0:117 Sequence -0:117 move second child to first child (temp 3-component vector of uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) -0:117 textureSize (temp 3-component vector of uint) -0:117 'g_tTex3di4' (uniform itexture3D) +0:117 move second child to first child ( temp 3-component vector of uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) +0:117 textureSize ( temp 3-component vector of uint) +0:117 'g_tTex3di4' ( uniform itexture3D) 0:117 Constant: 0:117 0 (const int) -0:117 move second child to first child (temp uint) -0:117 'WidthU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'WidthU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 0 (const int) -0:117 move second child to first child (temp uint) -0:117 'HeightU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'HeightU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 1 (const int) -0:117 move second child to first child (temp uint) -0:117 'DepthU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'DepthU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 2 (const int) 0:118 Sequence -0:118 move second child to first child (temp 3-component vector of uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) -0:118 textureSize (temp 3-component vector of uint) -0:118 'g_tTex3di4' (uniform itexture3D) +0:118 move second child to first child ( temp 3-component vector of uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) +0:118 textureSize ( temp 3-component vector of uint) +0:118 'g_tTex3di4' ( uniform itexture3D) 0:118 Constant: 0:118 6 (const uint) -0:118 move second child to first child (temp uint) -0:118 'WidthU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'WidthU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 0 (const int) -0:118 move second child to first child (temp uint) -0:118 'HeightU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'HeightU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 1 (const int) -0:118 move second child to first child (temp uint) -0:118 'DepthU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'DepthU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 2 (const int) -0:118 move second child to first child (temp uint) -0:118 'NumberOfLevelsU' (temp uint) -0:118 textureQueryLevels (temp uint) -0:118 'g_tTex3di4' (uniform itexture3D) +0:118 move second child to first child ( temp uint) +0:118 'NumberOfLevelsU' ( temp uint) +0:118 textureQueryLevels ( temp uint) +0:118 'g_tTex3di4' ( uniform itexture3D) 0:121 Sequence -0:121 move second child to first child (temp 3-component vector of uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) -0:121 textureSize (temp 3-component vector of uint) -0:121 'g_tTex3du4' (uniform utexture3D) +0:121 move second child to first child ( temp 3-component vector of uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) +0:121 textureSize ( temp 3-component vector of uint) +0:121 'g_tTex3du4' ( uniform utexture3D) 0:121 Constant: 0:121 0 (const int) -0:121 move second child to first child (temp uint) -0:121 'WidthU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'WidthU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 0 (const int) -0:121 move second child to first child (temp uint) -0:121 'HeightU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'HeightU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 1 (const int) -0:121 move second child to first child (temp uint) -0:121 'DepthU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'DepthU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 2 (const int) 0:122 Sequence -0:122 move second child to first child (temp 3-component vector of uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) -0:122 textureSize (temp 3-component vector of uint) -0:122 'g_tTex3du4' (uniform utexture3D) +0:122 move second child to first child ( temp 3-component vector of uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) +0:122 textureSize ( temp 3-component vector of uint) +0:122 'g_tTex3du4' ( uniform utexture3D) 0:122 Constant: 0:122 6 (const uint) -0:122 move second child to first child (temp uint) -0:122 'WidthU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'WidthU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 0 (const int) -0:122 move second child to first child (temp uint) -0:122 'HeightU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'HeightU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 1 (const int) -0:122 move second child to first child (temp uint) -0:122 'DepthU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'DepthU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 2 (const int) -0:122 move second child to first child (temp uint) -0:122 'NumberOfLevelsU' (temp uint) -0:122 textureQueryLevels (temp uint) -0:122 'g_tTex3du4' (uniform utexture3D) +0:122 move second child to first child ( temp uint) +0:122 'NumberOfLevelsU' ( temp uint) +0:122 textureQueryLevels ( temp uint) +0:122 'g_tTex3du4' ( uniform utexture3D) 0:125 Sequence -0:125 move second child to first child (temp 2-component vector of uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) -0:125 textureSize (temp 2-component vector of uint) -0:125 'g_tTexcdf4' (uniform textureCube) +0:125 move second child to first child ( temp 2-component vector of uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) +0:125 textureSize ( temp 2-component vector of uint) +0:125 'g_tTexcdf4' ( uniform textureCube) 0:125 Constant: 0:125 0 (const int) -0:125 move second child to first child (temp uint) -0:125 'WidthU' (temp uint) -0:125 direct index (temp uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) +0:125 move second child to first child ( temp uint) +0:125 'WidthU' ( temp uint) +0:125 direct index ( temp uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) 0:125 Constant: 0:125 0 (const int) -0:125 move second child to first child (temp uint) -0:125 'HeightU' (temp uint) -0:125 direct index (temp uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) +0:125 move second child to first child ( temp uint) +0:125 'HeightU' ( temp uint) +0:125 direct index ( temp uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) 0:125 Constant: 0:125 1 (const int) 0:126 Sequence -0:126 move second child to first child (temp 2-component vector of uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) -0:126 textureSize (temp 2-component vector of uint) -0:126 'g_tTexcdf4' (uniform textureCube) +0:126 move second child to first child ( temp 2-component vector of uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) +0:126 textureSize ( temp 2-component vector of uint) +0:126 'g_tTexcdf4' ( uniform textureCube) 0:126 Constant: 0:126 6 (const uint) -0:126 move second child to first child (temp uint) -0:126 'WidthU' (temp uint) -0:126 direct index (temp uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) +0:126 move second child to first child ( temp uint) +0:126 'WidthU' ( temp uint) +0:126 direct index ( temp uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) 0:126 Constant: 0:126 0 (const int) -0:126 move second child to first child (temp uint) -0:126 'HeightU' (temp uint) -0:126 direct index (temp uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) +0:126 move second child to first child ( temp uint) +0:126 'HeightU' ( temp uint) +0:126 direct index ( temp uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) 0:126 Constant: 0:126 1 (const int) -0:126 move second child to first child (temp uint) -0:126 'NumberOfLevelsU' (temp uint) -0:126 textureQueryLevels (temp uint) -0:126 'g_tTexcdf4' (uniform textureCube) +0:126 move second child to first child ( temp uint) +0:126 'NumberOfLevelsU' ( temp uint) +0:126 textureQueryLevels ( temp uint) +0:126 'g_tTexcdf4' ( uniform textureCube) 0:129 Sequence -0:129 move second child to first child (temp 2-component vector of uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) -0:129 textureSize (temp 2-component vector of uint) -0:129 'g_tTexcdi4' (uniform itextureCube) +0:129 move second child to first child ( temp 2-component vector of uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) +0:129 textureSize ( temp 2-component vector of uint) +0:129 'g_tTexcdi4' ( uniform itextureCube) 0:129 Constant: 0:129 0 (const int) -0:129 move second child to first child (temp uint) -0:129 'WidthU' (temp uint) -0:129 direct index (temp uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) +0:129 move second child to first child ( temp uint) +0:129 'WidthU' ( temp uint) +0:129 direct index ( temp uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) 0:129 Constant: 0:129 0 (const int) -0:129 move second child to first child (temp uint) -0:129 'HeightU' (temp uint) -0:129 direct index (temp uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) +0:129 move second child to first child ( temp uint) +0:129 'HeightU' ( temp uint) +0:129 direct index ( temp uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) 0:129 Constant: 0:129 1 (const int) 0:130 Sequence -0:130 move second child to first child (temp 2-component vector of uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) -0:130 textureSize (temp 2-component vector of uint) -0:130 'g_tTexcdi4' (uniform itextureCube) +0:130 move second child to first child ( temp 2-component vector of uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) +0:130 textureSize ( temp 2-component vector of uint) +0:130 'g_tTexcdi4' ( uniform itextureCube) 0:130 Constant: 0:130 6 (const uint) -0:130 move second child to first child (temp uint) -0:130 'WidthU' (temp uint) -0:130 direct index (temp uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) +0:130 move second child to first child ( temp uint) +0:130 'WidthU' ( temp uint) +0:130 direct index ( temp uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) 0:130 Constant: 0:130 0 (const int) -0:130 move second child to first child (temp uint) -0:130 'HeightU' (temp uint) -0:130 direct index (temp uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) +0:130 move second child to first child ( temp uint) +0:130 'HeightU' ( temp uint) +0:130 direct index ( temp uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) 0:130 Constant: 0:130 1 (const int) -0:130 move second child to first child (temp uint) -0:130 'NumberOfLevelsU' (temp uint) -0:130 textureQueryLevels (temp uint) -0:130 'g_tTexcdi4' (uniform itextureCube) +0:130 move second child to first child ( temp uint) +0:130 'NumberOfLevelsU' ( temp uint) +0:130 textureQueryLevels ( temp uint) +0:130 'g_tTexcdi4' ( uniform itextureCube) 0:133 Sequence -0:133 move second child to first child (temp 2-component vector of uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) -0:133 textureSize (temp 2-component vector of uint) -0:133 'g_tTexcdu4' (uniform utextureCube) +0:133 move second child to first child ( temp 2-component vector of uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) +0:133 textureSize ( temp 2-component vector of uint) +0:133 'g_tTexcdu4' ( uniform utextureCube) 0:133 Constant: 0:133 0 (const int) -0:133 move second child to first child (temp uint) -0:133 'WidthU' (temp uint) -0:133 direct index (temp uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) +0:133 move second child to first child ( temp uint) +0:133 'WidthU' ( temp uint) +0:133 direct index ( temp uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) 0:133 Constant: 0:133 0 (const int) -0:133 move second child to first child (temp uint) -0:133 'HeightU' (temp uint) -0:133 direct index (temp uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) +0:133 move second child to first child ( temp uint) +0:133 'HeightU' ( temp uint) +0:133 direct index ( temp uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) 0:133 Constant: 0:133 1 (const int) 0:134 Sequence -0:134 move second child to first child (temp 2-component vector of uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) -0:134 textureSize (temp 2-component vector of uint) -0:134 'g_tTexcdu4' (uniform utextureCube) +0:134 move second child to first child ( temp 2-component vector of uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) +0:134 textureSize ( temp 2-component vector of uint) +0:134 'g_tTexcdu4' ( uniform utextureCube) 0:134 Constant: 0:134 6 (const uint) -0:134 move second child to first child (temp uint) -0:134 'WidthU' (temp uint) -0:134 direct index (temp uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) +0:134 move second child to first child ( temp uint) +0:134 'WidthU' ( temp uint) +0:134 direct index ( temp uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) 0:134 Constant: 0:134 0 (const int) -0:134 move second child to first child (temp uint) -0:134 'HeightU' (temp uint) -0:134 direct index (temp uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) +0:134 move second child to first child ( temp uint) +0:134 'HeightU' ( temp uint) +0:134 direct index ( temp uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) 0:134 Constant: 0:134 1 (const int) -0:134 move second child to first child (temp uint) -0:134 'NumberOfLevelsU' (temp uint) -0:134 textureQueryLevels (temp uint) -0:134 'g_tTexcdu4' (uniform utextureCube) +0:134 move second child to first child ( temp uint) +0:134 'NumberOfLevelsU' ( temp uint) +0:134 textureQueryLevels ( temp uint) +0:134 'g_tTexcdu4' ( uniform utextureCube) 0:137 Sequence -0:137 move second child to first child (temp 3-component vector of uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) -0:137 textureSize (temp 3-component vector of uint) -0:137 'g_tTexcdf4a' (uniform textureCubeArray) +0:137 move second child to first child ( temp 3-component vector of uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) +0:137 textureSize ( temp 3-component vector of uint) +0:137 'g_tTexcdf4a' ( uniform textureCubeArray) 0:137 Constant: 0:137 0 (const int) -0:137 move second child to first child (temp uint) -0:137 'WidthU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'WidthU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 0 (const int) -0:137 move second child to first child (temp uint) -0:137 'HeightU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'HeightU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 1 (const int) -0:137 move second child to first child (temp uint) -0:137 'ElementsU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'ElementsU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 2 (const int) 0:138 Sequence -0:138 move second child to first child (temp 3-component vector of uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) -0:138 textureSize (temp 3-component vector of uint) -0:138 'g_tTexcdf4a' (uniform textureCubeArray) +0:138 move second child to first child ( temp 3-component vector of uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) +0:138 textureSize ( temp 3-component vector of uint) +0:138 'g_tTexcdf4a' ( uniform textureCubeArray) 0:138 Constant: 0:138 6 (const uint) -0:138 move second child to first child (temp uint) -0:138 'WidthU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'WidthU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 0 (const int) -0:138 move second child to first child (temp uint) -0:138 'HeightU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'HeightU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 1 (const int) -0:138 move second child to first child (temp uint) -0:138 'ElementsU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'ElementsU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 2 (const int) -0:138 move second child to first child (temp uint) -0:138 'NumberOfLevelsU' (temp uint) -0:138 textureQueryLevels (temp uint) -0:138 'g_tTexcdf4a' (uniform textureCubeArray) +0:138 move second child to first child ( temp uint) +0:138 'NumberOfLevelsU' ( temp uint) +0:138 textureQueryLevels ( temp uint) +0:138 'g_tTexcdf4a' ( uniform textureCubeArray) 0:141 Sequence -0:141 move second child to first child (temp 3-component vector of uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) -0:141 textureSize (temp 3-component vector of uint) -0:141 'g_tTexcdi4a' (uniform itextureCubeArray) +0:141 move second child to first child ( temp 3-component vector of uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) +0:141 textureSize ( temp 3-component vector of uint) +0:141 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:141 Constant: 0:141 0 (const int) -0:141 move second child to first child (temp uint) -0:141 'WidthU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'WidthU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 0 (const int) -0:141 move second child to first child (temp uint) -0:141 'HeightU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'HeightU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 1 (const int) -0:141 move second child to first child (temp uint) -0:141 'ElementsU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'ElementsU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 2 (const int) 0:142 Sequence -0:142 move second child to first child (temp 3-component vector of uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) -0:142 textureSize (temp 3-component vector of uint) -0:142 'g_tTexcdi4a' (uniform itextureCubeArray) +0:142 move second child to first child ( temp 3-component vector of uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) +0:142 textureSize ( temp 3-component vector of uint) +0:142 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:142 Constant: 0:142 6 (const uint) -0:142 move second child to first child (temp uint) -0:142 'WidthU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'WidthU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 0 (const int) -0:142 move second child to first child (temp uint) -0:142 'HeightU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'HeightU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 1 (const int) -0:142 move second child to first child (temp uint) -0:142 'ElementsU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'ElementsU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 2 (const int) -0:142 move second child to first child (temp uint) -0:142 'NumberOfLevelsU' (temp uint) -0:142 textureQueryLevels (temp uint) -0:142 'g_tTexcdi4a' (uniform itextureCubeArray) +0:142 move second child to first child ( temp uint) +0:142 'NumberOfLevelsU' ( temp uint) +0:142 textureQueryLevels ( temp uint) +0:142 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:145 Sequence -0:145 move second child to first child (temp 3-component vector of uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) -0:145 textureSize (temp 3-component vector of uint) -0:145 'g_tTexcdu4a' (uniform utextureCubeArray) +0:145 move second child to first child ( temp 3-component vector of uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) +0:145 textureSize ( temp 3-component vector of uint) +0:145 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:145 Constant: 0:145 0 (const int) -0:145 move second child to first child (temp uint) -0:145 'WidthU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'WidthU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 0 (const int) -0:145 move second child to first child (temp uint) -0:145 'HeightU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'HeightU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 1 (const int) -0:145 move second child to first child (temp uint) -0:145 'ElementsU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'ElementsU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 2 (const int) 0:146 Sequence -0:146 move second child to first child (temp 3-component vector of uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) -0:146 textureSize (temp 3-component vector of uint) -0:146 'g_tTexcdu4a' (uniform utextureCubeArray) +0:146 move second child to first child ( temp 3-component vector of uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) +0:146 textureSize ( temp 3-component vector of uint) +0:146 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:146 Constant: 0:146 6 (const uint) -0:146 move second child to first child (temp uint) -0:146 'WidthU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'WidthU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 0 (const int) -0:146 move second child to first child (temp uint) -0:146 'HeightU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'HeightU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 1 (const int) -0:146 move second child to first child (temp uint) -0:146 'ElementsU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'ElementsU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 2 (const int) -0:146 move second child to first child (temp uint) -0:146 'NumberOfLevelsU' (temp uint) -0:146 textureQueryLevels (temp uint) -0:146 'g_tTexcdu4a' (uniform utextureCubeArray) +0:146 move second child to first child ( temp uint) +0:146 'NumberOfLevelsU' ( temp uint) +0:146 textureQueryLevels ( temp uint) +0:146 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:149 Sequence -0:149 move second child to first child (temp 2-component vector of uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) -0:149 textureSize (temp 2-component vector of uint) -0:149 'g_tTex2dmsf4' (uniform texture2DMS) -0:149 move second child to first child (temp uint) -0:149 'WidthU' (temp uint) -0:149 direct index (temp uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) +0:149 move second child to first child ( temp 2-component vector of uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) +0:149 textureSize ( temp 2-component vector of uint) +0:149 'g_tTex2dmsf4' ( uniform texture2DMS) +0:149 move second child to first child ( temp uint) +0:149 'WidthU' ( temp uint) +0:149 direct index ( temp uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) 0:149 Constant: 0:149 0 (const int) -0:149 move second child to first child (temp uint) -0:149 'HeightU' (temp uint) -0:149 direct index (temp uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) +0:149 move second child to first child ( temp uint) +0:149 'HeightU' ( temp uint) +0:149 direct index ( temp uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) 0:149 Constant: 0:149 1 (const int) -0:149 move second child to first child (temp uint) -0:149 'NumberOfSamplesU' (temp uint) -0:149 imageQuerySamples (temp uint) -0:149 'g_tTex2dmsf4' (uniform texture2DMS) +0:149 move second child to first child ( temp uint) +0:149 'NumberOfSamplesU' ( temp uint) +0:149 imageQuerySamples ( temp uint) +0:149 'g_tTex2dmsf4' ( uniform texture2DMS) 0:152 Sequence -0:152 move second child to first child (temp 2-component vector of uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) -0:152 textureSize (temp 2-component vector of uint) -0:152 'g_tTex2dmsi4' (uniform itexture2DMS) -0:152 move second child to first child (temp uint) -0:152 'WidthU' (temp uint) -0:152 direct index (temp uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) +0:152 move second child to first child ( temp 2-component vector of uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) +0:152 textureSize ( temp 2-component vector of uint) +0:152 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:152 move second child to first child ( temp uint) +0:152 'WidthU' ( temp uint) +0:152 direct index ( temp uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) 0:152 Constant: 0:152 0 (const int) -0:152 move second child to first child (temp uint) -0:152 'HeightU' (temp uint) -0:152 direct index (temp uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) +0:152 move second child to first child ( temp uint) +0:152 'HeightU' ( temp uint) +0:152 direct index ( temp uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) 0:152 Constant: 0:152 1 (const int) -0:152 move second child to first child (temp uint) -0:152 'NumberOfSamplesU' (temp uint) -0:152 imageQuerySamples (temp uint) -0:152 'g_tTex2dmsi4' (uniform itexture2DMS) +0:152 move second child to first child ( temp uint) +0:152 'NumberOfSamplesU' ( temp uint) +0:152 imageQuerySamples ( temp uint) +0:152 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:155 Sequence -0:155 move second child to first child (temp 2-component vector of uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) -0:155 textureSize (temp 2-component vector of uint) -0:155 'g_tTex2dmsu4' (uniform utexture2DMS) -0:155 move second child to first child (temp uint) -0:155 'WidthU' (temp uint) -0:155 direct index (temp uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) +0:155 move second child to first child ( temp 2-component vector of uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) +0:155 textureSize ( temp 2-component vector of uint) +0:155 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:155 move second child to first child ( temp uint) +0:155 'WidthU' ( temp uint) +0:155 direct index ( temp uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) 0:155 Constant: 0:155 0 (const int) -0:155 move second child to first child (temp uint) -0:155 'HeightU' (temp uint) -0:155 direct index (temp uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) +0:155 move second child to first child ( temp uint) +0:155 'HeightU' ( temp uint) +0:155 direct index ( temp uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) 0:155 Constant: 0:155 1 (const int) -0:155 move second child to first child (temp uint) -0:155 'NumberOfSamplesU' (temp uint) -0:155 imageQuerySamples (temp uint) -0:155 'g_tTex2dmsu4' (uniform utexture2DMS) +0:155 move second child to first child ( temp uint) +0:155 'NumberOfSamplesU' ( temp uint) +0:155 imageQuerySamples ( temp uint) +0:155 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:158 Sequence -0:158 move second child to first child (temp 3-component vector of uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) -0:158 textureSize (temp 3-component vector of uint) -0:158 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:158 move second child to first child (temp uint) -0:158 'WidthU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp 3-component vector of uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) +0:158 textureSize ( temp 3-component vector of uint) +0:158 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:158 move second child to first child ( temp uint) +0:158 'WidthU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 0 (const int) -0:158 move second child to first child (temp uint) -0:158 'HeightU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp uint) +0:158 'HeightU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 1 (const int) -0:158 move second child to first child (temp uint) -0:158 'ElementsU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp uint) +0:158 'ElementsU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 2 (const int) -0:158 move second child to first child (temp uint) -0:158 'NumberOfSamplesU' (temp uint) -0:158 imageQuerySamples (temp uint) -0:158 'g_tTex2dmsf4a' (uniform texture2DMSArray) +0:158 move second child to first child ( temp uint) +0:158 'NumberOfSamplesU' ( temp uint) +0:158 imageQuerySamples ( temp uint) +0:158 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:161 Sequence -0:161 move second child to first child (temp 3-component vector of uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) -0:161 textureSize (temp 3-component vector of uint) -0:161 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:161 move second child to first child (temp uint) -0:161 'WidthU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp 3-component vector of uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) +0:161 textureSize ( temp 3-component vector of uint) +0:161 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:161 move second child to first child ( temp uint) +0:161 'WidthU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 0 (const int) -0:161 move second child to first child (temp uint) -0:161 'HeightU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp uint) +0:161 'HeightU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 1 (const int) -0:161 move second child to first child (temp uint) -0:161 'ElementsU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp uint) +0:161 'ElementsU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 2 (const int) -0:161 move second child to first child (temp uint) -0:161 'NumberOfSamplesU' (temp uint) -0:161 imageQuerySamples (temp uint) -0:161 'g_tTex2dmsi4a' (uniform itexture2DMSArray) +0:161 move second child to first child ( temp uint) +0:161 'NumberOfSamplesU' ( temp uint) +0:161 imageQuerySamples ( temp uint) +0:161 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:164 Sequence -0:164 move second child to first child (temp 3-component vector of uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) -0:164 textureSize (temp 3-component vector of uint) -0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:164 move second child to first child (temp uint) -0:164 'WidthU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp 3-component vector of uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) +0:164 textureSize ( temp 3-component vector of uint) +0:164 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:164 move second child to first child ( temp uint) +0:164 'WidthU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 0 (const int) -0:164 move second child to first child (temp uint) -0:164 'HeightU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp uint) +0:164 'HeightU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 1 (const int) -0:164 move second child to first child (temp uint) -0:164 'ElementsU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp uint) +0:164 'ElementsU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 2 (const int) -0:164 move second child to first child (temp uint) -0:164 'NumberOfSamplesU' (temp uint) -0:164 imageQuerySamples (temp uint) -0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:276 move second child to first child (temp 4-component vector of float) -0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:164 move second child to first child ( temp uint) +0:164 'NumberOfSamplesU' ( temp uint) +0:164 imageQuerySamples ( temp uint) +0:164 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:276 move second child to first child ( temp 4-component vector of float) +0:276 Color: direct index for structure ( temp 4-component vector of float) +0:276 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -1095,65 +1095,65 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:276 1.000000 0:276 1.000000 -0:277 move second child to first child (temp float) -0:277 Depth: direct index for structure (temp float) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:277 move second child to first child ( temp float) +0:277 Depth: direct index for structure ( temp float) +0:277 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: 0:277 1.000000 0:279 Branch: Return with expression -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 Function Definition: main( (temp void) +0:279 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 Function Definition: main( ( temp void) 0:46 Function Parameters: 0:? Sequence 0:46 Sequence -0:46 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:46 Color: direct index for structure (temp 4-component vector of float) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:46 Color: direct index for structure ( temp 4-component vector of float) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 0 (const int) -0:46 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:46 Depth: direct index for structure (temp float) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:46 Depth: direct index for structure ( temp float) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsi4' (uniform itexture2DMS) -0:? 'g_tTex2dmsu4' (uniform utexture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -1162,1092 +1162,1092 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: @main( (temp 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 -0:65 move second child to first child (temp uint) -0:65 'sizeQueryTemp' (temp uint) -0:65 textureSize (temp uint) -0:65 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:65 move second child to first child ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) +0:65 textureSize ( temp uint) +0:65 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:65 Constant: 0:65 0 (const int) -0:65 move second child to first child (temp uint) -0:65 'WidthU' (temp uint) -0:65 'sizeQueryTemp' (temp uint) +0:65 move second child to first child ( temp uint) +0:65 'WidthU' ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) 0:66 Sequence -0:66 move second child to first child (temp uint) -0:66 'sizeQueryTemp' (temp uint) -0:66 textureSize (temp uint) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:66 move second child to first child ( temp uint) +0:66 'sizeQueryTemp' ( temp uint) +0:66 textureSize ( temp uint) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:66 Constant: 0:66 6 (const uint) -0:66 move second child to first child (temp uint) -0:66 'WidthU' (temp uint) -0:66 'sizeQueryTemp' (temp uint) -0:66 move second child to first child (temp uint) -0:66 'NumberOfLevelsU' (temp uint) -0:66 textureQueryLevels (temp uint) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:66 move second child to first child ( temp uint) +0:66 'WidthU' ( temp uint) +0:66 'sizeQueryTemp' ( temp uint) +0:66 move second child to first child ( temp uint) +0:66 'NumberOfLevelsU' ( temp uint) +0:66 textureQueryLevels ( temp uint) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'sizeQueryTemp' (temp uint) -0:69 textureSize (temp uint) -0:69 'g_tTex1di4' (uniform itexture1D) +0:69 move second child to first child ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) +0:69 textureSize ( temp uint) +0:69 'g_tTex1di4' ( uniform itexture1D) 0:69 Constant: 0:69 0 (const int) -0:69 move second child to first child (temp uint) -0:69 'WidthU' (temp uint) -0:69 'sizeQueryTemp' (temp uint) +0:69 move second child to first child ( temp uint) +0:69 'WidthU' ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 textureSize (temp uint) -0:70 'g_tTex1di4' (uniform itexture1D) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 textureSize ( temp uint) +0:70 'g_tTex1di4' ( uniform itexture1D) 0:70 Constant: 0:70 6 (const uint) -0:70 move second child to first child (temp uint) -0:70 'WidthU' (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 move second child to first child (temp uint) -0:70 'NumberOfLevelsU' (temp uint) -0:70 textureQueryLevels (temp uint) -0:70 'g_tTex1di4' (uniform itexture1D) +0:70 move second child to first child ( temp uint) +0:70 'WidthU' ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 move second child to first child ( temp uint) +0:70 'NumberOfLevelsU' ( temp uint) +0:70 textureQueryLevels ( temp uint) +0:70 'g_tTex1di4' ( uniform itexture1D) 0:73 Sequence -0:73 move second child to first child (temp uint) -0:73 'sizeQueryTemp' (temp uint) -0:73 textureSize (temp uint) -0:73 'g_tTex1du4' (uniform utexture1D) +0:73 move second child to first child ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) +0:73 textureSize ( temp uint) +0:73 'g_tTex1du4' ( uniform utexture1D) 0:73 Constant: 0:73 0 (const int) -0:73 move second child to first child (temp uint) -0:73 'WidthU' (temp uint) -0:73 'sizeQueryTemp' (temp uint) +0:73 move second child to first child ( temp uint) +0:73 'WidthU' ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) 0:74 Sequence -0:74 move second child to first child (temp uint) -0:74 'sizeQueryTemp' (temp uint) -0:74 textureSize (temp uint) -0:74 'g_tTex1du4' (uniform utexture1D) +0:74 move second child to first child ( temp uint) +0:74 'sizeQueryTemp' ( temp uint) +0:74 textureSize ( temp uint) +0:74 'g_tTex1du4' ( uniform utexture1D) 0:74 Constant: 0:74 6 (const uint) -0:74 move second child to first child (temp uint) -0:74 'WidthU' (temp uint) -0:74 'sizeQueryTemp' (temp uint) -0:74 move second child to first child (temp uint) -0:74 'NumberOfLevelsU' (temp uint) -0:74 textureQueryLevels (temp uint) -0:74 'g_tTex1du4' (uniform utexture1D) +0:74 move second child to first child ( temp uint) +0:74 'WidthU' ( temp uint) +0:74 'sizeQueryTemp' ( temp uint) +0:74 move second child to first child ( temp uint) +0:74 'NumberOfLevelsU' ( temp uint) +0:74 textureQueryLevels ( temp uint) +0:74 'g_tTex1du4' ( uniform utexture1D) 0:77 Sequence -0:77 move second child to first child (temp 2-component vector of uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) -0:77 textureSize (temp 2-component vector of uint) -0:77 'g_tTex1df4a' (uniform texture1DArray) +0:77 move second child to first child ( temp 2-component vector of uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) +0:77 textureSize ( temp 2-component vector of uint) +0:77 'g_tTex1df4a' ( uniform texture1DArray) 0:77 Constant: 0:77 0 (const int) -0:77 move second child to first child (temp uint) -0:77 'WidthU' (temp uint) -0:77 direct index (temp uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) +0:77 move second child to first child ( temp uint) +0:77 'WidthU' ( temp uint) +0:77 direct index ( temp uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) 0:77 Constant: 0:77 0 (const int) -0:77 move second child to first child (temp uint) -0:77 'ElementsU' (temp uint) -0:77 direct index (temp uint) -0:77 'sizeQueryTemp' (temp 2-component vector of uint) +0:77 move second child to first child ( temp uint) +0:77 'ElementsU' ( temp uint) +0:77 direct index ( temp uint) +0:77 'sizeQueryTemp' ( temp 2-component vector of uint) 0:77 Constant: 0:77 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 2-component vector of uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) -0:78 textureSize (temp 2-component vector of uint) -0:78 'g_tTex1df4a' (uniform texture1DArray) +0:78 move second child to first child ( temp 2-component vector of uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) +0:78 textureSize ( temp 2-component vector of uint) +0:78 'g_tTex1df4a' ( uniform texture1DArray) 0:78 Constant: 0:78 6 (const uint) -0:78 move second child to first child (temp uint) -0:78 'WidthU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'WidthU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 0 (const int) -0:78 move second child to first child (temp uint) -0:78 'ElementsU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'ElementsU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 1 (const int) -0:78 move second child to first child (temp uint) -0:78 'NumberOfLevelsU' (temp uint) -0:78 textureQueryLevels (temp uint) -0:78 'g_tTex1df4a' (uniform texture1DArray) +0:78 move second child to first child ( temp uint) +0:78 'NumberOfLevelsU' ( temp uint) +0:78 textureQueryLevels ( temp uint) +0:78 'g_tTex1df4a' ( uniform texture1DArray) 0:81 Sequence -0:81 move second child to first child (temp 2-component vector of uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) -0:81 textureSize (temp 2-component vector of uint) -0:81 'g_tTex1di4a' (uniform itexture1DArray) +0:81 move second child to first child ( temp 2-component vector of uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) +0:81 textureSize ( temp 2-component vector of uint) +0:81 'g_tTex1di4a' ( uniform itexture1DArray) 0:81 Constant: 0:81 0 (const int) -0:81 move second child to first child (temp uint) -0:81 'WidthU' (temp uint) -0:81 direct index (temp uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) +0:81 move second child to first child ( temp uint) +0:81 'WidthU' ( temp uint) +0:81 direct index ( temp uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) 0:81 Constant: 0:81 0 (const int) -0:81 move second child to first child (temp uint) -0:81 'ElementsU' (temp uint) -0:81 direct index (temp uint) -0:81 'sizeQueryTemp' (temp 2-component vector of uint) +0:81 move second child to first child ( temp uint) +0:81 'ElementsU' ( temp uint) +0:81 direct index ( temp uint) +0:81 'sizeQueryTemp' ( temp 2-component vector of uint) 0:81 Constant: 0:81 1 (const int) 0:82 Sequence -0:82 move second child to first child (temp 2-component vector of uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) -0:82 textureSize (temp 2-component vector of uint) -0:82 'g_tTex1di4a' (uniform itexture1DArray) +0:82 move second child to first child ( temp 2-component vector of uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) +0:82 textureSize ( temp 2-component vector of uint) +0:82 'g_tTex1di4a' ( uniform itexture1DArray) 0:82 Constant: 0:82 6 (const uint) -0:82 move second child to first child (temp uint) -0:82 'WidthU' (temp uint) -0:82 direct index (temp uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) +0:82 move second child to first child ( temp uint) +0:82 'WidthU' ( temp uint) +0:82 direct index ( temp uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) 0:82 Constant: 0:82 0 (const int) -0:82 move second child to first child (temp uint) -0:82 'ElementsU' (temp uint) -0:82 direct index (temp uint) -0:82 'sizeQueryTemp' (temp 2-component vector of uint) +0:82 move second child to first child ( temp uint) +0:82 'ElementsU' ( temp uint) +0:82 direct index ( temp uint) +0:82 'sizeQueryTemp' ( temp 2-component vector of uint) 0:82 Constant: 0:82 1 (const int) -0:82 move second child to first child (temp uint) -0:82 'NumberOfLevelsU' (temp uint) -0:82 textureQueryLevels (temp uint) -0:82 'g_tTex1di4a' (uniform itexture1DArray) +0:82 move second child to first child ( temp uint) +0:82 'NumberOfLevelsU' ( temp uint) +0:82 textureQueryLevels ( temp uint) +0:82 'g_tTex1di4a' ( uniform itexture1DArray) 0:85 Sequence -0:85 move second child to first child (temp 2-component vector of uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) -0:85 textureSize (temp 2-component vector of uint) -0:85 'g_tTex1du4a' (uniform utexture1DArray) +0:85 move second child to first child ( temp 2-component vector of uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) +0:85 textureSize ( temp 2-component vector of uint) +0:85 'g_tTex1du4a' ( uniform utexture1DArray) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'WidthU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'WidthU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'ElementsU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 2-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'ElementsU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 2-component vector of uint) 0:85 Constant: 0:85 1 (const int) 0:86 Sequence -0:86 move second child to first child (temp 2-component vector of uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) -0:86 textureSize (temp 2-component vector of uint) -0:86 'g_tTex1du4a' (uniform utexture1DArray) +0:86 move second child to first child ( temp 2-component vector of uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) +0:86 textureSize ( temp 2-component vector of uint) +0:86 'g_tTex1du4a' ( uniform utexture1DArray) 0:86 Constant: 0:86 6 (const uint) -0:86 move second child to first child (temp uint) -0:86 'WidthU' (temp uint) -0:86 direct index (temp uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) +0:86 move second child to first child ( temp uint) +0:86 'WidthU' ( temp uint) +0:86 direct index ( temp uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) 0:86 Constant: 0:86 0 (const int) -0:86 move second child to first child (temp uint) -0:86 'ElementsU' (temp uint) -0:86 direct index (temp uint) -0:86 'sizeQueryTemp' (temp 2-component vector of uint) +0:86 move second child to first child ( temp uint) +0:86 'ElementsU' ( temp uint) +0:86 direct index ( temp uint) +0:86 'sizeQueryTemp' ( temp 2-component vector of uint) 0:86 Constant: 0:86 1 (const int) -0:86 move second child to first child (temp uint) -0:86 'NumberOfLevelsU' (temp uint) -0:86 textureQueryLevels (temp uint) -0:86 'g_tTex1du4a' (uniform utexture1DArray) +0:86 move second child to first child ( temp uint) +0:86 'NumberOfLevelsU' ( temp uint) +0:86 textureQueryLevels ( temp uint) +0:86 'g_tTex1du4a' ( uniform utexture1DArray) 0:89 Sequence -0:89 move second child to first child (temp 2-component vector of uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) -0:89 textureSize (temp 2-component vector of uint) -0:89 'g_tTex2df4' (uniform texture2D) +0:89 move second child to first child ( temp 2-component vector of uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) +0:89 textureSize ( temp 2-component vector of uint) +0:89 'g_tTex2df4' ( uniform texture2D) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'WidthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'WidthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'HeightU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 2-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'HeightU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 2-component vector of uint) 0:89 Constant: 0:89 1 (const int) 0:90 Sequence -0:90 move second child to first child (temp 2-component vector of uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) -0:90 textureSize (temp 2-component vector of uint) -0:90 'g_tTex2df4' (uniform texture2D) +0:90 move second child to first child ( temp 2-component vector of uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) +0:90 textureSize ( temp 2-component vector of uint) +0:90 'g_tTex2df4' ( uniform texture2D) 0:90 Constant: 0:90 6 (const uint) -0:90 move second child to first child (temp uint) -0:90 'WidthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'WidthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) 0:90 Constant: 0:90 0 (const int) -0:90 move second child to first child (temp uint) -0:90 'HeightU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 2-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'HeightU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 2-component vector of uint) 0:90 Constant: 0:90 1 (const int) -0:90 move second child to first child (temp uint) -0:90 'NumberOfLevelsU' (temp uint) -0:90 textureQueryLevels (temp uint) -0:90 'g_tTex2df4' (uniform texture2D) +0:90 move second child to first child ( temp uint) +0:90 'NumberOfLevelsU' ( temp uint) +0:90 textureQueryLevels ( temp uint) +0:90 'g_tTex2df4' ( uniform texture2D) 0:93 Sequence -0:93 move second child to first child (temp 2-component vector of uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) -0:93 textureSize (temp 2-component vector of uint) -0:93 'g_tTex2di4' (uniform itexture2D) +0:93 move second child to first child ( temp 2-component vector of uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) +0:93 textureSize ( temp 2-component vector of uint) +0:93 'g_tTex2di4' ( uniform itexture2D) 0:93 Constant: 0:93 0 (const int) -0:93 move second child to first child (temp uint) -0:93 'WidthU' (temp uint) -0:93 direct index (temp uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) +0:93 move second child to first child ( temp uint) +0:93 'WidthU' ( temp uint) +0:93 direct index ( temp uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) 0:93 Constant: 0:93 0 (const int) -0:93 move second child to first child (temp uint) -0:93 'HeightU' (temp uint) -0:93 direct index (temp uint) -0:93 'sizeQueryTemp' (temp 2-component vector of uint) +0:93 move second child to first child ( temp uint) +0:93 'HeightU' ( temp uint) +0:93 direct index ( temp uint) +0:93 'sizeQueryTemp' ( temp 2-component vector of uint) 0:93 Constant: 0:93 1 (const int) 0:94 Sequence -0:94 move second child to first child (temp 2-component vector of uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) -0:94 textureSize (temp 2-component vector of uint) -0:94 'g_tTex2di4' (uniform itexture2D) +0:94 move second child to first child ( temp 2-component vector of uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) +0:94 textureSize ( temp 2-component vector of uint) +0:94 'g_tTex2di4' ( uniform itexture2D) 0:94 Constant: 0:94 6 (const uint) -0:94 move second child to first child (temp uint) -0:94 'WidthU' (temp uint) -0:94 direct index (temp uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) +0:94 move second child to first child ( temp uint) +0:94 'WidthU' ( temp uint) +0:94 direct index ( temp uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) 0:94 Constant: 0:94 0 (const int) -0:94 move second child to first child (temp uint) -0:94 'HeightU' (temp uint) -0:94 direct index (temp uint) -0:94 'sizeQueryTemp' (temp 2-component vector of uint) +0:94 move second child to first child ( temp uint) +0:94 'HeightU' ( temp uint) +0:94 direct index ( temp uint) +0:94 'sizeQueryTemp' ( temp 2-component vector of uint) 0:94 Constant: 0:94 1 (const int) -0:94 move second child to first child (temp uint) -0:94 'NumberOfLevelsU' (temp uint) -0:94 textureQueryLevels (temp uint) -0:94 'g_tTex2di4' (uniform itexture2D) +0:94 move second child to first child ( temp uint) +0:94 'NumberOfLevelsU' ( temp uint) +0:94 textureQueryLevels ( temp uint) +0:94 'g_tTex2di4' ( uniform itexture2D) 0:97 Sequence -0:97 move second child to first child (temp 2-component vector of uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) -0:97 textureSize (temp 2-component vector of uint) -0:97 'g_tTex2du4' (uniform utexture2D) +0:97 move second child to first child ( temp 2-component vector of uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) +0:97 textureSize ( temp 2-component vector of uint) +0:97 'g_tTex2du4' ( uniform utexture2D) 0:97 Constant: 0:97 0 (const int) -0:97 move second child to first child (temp uint) -0:97 'WidthU' (temp uint) -0:97 direct index (temp uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) +0:97 move second child to first child ( temp uint) +0:97 'WidthU' ( temp uint) +0:97 direct index ( temp uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) 0:97 Constant: 0:97 0 (const int) -0:97 move second child to first child (temp uint) -0:97 'HeightU' (temp uint) -0:97 direct index (temp uint) -0:97 'sizeQueryTemp' (temp 2-component vector of uint) +0:97 move second child to first child ( temp uint) +0:97 'HeightU' ( temp uint) +0:97 direct index ( temp uint) +0:97 'sizeQueryTemp' ( temp 2-component vector of uint) 0:97 Constant: 0:97 1 (const int) 0:98 Sequence -0:98 move second child to first child (temp 2-component vector of uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) -0:98 textureSize (temp 2-component vector of uint) -0:98 'g_tTex2du4' (uniform utexture2D) +0:98 move second child to first child ( temp 2-component vector of uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) +0:98 textureSize ( temp 2-component vector of uint) +0:98 'g_tTex2du4' ( uniform utexture2D) 0:98 Constant: 0:98 6 (const uint) -0:98 move second child to first child (temp uint) -0:98 'WidthU' (temp uint) -0:98 direct index (temp uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp uint) +0:98 'WidthU' ( temp uint) +0:98 direct index ( temp uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) 0:98 Constant: 0:98 0 (const int) -0:98 move second child to first child (temp uint) -0:98 'HeightU' (temp uint) -0:98 direct index (temp uint) -0:98 'sizeQueryTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp uint) +0:98 'HeightU' ( temp uint) +0:98 direct index ( temp uint) +0:98 'sizeQueryTemp' ( temp 2-component vector of uint) 0:98 Constant: 0:98 1 (const int) -0:98 move second child to first child (temp uint) -0:98 'NumberOfLevelsU' (temp uint) -0:98 textureQueryLevels (temp uint) -0:98 'g_tTex2du4' (uniform utexture2D) +0:98 move second child to first child ( temp uint) +0:98 'NumberOfLevelsU' ( temp uint) +0:98 textureQueryLevels ( temp uint) +0:98 'g_tTex2du4' ( uniform utexture2D) 0:101 Sequence -0:101 move second child to first child (temp 3-component vector of uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) -0:101 textureSize (temp 3-component vector of uint) -0:101 'g_tTex2df4a' (uniform texture2DArray) +0:101 move second child to first child ( temp 3-component vector of uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) +0:101 textureSize ( temp 3-component vector of uint) +0:101 'g_tTex2df4a' ( uniform texture2DArray) 0:101 Constant: 0:101 0 (const int) -0:101 move second child to first child (temp uint) -0:101 'WidthU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'WidthU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 0 (const int) -0:101 move second child to first child (temp uint) -0:101 'HeightU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'HeightU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 1 (const int) -0:101 move second child to first child (temp uint) -0:101 'ElementsU' (temp uint) -0:101 direct index (temp uint) -0:101 'sizeQueryTemp' (temp 3-component vector of uint) +0:101 move second child to first child ( temp uint) +0:101 'ElementsU' ( temp uint) +0:101 direct index ( temp uint) +0:101 'sizeQueryTemp' ( temp 3-component vector of uint) 0:101 Constant: 0:101 2 (const int) 0:102 Sequence -0:102 move second child to first child (temp 3-component vector of uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) -0:102 textureSize (temp 3-component vector of uint) -0:102 'g_tTex2df4a' (uniform texture2DArray) +0:102 move second child to first child ( temp 3-component vector of uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) +0:102 textureSize ( temp 3-component vector of uint) +0:102 'g_tTex2df4a' ( uniform texture2DArray) 0:102 Constant: 0:102 6 (const uint) -0:102 move second child to first child (temp uint) -0:102 'WidthU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'WidthU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 0 (const int) -0:102 move second child to first child (temp uint) -0:102 'HeightU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'HeightU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 1 (const int) -0:102 move second child to first child (temp uint) -0:102 'ElementsU' (temp uint) -0:102 direct index (temp uint) -0:102 'sizeQueryTemp' (temp 3-component vector of uint) +0:102 move second child to first child ( temp uint) +0:102 'ElementsU' ( temp uint) +0:102 direct index ( temp uint) +0:102 'sizeQueryTemp' ( temp 3-component vector of uint) 0:102 Constant: 0:102 2 (const int) -0:102 move second child to first child (temp uint) -0:102 'NumberOfLevelsU' (temp uint) -0:102 textureQueryLevels (temp uint) -0:102 'g_tTex2df4a' (uniform texture2DArray) +0:102 move second child to first child ( temp uint) +0:102 'NumberOfLevelsU' ( temp uint) +0:102 textureQueryLevels ( temp uint) +0:102 'g_tTex2df4a' ( uniform texture2DArray) 0:105 Sequence -0:105 move second child to first child (temp 3-component vector of uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) -0:105 textureSize (temp 3-component vector of uint) -0:105 'g_tTex2di4a' (uniform itexture2DArray) +0:105 move second child to first child ( temp 3-component vector of uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) +0:105 textureSize ( temp 3-component vector of uint) +0:105 'g_tTex2di4a' ( uniform itexture2DArray) 0:105 Constant: 0:105 0 (const int) -0:105 move second child to first child (temp uint) -0:105 'WidthU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'WidthU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 0 (const int) -0:105 move second child to first child (temp uint) -0:105 'HeightU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'HeightU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 1 (const int) -0:105 move second child to first child (temp uint) -0:105 'ElementsU' (temp uint) -0:105 direct index (temp uint) -0:105 'sizeQueryTemp' (temp 3-component vector of uint) +0:105 move second child to first child ( temp uint) +0:105 'ElementsU' ( temp uint) +0:105 direct index ( temp uint) +0:105 'sizeQueryTemp' ( temp 3-component vector of uint) 0:105 Constant: 0:105 2 (const int) 0:106 Sequence -0:106 move second child to first child (temp 3-component vector of uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) -0:106 textureSize (temp 3-component vector of uint) -0:106 'g_tTex2di4a' (uniform itexture2DArray) +0:106 move second child to first child ( temp 3-component vector of uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) +0:106 textureSize ( temp 3-component vector of uint) +0:106 'g_tTex2di4a' ( uniform itexture2DArray) 0:106 Constant: 0:106 6 (const uint) -0:106 move second child to first child (temp uint) -0:106 'WidthU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'WidthU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 0 (const int) -0:106 move second child to first child (temp uint) -0:106 'HeightU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'HeightU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 1 (const int) -0:106 move second child to first child (temp uint) -0:106 'ElementsU' (temp uint) -0:106 direct index (temp uint) -0:106 'sizeQueryTemp' (temp 3-component vector of uint) +0:106 move second child to first child ( temp uint) +0:106 'ElementsU' ( temp uint) +0:106 direct index ( temp uint) +0:106 'sizeQueryTemp' ( temp 3-component vector of uint) 0:106 Constant: 0:106 2 (const int) -0:106 move second child to first child (temp uint) -0:106 'NumberOfLevelsU' (temp uint) -0:106 textureQueryLevels (temp uint) -0:106 'g_tTex2di4a' (uniform itexture2DArray) +0:106 move second child to first child ( temp uint) +0:106 'NumberOfLevelsU' ( temp uint) +0:106 textureQueryLevels ( temp uint) +0:106 'g_tTex2di4a' ( uniform itexture2DArray) 0:109 Sequence -0:109 move second child to first child (temp 3-component vector of uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) -0:109 textureSize (temp 3-component vector of uint) -0:109 'g_tTex2du4a' (uniform utexture2DArray) +0:109 move second child to first child ( temp 3-component vector of uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) +0:109 textureSize ( temp 3-component vector of uint) +0:109 'g_tTex2du4a' ( uniform utexture2DArray) 0:109 Constant: 0:109 0 (const int) -0:109 move second child to first child (temp uint) -0:109 'WidthU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'WidthU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 0 (const int) -0:109 move second child to first child (temp uint) -0:109 'HeightU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'HeightU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 1 (const int) -0:109 move second child to first child (temp uint) -0:109 'ElementsU' (temp uint) -0:109 direct index (temp uint) -0:109 'sizeQueryTemp' (temp 3-component vector of uint) +0:109 move second child to first child ( temp uint) +0:109 'ElementsU' ( temp uint) +0:109 direct index ( temp uint) +0:109 'sizeQueryTemp' ( temp 3-component vector of uint) 0:109 Constant: 0:109 2 (const int) 0:110 Sequence -0:110 move second child to first child (temp 3-component vector of uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) -0:110 textureSize (temp 3-component vector of uint) -0:110 'g_tTex2du4a' (uniform utexture2DArray) +0:110 move second child to first child ( temp 3-component vector of uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) +0:110 textureSize ( temp 3-component vector of uint) +0:110 'g_tTex2du4a' ( uniform utexture2DArray) 0:110 Constant: 0:110 6 (const uint) -0:110 move second child to first child (temp uint) -0:110 'WidthU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'WidthU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 0 (const int) -0:110 move second child to first child (temp uint) -0:110 'HeightU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'HeightU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 1 (const int) -0:110 move second child to first child (temp uint) -0:110 'ElementsU' (temp uint) -0:110 direct index (temp uint) -0:110 'sizeQueryTemp' (temp 3-component vector of uint) +0:110 move second child to first child ( temp uint) +0:110 'ElementsU' ( temp uint) +0:110 direct index ( temp uint) +0:110 'sizeQueryTemp' ( temp 3-component vector of uint) 0:110 Constant: 0:110 2 (const int) -0:110 move second child to first child (temp uint) -0:110 'NumberOfLevelsU' (temp uint) -0:110 textureQueryLevels (temp uint) -0:110 'g_tTex2du4a' (uniform utexture2DArray) +0:110 move second child to first child ( temp uint) +0:110 'NumberOfLevelsU' ( temp uint) +0:110 textureQueryLevels ( temp uint) +0:110 'g_tTex2du4a' ( uniform utexture2DArray) 0:113 Sequence -0:113 move second child to first child (temp 3-component vector of uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) -0:113 textureSize (temp 3-component vector of uint) -0:113 'g_tTex3df4' (uniform texture3D) +0:113 move second child to first child ( temp 3-component vector of uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) +0:113 textureSize ( temp 3-component vector of uint) +0:113 'g_tTex3df4' ( uniform texture3D) 0:113 Constant: 0:113 0 (const int) -0:113 move second child to first child (temp uint) -0:113 'WidthU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'WidthU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 0 (const int) -0:113 move second child to first child (temp uint) -0:113 'HeightU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'HeightU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 1 (const int) -0:113 move second child to first child (temp uint) -0:113 'DepthU' (temp uint) -0:113 direct index (temp uint) -0:113 'sizeQueryTemp' (temp 3-component vector of uint) +0:113 move second child to first child ( temp uint) +0:113 'DepthU' ( temp uint) +0:113 direct index ( temp uint) +0:113 'sizeQueryTemp' ( temp 3-component vector of uint) 0:113 Constant: 0:113 2 (const int) 0:114 Sequence -0:114 move second child to first child (temp 3-component vector of uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) -0:114 textureSize (temp 3-component vector of uint) -0:114 'g_tTex3df4' (uniform texture3D) +0:114 move second child to first child ( temp 3-component vector of uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) +0:114 textureSize ( temp 3-component vector of uint) +0:114 'g_tTex3df4' ( uniform texture3D) 0:114 Constant: 0:114 6 (const uint) -0:114 move second child to first child (temp uint) -0:114 'WidthU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'WidthU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 0 (const int) -0:114 move second child to first child (temp uint) -0:114 'HeightU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'HeightU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 1 (const int) -0:114 move second child to first child (temp uint) -0:114 'DepthU' (temp uint) -0:114 direct index (temp uint) -0:114 'sizeQueryTemp' (temp 3-component vector of uint) +0:114 move second child to first child ( temp uint) +0:114 'DepthU' ( temp uint) +0:114 direct index ( temp uint) +0:114 'sizeQueryTemp' ( temp 3-component vector of uint) 0:114 Constant: 0:114 2 (const int) -0:114 move second child to first child (temp uint) -0:114 'NumberOfLevelsU' (temp uint) -0:114 textureQueryLevels (temp uint) -0:114 'g_tTex3df4' (uniform texture3D) +0:114 move second child to first child ( temp uint) +0:114 'NumberOfLevelsU' ( temp uint) +0:114 textureQueryLevels ( temp uint) +0:114 'g_tTex3df4' ( uniform texture3D) 0:117 Sequence -0:117 move second child to first child (temp 3-component vector of uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) -0:117 textureSize (temp 3-component vector of uint) -0:117 'g_tTex3di4' (uniform itexture3D) +0:117 move second child to first child ( temp 3-component vector of uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) +0:117 textureSize ( temp 3-component vector of uint) +0:117 'g_tTex3di4' ( uniform itexture3D) 0:117 Constant: 0:117 0 (const int) -0:117 move second child to first child (temp uint) -0:117 'WidthU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'WidthU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 0 (const int) -0:117 move second child to first child (temp uint) -0:117 'HeightU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'HeightU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 1 (const int) -0:117 move second child to first child (temp uint) -0:117 'DepthU' (temp uint) -0:117 direct index (temp uint) -0:117 'sizeQueryTemp' (temp 3-component vector of uint) +0:117 move second child to first child ( temp uint) +0:117 'DepthU' ( temp uint) +0:117 direct index ( temp uint) +0:117 'sizeQueryTemp' ( temp 3-component vector of uint) 0:117 Constant: 0:117 2 (const int) 0:118 Sequence -0:118 move second child to first child (temp 3-component vector of uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) -0:118 textureSize (temp 3-component vector of uint) -0:118 'g_tTex3di4' (uniform itexture3D) +0:118 move second child to first child ( temp 3-component vector of uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) +0:118 textureSize ( temp 3-component vector of uint) +0:118 'g_tTex3di4' ( uniform itexture3D) 0:118 Constant: 0:118 6 (const uint) -0:118 move second child to first child (temp uint) -0:118 'WidthU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'WidthU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 0 (const int) -0:118 move second child to first child (temp uint) -0:118 'HeightU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'HeightU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 1 (const int) -0:118 move second child to first child (temp uint) -0:118 'DepthU' (temp uint) -0:118 direct index (temp uint) -0:118 'sizeQueryTemp' (temp 3-component vector of uint) +0:118 move second child to first child ( temp uint) +0:118 'DepthU' ( temp uint) +0:118 direct index ( temp uint) +0:118 'sizeQueryTemp' ( temp 3-component vector of uint) 0:118 Constant: 0:118 2 (const int) -0:118 move second child to first child (temp uint) -0:118 'NumberOfLevelsU' (temp uint) -0:118 textureQueryLevels (temp uint) -0:118 'g_tTex3di4' (uniform itexture3D) +0:118 move second child to first child ( temp uint) +0:118 'NumberOfLevelsU' ( temp uint) +0:118 textureQueryLevels ( temp uint) +0:118 'g_tTex3di4' ( uniform itexture3D) 0:121 Sequence -0:121 move second child to first child (temp 3-component vector of uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) -0:121 textureSize (temp 3-component vector of uint) -0:121 'g_tTex3du4' (uniform utexture3D) +0:121 move second child to first child ( temp 3-component vector of uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) +0:121 textureSize ( temp 3-component vector of uint) +0:121 'g_tTex3du4' ( uniform utexture3D) 0:121 Constant: 0:121 0 (const int) -0:121 move second child to first child (temp uint) -0:121 'WidthU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'WidthU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 0 (const int) -0:121 move second child to first child (temp uint) -0:121 'HeightU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'HeightU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 1 (const int) -0:121 move second child to first child (temp uint) -0:121 'DepthU' (temp uint) -0:121 direct index (temp uint) -0:121 'sizeQueryTemp' (temp 3-component vector of uint) +0:121 move second child to first child ( temp uint) +0:121 'DepthU' ( temp uint) +0:121 direct index ( temp uint) +0:121 'sizeQueryTemp' ( temp 3-component vector of uint) 0:121 Constant: 0:121 2 (const int) 0:122 Sequence -0:122 move second child to first child (temp 3-component vector of uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) -0:122 textureSize (temp 3-component vector of uint) -0:122 'g_tTex3du4' (uniform utexture3D) +0:122 move second child to first child ( temp 3-component vector of uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) +0:122 textureSize ( temp 3-component vector of uint) +0:122 'g_tTex3du4' ( uniform utexture3D) 0:122 Constant: 0:122 6 (const uint) -0:122 move second child to first child (temp uint) -0:122 'WidthU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'WidthU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 0 (const int) -0:122 move second child to first child (temp uint) -0:122 'HeightU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'HeightU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 1 (const int) -0:122 move second child to first child (temp uint) -0:122 'DepthU' (temp uint) -0:122 direct index (temp uint) -0:122 'sizeQueryTemp' (temp 3-component vector of uint) +0:122 move second child to first child ( temp uint) +0:122 'DepthU' ( temp uint) +0:122 direct index ( temp uint) +0:122 'sizeQueryTemp' ( temp 3-component vector of uint) 0:122 Constant: 0:122 2 (const int) -0:122 move second child to first child (temp uint) -0:122 'NumberOfLevelsU' (temp uint) -0:122 textureQueryLevels (temp uint) -0:122 'g_tTex3du4' (uniform utexture3D) +0:122 move second child to first child ( temp uint) +0:122 'NumberOfLevelsU' ( temp uint) +0:122 textureQueryLevels ( temp uint) +0:122 'g_tTex3du4' ( uniform utexture3D) 0:125 Sequence -0:125 move second child to first child (temp 2-component vector of uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) -0:125 textureSize (temp 2-component vector of uint) -0:125 'g_tTexcdf4' (uniform textureCube) +0:125 move second child to first child ( temp 2-component vector of uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) +0:125 textureSize ( temp 2-component vector of uint) +0:125 'g_tTexcdf4' ( uniform textureCube) 0:125 Constant: 0:125 0 (const int) -0:125 move second child to first child (temp uint) -0:125 'WidthU' (temp uint) -0:125 direct index (temp uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) +0:125 move second child to first child ( temp uint) +0:125 'WidthU' ( temp uint) +0:125 direct index ( temp uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) 0:125 Constant: 0:125 0 (const int) -0:125 move second child to first child (temp uint) -0:125 'HeightU' (temp uint) -0:125 direct index (temp uint) -0:125 'sizeQueryTemp' (temp 2-component vector of uint) +0:125 move second child to first child ( temp uint) +0:125 'HeightU' ( temp uint) +0:125 direct index ( temp uint) +0:125 'sizeQueryTemp' ( temp 2-component vector of uint) 0:125 Constant: 0:125 1 (const int) 0:126 Sequence -0:126 move second child to first child (temp 2-component vector of uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) -0:126 textureSize (temp 2-component vector of uint) -0:126 'g_tTexcdf4' (uniform textureCube) +0:126 move second child to first child ( temp 2-component vector of uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) +0:126 textureSize ( temp 2-component vector of uint) +0:126 'g_tTexcdf4' ( uniform textureCube) 0:126 Constant: 0:126 6 (const uint) -0:126 move second child to first child (temp uint) -0:126 'WidthU' (temp uint) -0:126 direct index (temp uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) +0:126 move second child to first child ( temp uint) +0:126 'WidthU' ( temp uint) +0:126 direct index ( temp uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) 0:126 Constant: 0:126 0 (const int) -0:126 move second child to first child (temp uint) -0:126 'HeightU' (temp uint) -0:126 direct index (temp uint) -0:126 'sizeQueryTemp' (temp 2-component vector of uint) +0:126 move second child to first child ( temp uint) +0:126 'HeightU' ( temp uint) +0:126 direct index ( temp uint) +0:126 'sizeQueryTemp' ( temp 2-component vector of uint) 0:126 Constant: 0:126 1 (const int) -0:126 move second child to first child (temp uint) -0:126 'NumberOfLevelsU' (temp uint) -0:126 textureQueryLevels (temp uint) -0:126 'g_tTexcdf4' (uniform textureCube) +0:126 move second child to first child ( temp uint) +0:126 'NumberOfLevelsU' ( temp uint) +0:126 textureQueryLevels ( temp uint) +0:126 'g_tTexcdf4' ( uniform textureCube) 0:129 Sequence -0:129 move second child to first child (temp 2-component vector of uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) -0:129 textureSize (temp 2-component vector of uint) -0:129 'g_tTexcdi4' (uniform itextureCube) +0:129 move second child to first child ( temp 2-component vector of uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) +0:129 textureSize ( temp 2-component vector of uint) +0:129 'g_tTexcdi4' ( uniform itextureCube) 0:129 Constant: 0:129 0 (const int) -0:129 move second child to first child (temp uint) -0:129 'WidthU' (temp uint) -0:129 direct index (temp uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) +0:129 move second child to first child ( temp uint) +0:129 'WidthU' ( temp uint) +0:129 direct index ( temp uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) 0:129 Constant: 0:129 0 (const int) -0:129 move second child to first child (temp uint) -0:129 'HeightU' (temp uint) -0:129 direct index (temp uint) -0:129 'sizeQueryTemp' (temp 2-component vector of uint) +0:129 move second child to first child ( temp uint) +0:129 'HeightU' ( temp uint) +0:129 direct index ( temp uint) +0:129 'sizeQueryTemp' ( temp 2-component vector of uint) 0:129 Constant: 0:129 1 (const int) 0:130 Sequence -0:130 move second child to first child (temp 2-component vector of uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) -0:130 textureSize (temp 2-component vector of uint) -0:130 'g_tTexcdi4' (uniform itextureCube) +0:130 move second child to first child ( temp 2-component vector of uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) +0:130 textureSize ( temp 2-component vector of uint) +0:130 'g_tTexcdi4' ( uniform itextureCube) 0:130 Constant: 0:130 6 (const uint) -0:130 move second child to first child (temp uint) -0:130 'WidthU' (temp uint) -0:130 direct index (temp uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) +0:130 move second child to first child ( temp uint) +0:130 'WidthU' ( temp uint) +0:130 direct index ( temp uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) 0:130 Constant: 0:130 0 (const int) -0:130 move second child to first child (temp uint) -0:130 'HeightU' (temp uint) -0:130 direct index (temp uint) -0:130 'sizeQueryTemp' (temp 2-component vector of uint) +0:130 move second child to first child ( temp uint) +0:130 'HeightU' ( temp uint) +0:130 direct index ( temp uint) +0:130 'sizeQueryTemp' ( temp 2-component vector of uint) 0:130 Constant: 0:130 1 (const int) -0:130 move second child to first child (temp uint) -0:130 'NumberOfLevelsU' (temp uint) -0:130 textureQueryLevels (temp uint) -0:130 'g_tTexcdi4' (uniform itextureCube) +0:130 move second child to first child ( temp uint) +0:130 'NumberOfLevelsU' ( temp uint) +0:130 textureQueryLevels ( temp uint) +0:130 'g_tTexcdi4' ( uniform itextureCube) 0:133 Sequence -0:133 move second child to first child (temp 2-component vector of uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) -0:133 textureSize (temp 2-component vector of uint) -0:133 'g_tTexcdu4' (uniform utextureCube) +0:133 move second child to first child ( temp 2-component vector of uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) +0:133 textureSize ( temp 2-component vector of uint) +0:133 'g_tTexcdu4' ( uniform utextureCube) 0:133 Constant: 0:133 0 (const int) -0:133 move second child to first child (temp uint) -0:133 'WidthU' (temp uint) -0:133 direct index (temp uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) +0:133 move second child to first child ( temp uint) +0:133 'WidthU' ( temp uint) +0:133 direct index ( temp uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) 0:133 Constant: 0:133 0 (const int) -0:133 move second child to first child (temp uint) -0:133 'HeightU' (temp uint) -0:133 direct index (temp uint) -0:133 'sizeQueryTemp' (temp 2-component vector of uint) +0:133 move second child to first child ( temp uint) +0:133 'HeightU' ( temp uint) +0:133 direct index ( temp uint) +0:133 'sizeQueryTemp' ( temp 2-component vector of uint) 0:133 Constant: 0:133 1 (const int) 0:134 Sequence -0:134 move second child to first child (temp 2-component vector of uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) -0:134 textureSize (temp 2-component vector of uint) -0:134 'g_tTexcdu4' (uniform utextureCube) +0:134 move second child to first child ( temp 2-component vector of uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) +0:134 textureSize ( temp 2-component vector of uint) +0:134 'g_tTexcdu4' ( uniform utextureCube) 0:134 Constant: 0:134 6 (const uint) -0:134 move second child to first child (temp uint) -0:134 'WidthU' (temp uint) -0:134 direct index (temp uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) +0:134 move second child to first child ( temp uint) +0:134 'WidthU' ( temp uint) +0:134 direct index ( temp uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) 0:134 Constant: 0:134 0 (const int) -0:134 move second child to first child (temp uint) -0:134 'HeightU' (temp uint) -0:134 direct index (temp uint) -0:134 'sizeQueryTemp' (temp 2-component vector of uint) +0:134 move second child to first child ( temp uint) +0:134 'HeightU' ( temp uint) +0:134 direct index ( temp uint) +0:134 'sizeQueryTemp' ( temp 2-component vector of uint) 0:134 Constant: 0:134 1 (const int) -0:134 move second child to first child (temp uint) -0:134 'NumberOfLevelsU' (temp uint) -0:134 textureQueryLevels (temp uint) -0:134 'g_tTexcdu4' (uniform utextureCube) +0:134 move second child to first child ( temp uint) +0:134 'NumberOfLevelsU' ( temp uint) +0:134 textureQueryLevels ( temp uint) +0:134 'g_tTexcdu4' ( uniform utextureCube) 0:137 Sequence -0:137 move second child to first child (temp 3-component vector of uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) -0:137 textureSize (temp 3-component vector of uint) -0:137 'g_tTexcdf4a' (uniform textureCubeArray) +0:137 move second child to first child ( temp 3-component vector of uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) +0:137 textureSize ( temp 3-component vector of uint) +0:137 'g_tTexcdf4a' ( uniform textureCubeArray) 0:137 Constant: 0:137 0 (const int) -0:137 move second child to first child (temp uint) -0:137 'WidthU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'WidthU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 0 (const int) -0:137 move second child to first child (temp uint) -0:137 'HeightU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'HeightU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 1 (const int) -0:137 move second child to first child (temp uint) -0:137 'ElementsU' (temp uint) -0:137 direct index (temp uint) -0:137 'sizeQueryTemp' (temp 3-component vector of uint) +0:137 move second child to first child ( temp uint) +0:137 'ElementsU' ( temp uint) +0:137 direct index ( temp uint) +0:137 'sizeQueryTemp' ( temp 3-component vector of uint) 0:137 Constant: 0:137 2 (const int) 0:138 Sequence -0:138 move second child to first child (temp 3-component vector of uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) -0:138 textureSize (temp 3-component vector of uint) -0:138 'g_tTexcdf4a' (uniform textureCubeArray) +0:138 move second child to first child ( temp 3-component vector of uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) +0:138 textureSize ( temp 3-component vector of uint) +0:138 'g_tTexcdf4a' ( uniform textureCubeArray) 0:138 Constant: 0:138 6 (const uint) -0:138 move second child to first child (temp uint) -0:138 'WidthU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'WidthU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 0 (const int) -0:138 move second child to first child (temp uint) -0:138 'HeightU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'HeightU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 1 (const int) -0:138 move second child to first child (temp uint) -0:138 'ElementsU' (temp uint) -0:138 direct index (temp uint) -0:138 'sizeQueryTemp' (temp 3-component vector of uint) +0:138 move second child to first child ( temp uint) +0:138 'ElementsU' ( temp uint) +0:138 direct index ( temp uint) +0:138 'sizeQueryTemp' ( temp 3-component vector of uint) 0:138 Constant: 0:138 2 (const int) -0:138 move second child to first child (temp uint) -0:138 'NumberOfLevelsU' (temp uint) -0:138 textureQueryLevels (temp uint) -0:138 'g_tTexcdf4a' (uniform textureCubeArray) +0:138 move second child to first child ( temp uint) +0:138 'NumberOfLevelsU' ( temp uint) +0:138 textureQueryLevels ( temp uint) +0:138 'g_tTexcdf4a' ( uniform textureCubeArray) 0:141 Sequence -0:141 move second child to first child (temp 3-component vector of uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) -0:141 textureSize (temp 3-component vector of uint) -0:141 'g_tTexcdi4a' (uniform itextureCubeArray) +0:141 move second child to first child ( temp 3-component vector of uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) +0:141 textureSize ( temp 3-component vector of uint) +0:141 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:141 Constant: 0:141 0 (const int) -0:141 move second child to first child (temp uint) -0:141 'WidthU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'WidthU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 0 (const int) -0:141 move second child to first child (temp uint) -0:141 'HeightU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'HeightU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 1 (const int) -0:141 move second child to first child (temp uint) -0:141 'ElementsU' (temp uint) -0:141 direct index (temp uint) -0:141 'sizeQueryTemp' (temp 3-component vector of uint) +0:141 move second child to first child ( temp uint) +0:141 'ElementsU' ( temp uint) +0:141 direct index ( temp uint) +0:141 'sizeQueryTemp' ( temp 3-component vector of uint) 0:141 Constant: 0:141 2 (const int) 0:142 Sequence -0:142 move second child to first child (temp 3-component vector of uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) -0:142 textureSize (temp 3-component vector of uint) -0:142 'g_tTexcdi4a' (uniform itextureCubeArray) +0:142 move second child to first child ( temp 3-component vector of uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) +0:142 textureSize ( temp 3-component vector of uint) +0:142 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:142 Constant: 0:142 6 (const uint) -0:142 move second child to first child (temp uint) -0:142 'WidthU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'WidthU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 0 (const int) -0:142 move second child to first child (temp uint) -0:142 'HeightU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'HeightU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 1 (const int) -0:142 move second child to first child (temp uint) -0:142 'ElementsU' (temp uint) -0:142 direct index (temp uint) -0:142 'sizeQueryTemp' (temp 3-component vector of uint) +0:142 move second child to first child ( temp uint) +0:142 'ElementsU' ( temp uint) +0:142 direct index ( temp uint) +0:142 'sizeQueryTemp' ( temp 3-component vector of uint) 0:142 Constant: 0:142 2 (const int) -0:142 move second child to first child (temp uint) -0:142 'NumberOfLevelsU' (temp uint) -0:142 textureQueryLevels (temp uint) -0:142 'g_tTexcdi4a' (uniform itextureCubeArray) +0:142 move second child to first child ( temp uint) +0:142 'NumberOfLevelsU' ( temp uint) +0:142 textureQueryLevels ( temp uint) +0:142 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:145 Sequence -0:145 move second child to first child (temp 3-component vector of uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) -0:145 textureSize (temp 3-component vector of uint) -0:145 'g_tTexcdu4a' (uniform utextureCubeArray) +0:145 move second child to first child ( temp 3-component vector of uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) +0:145 textureSize ( temp 3-component vector of uint) +0:145 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:145 Constant: 0:145 0 (const int) -0:145 move second child to first child (temp uint) -0:145 'WidthU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'WidthU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 0 (const int) -0:145 move second child to first child (temp uint) -0:145 'HeightU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'HeightU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 1 (const int) -0:145 move second child to first child (temp uint) -0:145 'ElementsU' (temp uint) -0:145 direct index (temp uint) -0:145 'sizeQueryTemp' (temp 3-component vector of uint) +0:145 move second child to first child ( temp uint) +0:145 'ElementsU' ( temp uint) +0:145 direct index ( temp uint) +0:145 'sizeQueryTemp' ( temp 3-component vector of uint) 0:145 Constant: 0:145 2 (const int) 0:146 Sequence -0:146 move second child to first child (temp 3-component vector of uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) -0:146 textureSize (temp 3-component vector of uint) -0:146 'g_tTexcdu4a' (uniform utextureCubeArray) +0:146 move second child to first child ( temp 3-component vector of uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) +0:146 textureSize ( temp 3-component vector of uint) +0:146 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:146 Constant: 0:146 6 (const uint) -0:146 move second child to first child (temp uint) -0:146 'WidthU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'WidthU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 0 (const int) -0:146 move second child to first child (temp uint) -0:146 'HeightU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'HeightU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 1 (const int) -0:146 move second child to first child (temp uint) -0:146 'ElementsU' (temp uint) -0:146 direct index (temp uint) -0:146 'sizeQueryTemp' (temp 3-component vector of uint) +0:146 move second child to first child ( temp uint) +0:146 'ElementsU' ( temp uint) +0:146 direct index ( temp uint) +0:146 'sizeQueryTemp' ( temp 3-component vector of uint) 0:146 Constant: 0:146 2 (const int) -0:146 move second child to first child (temp uint) -0:146 'NumberOfLevelsU' (temp uint) -0:146 textureQueryLevels (temp uint) -0:146 'g_tTexcdu4a' (uniform utextureCubeArray) +0:146 move second child to first child ( temp uint) +0:146 'NumberOfLevelsU' ( temp uint) +0:146 textureQueryLevels ( temp uint) +0:146 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:149 Sequence -0:149 move second child to first child (temp 2-component vector of uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) -0:149 textureSize (temp 2-component vector of uint) -0:149 'g_tTex2dmsf4' (uniform texture2DMS) -0:149 move second child to first child (temp uint) -0:149 'WidthU' (temp uint) -0:149 direct index (temp uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) +0:149 move second child to first child ( temp 2-component vector of uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) +0:149 textureSize ( temp 2-component vector of uint) +0:149 'g_tTex2dmsf4' ( uniform texture2DMS) +0:149 move second child to first child ( temp uint) +0:149 'WidthU' ( temp uint) +0:149 direct index ( temp uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) 0:149 Constant: 0:149 0 (const int) -0:149 move second child to first child (temp uint) -0:149 'HeightU' (temp uint) -0:149 direct index (temp uint) -0:149 'sizeQueryTemp' (temp 2-component vector of uint) +0:149 move second child to first child ( temp uint) +0:149 'HeightU' ( temp uint) +0:149 direct index ( temp uint) +0:149 'sizeQueryTemp' ( temp 2-component vector of uint) 0:149 Constant: 0:149 1 (const int) -0:149 move second child to first child (temp uint) -0:149 'NumberOfSamplesU' (temp uint) -0:149 imageQuerySamples (temp uint) -0:149 'g_tTex2dmsf4' (uniform texture2DMS) +0:149 move second child to first child ( temp uint) +0:149 'NumberOfSamplesU' ( temp uint) +0:149 imageQuerySamples ( temp uint) +0:149 'g_tTex2dmsf4' ( uniform texture2DMS) 0:152 Sequence -0:152 move second child to first child (temp 2-component vector of uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) -0:152 textureSize (temp 2-component vector of uint) -0:152 'g_tTex2dmsi4' (uniform itexture2DMS) -0:152 move second child to first child (temp uint) -0:152 'WidthU' (temp uint) -0:152 direct index (temp uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) +0:152 move second child to first child ( temp 2-component vector of uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) +0:152 textureSize ( temp 2-component vector of uint) +0:152 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:152 move second child to first child ( temp uint) +0:152 'WidthU' ( temp uint) +0:152 direct index ( temp uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) 0:152 Constant: 0:152 0 (const int) -0:152 move second child to first child (temp uint) -0:152 'HeightU' (temp uint) -0:152 direct index (temp uint) -0:152 'sizeQueryTemp' (temp 2-component vector of uint) +0:152 move second child to first child ( temp uint) +0:152 'HeightU' ( temp uint) +0:152 direct index ( temp uint) +0:152 'sizeQueryTemp' ( temp 2-component vector of uint) 0:152 Constant: 0:152 1 (const int) -0:152 move second child to first child (temp uint) -0:152 'NumberOfSamplesU' (temp uint) -0:152 imageQuerySamples (temp uint) -0:152 'g_tTex2dmsi4' (uniform itexture2DMS) +0:152 move second child to first child ( temp uint) +0:152 'NumberOfSamplesU' ( temp uint) +0:152 imageQuerySamples ( temp uint) +0:152 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:155 Sequence -0:155 move second child to first child (temp 2-component vector of uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) -0:155 textureSize (temp 2-component vector of uint) -0:155 'g_tTex2dmsu4' (uniform utexture2DMS) -0:155 move second child to first child (temp uint) -0:155 'WidthU' (temp uint) -0:155 direct index (temp uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) +0:155 move second child to first child ( temp 2-component vector of uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) +0:155 textureSize ( temp 2-component vector of uint) +0:155 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:155 move second child to first child ( temp uint) +0:155 'WidthU' ( temp uint) +0:155 direct index ( temp uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) 0:155 Constant: 0:155 0 (const int) -0:155 move second child to first child (temp uint) -0:155 'HeightU' (temp uint) -0:155 direct index (temp uint) -0:155 'sizeQueryTemp' (temp 2-component vector of uint) +0:155 move second child to first child ( temp uint) +0:155 'HeightU' ( temp uint) +0:155 direct index ( temp uint) +0:155 'sizeQueryTemp' ( temp 2-component vector of uint) 0:155 Constant: 0:155 1 (const int) -0:155 move second child to first child (temp uint) -0:155 'NumberOfSamplesU' (temp uint) -0:155 imageQuerySamples (temp uint) -0:155 'g_tTex2dmsu4' (uniform utexture2DMS) +0:155 move second child to first child ( temp uint) +0:155 'NumberOfSamplesU' ( temp uint) +0:155 imageQuerySamples ( temp uint) +0:155 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:158 Sequence -0:158 move second child to first child (temp 3-component vector of uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) -0:158 textureSize (temp 3-component vector of uint) -0:158 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:158 move second child to first child (temp uint) -0:158 'WidthU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp 3-component vector of uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) +0:158 textureSize ( temp 3-component vector of uint) +0:158 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:158 move second child to first child ( temp uint) +0:158 'WidthU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 0 (const int) -0:158 move second child to first child (temp uint) -0:158 'HeightU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp uint) +0:158 'HeightU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 1 (const int) -0:158 move second child to first child (temp uint) -0:158 'ElementsU' (temp uint) -0:158 direct index (temp uint) -0:158 'sizeQueryTemp' (temp 3-component vector of uint) +0:158 move second child to first child ( temp uint) +0:158 'ElementsU' ( temp uint) +0:158 direct index ( temp uint) +0:158 'sizeQueryTemp' ( temp 3-component vector of uint) 0:158 Constant: 0:158 2 (const int) -0:158 move second child to first child (temp uint) -0:158 'NumberOfSamplesU' (temp uint) -0:158 imageQuerySamples (temp uint) -0:158 'g_tTex2dmsf4a' (uniform texture2DMSArray) +0:158 move second child to first child ( temp uint) +0:158 'NumberOfSamplesU' ( temp uint) +0:158 imageQuerySamples ( temp uint) +0:158 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:161 Sequence -0:161 move second child to first child (temp 3-component vector of uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) -0:161 textureSize (temp 3-component vector of uint) -0:161 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:161 move second child to first child (temp uint) -0:161 'WidthU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp 3-component vector of uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) +0:161 textureSize ( temp 3-component vector of uint) +0:161 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:161 move second child to first child ( temp uint) +0:161 'WidthU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 0 (const int) -0:161 move second child to first child (temp uint) -0:161 'HeightU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp uint) +0:161 'HeightU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 1 (const int) -0:161 move second child to first child (temp uint) -0:161 'ElementsU' (temp uint) -0:161 direct index (temp uint) -0:161 'sizeQueryTemp' (temp 3-component vector of uint) +0:161 move second child to first child ( temp uint) +0:161 'ElementsU' ( temp uint) +0:161 direct index ( temp uint) +0:161 'sizeQueryTemp' ( temp 3-component vector of uint) 0:161 Constant: 0:161 2 (const int) -0:161 move second child to first child (temp uint) -0:161 'NumberOfSamplesU' (temp uint) -0:161 imageQuerySamples (temp uint) -0:161 'g_tTex2dmsi4a' (uniform itexture2DMSArray) +0:161 move second child to first child ( temp uint) +0:161 'NumberOfSamplesU' ( temp uint) +0:161 imageQuerySamples ( temp uint) +0:161 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:164 Sequence -0:164 move second child to first child (temp 3-component vector of uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) -0:164 textureSize (temp 3-component vector of uint) -0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:164 move second child to first child (temp uint) -0:164 'WidthU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp 3-component vector of uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) +0:164 textureSize ( temp 3-component vector of uint) +0:164 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:164 move second child to first child ( temp uint) +0:164 'WidthU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 0 (const int) -0:164 move second child to first child (temp uint) -0:164 'HeightU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp uint) +0:164 'HeightU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 1 (const int) -0:164 move second child to first child (temp uint) -0:164 'ElementsU' (temp uint) -0:164 direct index (temp uint) -0:164 'sizeQueryTemp' (temp 3-component vector of uint) +0:164 move second child to first child ( temp uint) +0:164 'ElementsU' ( temp uint) +0:164 direct index ( temp uint) +0:164 'sizeQueryTemp' ( temp 3-component vector of uint) 0:164 Constant: 0:164 2 (const int) -0:164 move second child to first child (temp uint) -0:164 'NumberOfSamplesU' (temp uint) -0:164 imageQuerySamples (temp uint) -0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:276 move second child to first child (temp 4-component vector of float) -0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:164 move second child to first child ( temp uint) +0:164 'NumberOfSamplesU' ( temp uint) +0:164 imageQuerySamples ( temp uint) +0:164 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:276 move second child to first child ( temp 4-component vector of float) +0:276 Color: direct index for structure ( temp 4-component vector of float) +0:276 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -2255,65 +2255,65 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:276 1.000000 0:276 1.000000 -0:277 move second child to first child (temp float) -0:277 Depth: direct index for structure (temp float) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:277 move second child to first child ( temp float) +0:277 Depth: direct index for structure ( temp float) +0:277 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: 0:277 1.000000 0:279 Branch: Return with expression -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 Function Definition: main( (temp void) +0:279 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 Function Definition: main( ( temp void) 0:46 Function Parameters: 0:? Sequence 0:46 Sequence -0:46 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:46 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:46 Color: direct index for structure (temp 4-component vector of float) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:46 Color: direct index for structure ( temp 4-component vector of float) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 0 (const int) -0:46 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:46 Depth: direct index for structure (temp float) -0:46 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:46 Depth: direct index for structure ( temp float) +0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsi4' (uniform itexture2DMS) -0:? 'g_tTex2dmsu4' (uniform utexture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index b772154a..2faa744d 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -1,36 +1,36 @@ hlsl.getdimensions.dx10.vert Shader version: 450 0:? Sequence -0:11 Function Definition: @main( (temp 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 -0:21 move second child to first child (temp uint) -0:21 'sizeQueryTemp' (temp uint) -0:21 textureSize (temp uint) -0:21 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:21 move second child to first child ( temp uint) +0:21 'sizeQueryTemp' ( temp uint) +0:21 textureSize ( temp uint) +0:21 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:21 Constant: 0:21 0 (const int) -0:21 move second child to first child (temp uint) -0:21 'WidthU' (temp uint) -0:21 'sizeQueryTemp' (temp uint) +0:21 move second child to first child ( temp uint) +0:21 'WidthU' ( temp uint) +0:21 'sizeQueryTemp' ( temp uint) 0:22 Sequence -0:22 move second child to first child (temp uint) -0:22 'sizeQueryTemp' (temp uint) -0:22 textureSize (temp uint) -0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:22 move second child to first child ( temp uint) +0:22 'sizeQueryTemp' ( temp uint) +0:22 textureSize ( temp uint) +0:22 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:22 Constant: 0:22 6 (const uint) -0:22 move second child to first child (temp uint) -0:22 'WidthU' (temp uint) -0:22 'sizeQueryTemp' (temp uint) -0:22 move second child to first child (temp uint) -0:22 'NumberOfLevelsU' (temp uint) -0:22 textureQueryLevels (temp uint) -0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float) -0:24 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:22 move second child to first child ( temp uint) +0:22 'WidthU' ( temp uint) +0:22 'sizeQueryTemp' ( temp uint) +0:22 move second child to first child ( temp uint) +0:22 'NumberOfLevelsU' ( temp uint) +0:22 textureQueryLevels ( temp uint) +0:22 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 Pos: direct index for structure ( temp 4-component vector of float) +0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -39,21 +39,21 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:26 Branch: Return with expression -0:26 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:11 Function Definition: main( (temp void) +0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:11 Pos: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:11 Pos: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? '@entryPointOutput' (layout( location=0) out structure{}) Linked vertex stage: @@ -61,36 +61,36 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:11 Function Definition: @main( (temp 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 -0:21 move second child to first child (temp uint) -0:21 'sizeQueryTemp' (temp uint) -0:21 textureSize (temp uint) -0:21 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:21 move second child to first child ( temp uint) +0:21 'sizeQueryTemp' ( temp uint) +0:21 textureSize ( temp uint) +0:21 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:21 Constant: 0:21 0 (const int) -0:21 move second child to first child (temp uint) -0:21 'WidthU' (temp uint) -0:21 'sizeQueryTemp' (temp uint) +0:21 move second child to first child ( temp uint) +0:21 'WidthU' ( temp uint) +0:21 'sizeQueryTemp' ( temp uint) 0:22 Sequence -0:22 move second child to first child (temp uint) -0:22 'sizeQueryTemp' (temp uint) -0:22 textureSize (temp uint) -0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:22 move second child to first child ( temp uint) +0:22 'sizeQueryTemp' ( temp uint) +0:22 textureSize ( temp uint) +0:22 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:22 Constant: 0:22 6 (const uint) -0:22 move second child to first child (temp uint) -0:22 'WidthU' (temp uint) -0:22 'sizeQueryTemp' (temp uint) -0:22 move second child to first child (temp uint) -0:22 'NumberOfLevelsU' (temp uint) -0:22 textureQueryLevels (temp uint) -0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float) -0:24 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:22 move second child to first child ( temp uint) +0:22 'WidthU' ( temp uint) +0:22 'sizeQueryTemp' ( temp uint) +0:22 move second child to first child ( temp uint) +0:22 'NumberOfLevelsU' ( temp uint) +0:22 textureQueryLevels ( temp uint) +0:22 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 Pos: direct index for structure ( temp 4-component vector of float) +0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -99,21 +99,21 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:26 Branch: Return with expression -0:26 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:11 Function Definition: main( (temp void) +0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:11 Pos: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:11 Pos: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? '@entryPointOutput' (layout( location=0) out structure{}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out index c0309de7..3ca04c87 100644 --- a/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out @@ -2,300 +2,300 @@ hlsl.getdimensions.rw.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Function Parameters: 0:? Sequence 0:63 Sequence -0:63 move second child to first child (temp uint) -0:63 'sizeQueryTemp' (temp uint) -0:63 imageQuerySize (temp uint) -0:63 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:63 move second child to first child (temp uint) -0:63 'WidthU' (temp uint) -0:63 'sizeQueryTemp' (temp uint) +0:63 move second child to first child ( temp uint) +0:63 'sizeQueryTemp' ( temp uint) +0:63 imageQuerySize ( temp uint) +0:63 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:63 move second child to first child ( temp uint) +0:63 'WidthU' ( temp uint) +0:63 'sizeQueryTemp' ( temp uint) 0:64 Sequence -0:64 move second child to first child (temp uint) -0:64 'sizeQueryTemp' (temp uint) -0:64 imageQuerySize (temp uint) -0:64 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:64 move second child to first child (temp uint) -0:64 'WidthU' (temp uint) -0:64 'sizeQueryTemp' (temp uint) +0:64 move second child to first child ( temp uint) +0:64 'sizeQueryTemp' ( temp uint) +0:64 imageQuerySize ( temp uint) +0:64 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:64 move second child to first child ( temp uint) +0:64 'WidthU' ( temp uint) +0:64 'sizeQueryTemp' ( temp uint) 0:65 Sequence -0:65 move second child to first child (temp uint) -0:65 'sizeQueryTemp' (temp uint) -0:65 imageQuerySize (temp uint) -0:65 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:65 move second child to first child (temp uint) -0:65 'WidthU' (temp uint) -0:65 'sizeQueryTemp' (temp uint) +0:65 move second child to first child ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) +0:65 imageQuerySize ( temp uint) +0:65 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:65 move second child to first child ( temp uint) +0:65 'WidthU' ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) 0:68 Sequence -0:68 move second child to first child (temp uint) -0:68 'sizeQueryTemp' (temp uint) -0:68 imageQuerySize (temp uint) -0:68 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:68 move second child to first child (temp uint) -0:68 'WidthU' (temp uint) -0:68 'sizeQueryTemp' (temp uint) +0:68 move second child to first child ( temp uint) +0:68 'sizeQueryTemp' ( temp uint) +0:68 imageQuerySize ( temp uint) +0:68 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:68 move second child to first child ( temp uint) +0:68 'WidthU' ( temp uint) +0:68 'sizeQueryTemp' ( temp uint) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'sizeQueryTemp' (temp uint) -0:69 imageQuerySize (temp uint) -0:69 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:69 move second child to first child (temp uint) -0:69 'WidthU' (temp uint) -0:69 'sizeQueryTemp' (temp uint) +0:69 move second child to first child ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) +0:69 imageQuerySize ( temp uint) +0:69 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:69 move second child to first child ( temp uint) +0:69 'WidthU' ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 imageQuerySize (temp uint) -0:70 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:70 move second child to first child (temp uint) -0:70 'WidthU' (temp uint) -0:70 'sizeQueryTemp' (temp uint) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 imageQuerySize ( temp uint) +0:70 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:70 move second child to first child ( temp uint) +0:70 'WidthU' ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) -0:73 imageQuerySize (temp 2-component vector of uint) -0:73 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:73 move second child to first child (temp uint) -0:73 'WidthU' (temp uint) -0:73 direct index (temp uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) +0:73 move second child to first child ( temp 2-component vector of uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) +0:73 imageQuerySize ( temp 2-component vector of uint) +0:73 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:73 move second child to first child ( temp uint) +0:73 'WidthU' ( temp uint) +0:73 direct index ( temp uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) 0:73 Constant: 0:73 0 (const int) -0:73 move second child to first child (temp uint) -0:73 'ElementsU' (temp uint) -0:73 direct index (temp uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) +0:73 move second child to first child ( temp uint) +0:73 'ElementsU' ( temp uint) +0:73 direct index ( temp uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) 0:73 Constant: 0:73 1 (const int) 0:74 Sequence -0:74 move second child to first child (temp 2-component vector of uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) -0:74 imageQuerySize (temp 2-component vector of uint) -0:74 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:74 move second child to first child (temp uint) -0:74 'WidthU' (temp uint) -0:74 direct index (temp uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) +0:74 move second child to first child ( temp 2-component vector of uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) +0:74 imageQuerySize ( temp 2-component vector of uint) +0:74 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:74 move second child to first child ( temp uint) +0:74 'WidthU' ( temp uint) +0:74 direct index ( temp uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) 0:74 Constant: 0:74 0 (const int) -0:74 move second child to first child (temp uint) -0:74 'ElementsU' (temp uint) -0:74 direct index (temp uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) +0:74 move second child to first child ( temp uint) +0:74 'ElementsU' ( temp uint) +0:74 direct index ( temp uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) 0:74 Constant: 0:74 1 (const int) 0:75 Sequence -0:75 move second child to first child (temp 2-component vector of uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) -0:75 imageQuerySize (temp 2-component vector of uint) -0:75 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:75 move second child to first child (temp uint) -0:75 'WidthU' (temp uint) -0:75 direct index (temp uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) +0:75 move second child to first child ( temp 2-component vector of uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) +0:75 imageQuerySize ( temp 2-component vector of uint) +0:75 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:75 move second child to first child ( temp uint) +0:75 'WidthU' ( temp uint) +0:75 direct index ( temp uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) 0:75 Constant: 0:75 0 (const int) -0:75 move second child to first child (temp uint) -0:75 'ElementsU' (temp uint) -0:75 direct index (temp uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) +0:75 move second child to first child ( temp uint) +0:75 'ElementsU' ( temp uint) +0:75 direct index ( temp uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) 0:75 Constant: 0:75 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 2-component vector of uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) -0:78 imageQuerySize (temp 2-component vector of uint) -0:78 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:78 move second child to first child (temp uint) -0:78 'WidthU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp 2-component vector of uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) +0:78 imageQuerySize ( temp 2-component vector of uint) +0:78 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:78 move second child to first child ( temp uint) +0:78 'WidthU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 0 (const int) -0:78 move second child to first child (temp uint) -0:78 'HeightU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'HeightU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 1 (const int) 0:79 Sequence -0:79 move second child to first child (temp 2-component vector of uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) -0:79 imageQuerySize (temp 2-component vector of uint) -0:79 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:79 move second child to first child (temp uint) -0:79 'WidthU' (temp uint) -0:79 direct index (temp uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) +0:79 move second child to first child ( temp 2-component vector of uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) +0:79 imageQuerySize ( temp 2-component vector of uint) +0:79 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:79 move second child to first child ( temp uint) +0:79 'WidthU' ( temp uint) +0:79 direct index ( temp uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) 0:79 Constant: 0:79 0 (const int) -0:79 move second child to first child (temp uint) -0:79 'HeightU' (temp uint) -0:79 direct index (temp uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) +0:79 move second child to first child ( temp uint) +0:79 'HeightU' ( temp uint) +0:79 direct index ( temp uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) 0:79 Constant: 0:79 1 (const int) 0:80 Sequence -0:80 move second child to first child (temp 2-component vector of uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) -0:80 imageQuerySize (temp 2-component vector of uint) -0:80 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:80 move second child to first child (temp uint) -0:80 'WidthU' (temp uint) -0:80 direct index (temp uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp 2-component vector of uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) +0:80 imageQuerySize ( temp 2-component vector of uint) +0:80 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:80 move second child to first child ( temp uint) +0:80 'WidthU' ( temp uint) +0:80 direct index ( temp uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) 0:80 Constant: 0:80 0 (const int) -0:80 move second child to first child (temp uint) -0:80 'HeightU' (temp uint) -0:80 direct index (temp uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp uint) +0:80 'HeightU' ( temp uint) +0:80 direct index ( temp uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) 0:80 Constant: 0:80 1 (const int) 0:83 Sequence -0:83 move second child to first child (temp 3-component vector of uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) -0:83 imageQuerySize (temp 3-component vector of uint) -0:83 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:83 move second child to first child (temp uint) -0:83 'WidthU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp 3-component vector of uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) +0:83 imageQuerySize ( temp 3-component vector of uint) +0:83 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:83 move second child to first child ( temp uint) +0:83 'WidthU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 0 (const int) -0:83 move second child to first child (temp uint) -0:83 'HeightU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp uint) +0:83 'HeightU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 1 (const int) -0:83 move second child to first child (temp uint) -0:83 'ElementsU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp uint) +0:83 'ElementsU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence -0:84 move second child to first child (temp 3-component vector of uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) -0:84 imageQuerySize (temp 3-component vector of uint) -0:84 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:84 move second child to first child (temp uint) -0:84 'WidthU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp 3-component vector of uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) +0:84 imageQuerySize ( temp 3-component vector of uint) +0:84 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:84 move second child to first child ( temp uint) +0:84 'WidthU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 0 (const int) -0:84 move second child to first child (temp uint) -0:84 'HeightU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp uint) +0:84 'HeightU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 1 (const int) -0:84 move second child to first child (temp uint) -0:84 'ElementsU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp uint) +0:84 'ElementsU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 2 (const int) 0:85 Sequence -0:85 move second child to first child (temp 3-component vector of uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) -0:85 imageQuerySize (temp 3-component vector of uint) -0:85 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:85 move second child to first child (temp uint) -0:85 'WidthU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp 3-component vector of uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) +0:85 imageQuerySize ( temp 3-component vector of uint) +0:85 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:85 move second child to first child ( temp uint) +0:85 'WidthU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'HeightU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'HeightU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 1 (const int) -0:85 move second child to first child (temp uint) -0:85 'ElementsU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'ElementsU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 2 (const int) 0:88 Sequence -0:88 move second child to first child (temp 3-component vector of uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) -0:88 imageQuerySize (temp 3-component vector of uint) -0:88 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:88 move second child to first child (temp uint) -0:88 'WidthU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp 3-component vector of uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) +0:88 imageQuerySize ( temp 3-component vector of uint) +0:88 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:88 move second child to first child ( temp uint) +0:88 'WidthU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 0 (const int) -0:88 move second child to first child (temp uint) -0:88 'HeightU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp uint) +0:88 'HeightU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 1 (const int) -0:88 move second child to first child (temp uint) -0:88 'DepthU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp uint) +0:88 'DepthU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 2 (const int) 0:89 Sequence -0:89 move second child to first child (temp 3-component vector of uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) -0:89 imageQuerySize (temp 3-component vector of uint) -0:89 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:89 move second child to first child (temp uint) -0:89 'WidthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp 3-component vector of uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) +0:89 imageQuerySize ( temp 3-component vector of uint) +0:89 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:89 move second child to first child ( temp uint) +0:89 'WidthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'HeightU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'HeightU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 1 (const int) -0:89 move second child to first child (temp uint) -0:89 'DepthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'DepthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 2 (const int) 0:90 Sequence -0:90 move second child to first child (temp 3-component vector of uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) -0:90 imageQuerySize (temp 3-component vector of uint) -0:90 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:90 move second child to first child (temp uint) -0:90 'WidthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp 3-component vector of uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) +0:90 imageQuerySize ( temp 3-component vector of uint) +0:90 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:90 move second child to first child ( temp uint) +0:90 'WidthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 0 (const int) -0:90 move second child to first child (temp uint) -0:90 'HeightU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'HeightU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 1 (const int) -0:90 move second child to first child (temp uint) -0:90 'DepthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'DepthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 2 (const int) -0:92 move second child to first child (temp 4-component vector of float) -0:92 Color: direct index for structure (temp 4-component vector of float) -0:92 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:92 move second child to first child ( temp 4-component vector of float) +0:92 Color: direct index for structure ( temp 4-component vector of float) +0:92 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:92 Constant: 0:92 0 (const int) 0:92 Constant: @@ -303,57 +303,57 @@ gl_FragCoord origin is upper left 0:92 1.000000 0:92 1.000000 0:92 1.000000 -0:93 move second child to first child (temp float) -0:93 Depth: direct index for structure (temp float) -0:93 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:93 move second child to first child ( temp float) +0:93 Depth: direct index for structure ( temp float) +0:93 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:93 Constant: 0:93 1 (const int) 0:93 Constant: 0:93 1.000000 0:95 Branch: Return with expression -0:95 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 Function Definition: main( (temp void) +0:95 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 Function Definition: main( ( temp void) 0:44 Function Parameters: 0:? Sequence 0:44 Sequence -0:44 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:44 Color: direct index for structure ( temp 4-component vector of float) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) -0:44 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:44 Depth: direct index for structure (temp float) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:44 Depth: direct index for structure ( temp float) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -362,300 +362,300 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Function Parameters: 0:? Sequence 0:63 Sequence -0:63 move second child to first child (temp uint) -0:63 'sizeQueryTemp' (temp uint) -0:63 imageQuerySize (temp uint) -0:63 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:63 move second child to first child (temp uint) -0:63 'WidthU' (temp uint) -0:63 'sizeQueryTemp' (temp uint) +0:63 move second child to first child ( temp uint) +0:63 'sizeQueryTemp' ( temp uint) +0:63 imageQuerySize ( temp uint) +0:63 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:63 move second child to first child ( temp uint) +0:63 'WidthU' ( temp uint) +0:63 'sizeQueryTemp' ( temp uint) 0:64 Sequence -0:64 move second child to first child (temp uint) -0:64 'sizeQueryTemp' (temp uint) -0:64 imageQuerySize (temp uint) -0:64 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:64 move second child to first child (temp uint) -0:64 'WidthU' (temp uint) -0:64 'sizeQueryTemp' (temp uint) +0:64 move second child to first child ( temp uint) +0:64 'sizeQueryTemp' ( temp uint) +0:64 imageQuerySize ( temp uint) +0:64 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:64 move second child to first child ( temp uint) +0:64 'WidthU' ( temp uint) +0:64 'sizeQueryTemp' ( temp uint) 0:65 Sequence -0:65 move second child to first child (temp uint) -0:65 'sizeQueryTemp' (temp uint) -0:65 imageQuerySize (temp uint) -0:65 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:65 move second child to first child (temp uint) -0:65 'WidthU' (temp uint) -0:65 'sizeQueryTemp' (temp uint) +0:65 move second child to first child ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) +0:65 imageQuerySize ( temp uint) +0:65 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:65 move second child to first child ( temp uint) +0:65 'WidthU' ( temp uint) +0:65 'sizeQueryTemp' ( temp uint) 0:68 Sequence -0:68 move second child to first child (temp uint) -0:68 'sizeQueryTemp' (temp uint) -0:68 imageQuerySize (temp uint) -0:68 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:68 move second child to first child (temp uint) -0:68 'WidthU' (temp uint) -0:68 'sizeQueryTemp' (temp uint) +0:68 move second child to first child ( temp uint) +0:68 'sizeQueryTemp' ( temp uint) +0:68 imageQuerySize ( temp uint) +0:68 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:68 move second child to first child ( temp uint) +0:68 'WidthU' ( temp uint) +0:68 'sizeQueryTemp' ( temp uint) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'sizeQueryTemp' (temp uint) -0:69 imageQuerySize (temp uint) -0:69 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:69 move second child to first child (temp uint) -0:69 'WidthU' (temp uint) -0:69 'sizeQueryTemp' (temp uint) +0:69 move second child to first child ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) +0:69 imageQuerySize ( temp uint) +0:69 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:69 move second child to first child ( temp uint) +0:69 'WidthU' ( temp uint) +0:69 'sizeQueryTemp' ( temp uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 imageQuerySize (temp uint) -0:70 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:70 move second child to first child (temp uint) -0:70 'WidthU' (temp uint) -0:70 'sizeQueryTemp' (temp uint) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 imageQuerySize ( temp uint) +0:70 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:70 move second child to first child ( temp uint) +0:70 'WidthU' ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) -0:73 imageQuerySize (temp 2-component vector of uint) -0:73 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:73 move second child to first child (temp uint) -0:73 'WidthU' (temp uint) -0:73 direct index (temp uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) +0:73 move second child to first child ( temp 2-component vector of uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) +0:73 imageQuerySize ( temp 2-component vector of uint) +0:73 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:73 move second child to first child ( temp uint) +0:73 'WidthU' ( temp uint) +0:73 direct index ( temp uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) 0:73 Constant: 0:73 0 (const int) -0:73 move second child to first child (temp uint) -0:73 'ElementsU' (temp uint) -0:73 direct index (temp uint) -0:73 'sizeQueryTemp' (temp 2-component vector of uint) +0:73 move second child to first child ( temp uint) +0:73 'ElementsU' ( temp uint) +0:73 direct index ( temp uint) +0:73 'sizeQueryTemp' ( temp 2-component vector of uint) 0:73 Constant: 0:73 1 (const int) 0:74 Sequence -0:74 move second child to first child (temp 2-component vector of uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) -0:74 imageQuerySize (temp 2-component vector of uint) -0:74 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:74 move second child to first child (temp uint) -0:74 'WidthU' (temp uint) -0:74 direct index (temp uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) +0:74 move second child to first child ( temp 2-component vector of uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) +0:74 imageQuerySize ( temp 2-component vector of uint) +0:74 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:74 move second child to first child ( temp uint) +0:74 'WidthU' ( temp uint) +0:74 direct index ( temp uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) 0:74 Constant: 0:74 0 (const int) -0:74 move second child to first child (temp uint) -0:74 'ElementsU' (temp uint) -0:74 direct index (temp uint) -0:74 'sizeQueryTemp' (temp 2-component vector of uint) +0:74 move second child to first child ( temp uint) +0:74 'ElementsU' ( temp uint) +0:74 direct index ( temp uint) +0:74 'sizeQueryTemp' ( temp 2-component vector of uint) 0:74 Constant: 0:74 1 (const int) 0:75 Sequence -0:75 move second child to first child (temp 2-component vector of uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) -0:75 imageQuerySize (temp 2-component vector of uint) -0:75 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:75 move second child to first child (temp uint) -0:75 'WidthU' (temp uint) -0:75 direct index (temp uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) +0:75 move second child to first child ( temp 2-component vector of uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) +0:75 imageQuerySize ( temp 2-component vector of uint) +0:75 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:75 move second child to first child ( temp uint) +0:75 'WidthU' ( temp uint) +0:75 direct index ( temp uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) 0:75 Constant: 0:75 0 (const int) -0:75 move second child to first child (temp uint) -0:75 'ElementsU' (temp uint) -0:75 direct index (temp uint) -0:75 'sizeQueryTemp' (temp 2-component vector of uint) +0:75 move second child to first child ( temp uint) +0:75 'ElementsU' ( temp uint) +0:75 direct index ( temp uint) +0:75 'sizeQueryTemp' ( temp 2-component vector of uint) 0:75 Constant: 0:75 1 (const int) 0:78 Sequence -0:78 move second child to first child (temp 2-component vector of uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) -0:78 imageQuerySize (temp 2-component vector of uint) -0:78 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:78 move second child to first child (temp uint) -0:78 'WidthU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp 2-component vector of uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) +0:78 imageQuerySize ( temp 2-component vector of uint) +0:78 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:78 move second child to first child ( temp uint) +0:78 'WidthU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 0 (const int) -0:78 move second child to first child (temp uint) -0:78 'HeightU' (temp uint) -0:78 direct index (temp uint) -0:78 'sizeQueryTemp' (temp 2-component vector of uint) +0:78 move second child to first child ( temp uint) +0:78 'HeightU' ( temp uint) +0:78 direct index ( temp uint) +0:78 'sizeQueryTemp' ( temp 2-component vector of uint) 0:78 Constant: 0:78 1 (const int) 0:79 Sequence -0:79 move second child to first child (temp 2-component vector of uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) -0:79 imageQuerySize (temp 2-component vector of uint) -0:79 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:79 move second child to first child (temp uint) -0:79 'WidthU' (temp uint) -0:79 direct index (temp uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) +0:79 move second child to first child ( temp 2-component vector of uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) +0:79 imageQuerySize ( temp 2-component vector of uint) +0:79 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:79 move second child to first child ( temp uint) +0:79 'WidthU' ( temp uint) +0:79 direct index ( temp uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) 0:79 Constant: 0:79 0 (const int) -0:79 move second child to first child (temp uint) -0:79 'HeightU' (temp uint) -0:79 direct index (temp uint) -0:79 'sizeQueryTemp' (temp 2-component vector of uint) +0:79 move second child to first child ( temp uint) +0:79 'HeightU' ( temp uint) +0:79 direct index ( temp uint) +0:79 'sizeQueryTemp' ( temp 2-component vector of uint) 0:79 Constant: 0:79 1 (const int) 0:80 Sequence -0:80 move second child to first child (temp 2-component vector of uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) -0:80 imageQuerySize (temp 2-component vector of uint) -0:80 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:80 move second child to first child (temp uint) -0:80 'WidthU' (temp uint) -0:80 direct index (temp uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp 2-component vector of uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) +0:80 imageQuerySize ( temp 2-component vector of uint) +0:80 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:80 move second child to first child ( temp uint) +0:80 'WidthU' ( temp uint) +0:80 direct index ( temp uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) 0:80 Constant: 0:80 0 (const int) -0:80 move second child to first child (temp uint) -0:80 'HeightU' (temp uint) -0:80 direct index (temp uint) -0:80 'sizeQueryTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp uint) +0:80 'HeightU' ( temp uint) +0:80 direct index ( temp uint) +0:80 'sizeQueryTemp' ( temp 2-component vector of uint) 0:80 Constant: 0:80 1 (const int) 0:83 Sequence -0:83 move second child to first child (temp 3-component vector of uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) -0:83 imageQuerySize (temp 3-component vector of uint) -0:83 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:83 move second child to first child (temp uint) -0:83 'WidthU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp 3-component vector of uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) +0:83 imageQuerySize ( temp 3-component vector of uint) +0:83 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:83 move second child to first child ( temp uint) +0:83 'WidthU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 0 (const int) -0:83 move second child to first child (temp uint) -0:83 'HeightU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp uint) +0:83 'HeightU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 1 (const int) -0:83 move second child to first child (temp uint) -0:83 'ElementsU' (temp uint) -0:83 direct index (temp uint) -0:83 'sizeQueryTemp' (temp 3-component vector of uint) +0:83 move second child to first child ( temp uint) +0:83 'ElementsU' ( temp uint) +0:83 direct index ( temp uint) +0:83 'sizeQueryTemp' ( temp 3-component vector of uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence -0:84 move second child to first child (temp 3-component vector of uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) -0:84 imageQuerySize (temp 3-component vector of uint) -0:84 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:84 move second child to first child (temp uint) -0:84 'WidthU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp 3-component vector of uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) +0:84 imageQuerySize ( temp 3-component vector of uint) +0:84 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:84 move second child to first child ( temp uint) +0:84 'WidthU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 0 (const int) -0:84 move second child to first child (temp uint) -0:84 'HeightU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp uint) +0:84 'HeightU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 1 (const int) -0:84 move second child to first child (temp uint) -0:84 'ElementsU' (temp uint) -0:84 direct index (temp uint) -0:84 'sizeQueryTemp' (temp 3-component vector of uint) +0:84 move second child to first child ( temp uint) +0:84 'ElementsU' ( temp uint) +0:84 direct index ( temp uint) +0:84 'sizeQueryTemp' ( temp 3-component vector of uint) 0:84 Constant: 0:84 2 (const int) 0:85 Sequence -0:85 move second child to first child (temp 3-component vector of uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) -0:85 imageQuerySize (temp 3-component vector of uint) -0:85 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:85 move second child to first child (temp uint) -0:85 'WidthU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp 3-component vector of uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) +0:85 imageQuerySize ( temp 3-component vector of uint) +0:85 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:85 move second child to first child ( temp uint) +0:85 'WidthU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 0 (const int) -0:85 move second child to first child (temp uint) -0:85 'HeightU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'HeightU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 1 (const int) -0:85 move second child to first child (temp uint) -0:85 'ElementsU' (temp uint) -0:85 direct index (temp uint) -0:85 'sizeQueryTemp' (temp 3-component vector of uint) +0:85 move second child to first child ( temp uint) +0:85 'ElementsU' ( temp uint) +0:85 direct index ( temp uint) +0:85 'sizeQueryTemp' ( temp 3-component vector of uint) 0:85 Constant: 0:85 2 (const int) 0:88 Sequence -0:88 move second child to first child (temp 3-component vector of uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) -0:88 imageQuerySize (temp 3-component vector of uint) -0:88 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:88 move second child to first child (temp uint) -0:88 'WidthU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp 3-component vector of uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) +0:88 imageQuerySize ( temp 3-component vector of uint) +0:88 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:88 move second child to first child ( temp uint) +0:88 'WidthU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 0 (const int) -0:88 move second child to first child (temp uint) -0:88 'HeightU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp uint) +0:88 'HeightU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 1 (const int) -0:88 move second child to first child (temp uint) -0:88 'DepthU' (temp uint) -0:88 direct index (temp uint) -0:88 'sizeQueryTemp' (temp 3-component vector of uint) +0:88 move second child to first child ( temp uint) +0:88 'DepthU' ( temp uint) +0:88 direct index ( temp uint) +0:88 'sizeQueryTemp' ( temp 3-component vector of uint) 0:88 Constant: 0:88 2 (const int) 0:89 Sequence -0:89 move second child to first child (temp 3-component vector of uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) -0:89 imageQuerySize (temp 3-component vector of uint) -0:89 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:89 move second child to first child (temp uint) -0:89 'WidthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp 3-component vector of uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) +0:89 imageQuerySize ( temp 3-component vector of uint) +0:89 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:89 move second child to first child ( temp uint) +0:89 'WidthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 0 (const int) -0:89 move second child to first child (temp uint) -0:89 'HeightU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'HeightU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 1 (const int) -0:89 move second child to first child (temp uint) -0:89 'DepthU' (temp uint) -0:89 direct index (temp uint) -0:89 'sizeQueryTemp' (temp 3-component vector of uint) +0:89 move second child to first child ( temp uint) +0:89 'DepthU' ( temp uint) +0:89 direct index ( temp uint) +0:89 'sizeQueryTemp' ( temp 3-component vector of uint) 0:89 Constant: 0:89 2 (const int) 0:90 Sequence -0:90 move second child to first child (temp 3-component vector of uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) -0:90 imageQuerySize (temp 3-component vector of uint) -0:90 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:90 move second child to first child (temp uint) -0:90 'WidthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp 3-component vector of uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) +0:90 imageQuerySize ( temp 3-component vector of uint) +0:90 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:90 move second child to first child ( temp uint) +0:90 'WidthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 0 (const int) -0:90 move second child to first child (temp uint) -0:90 'HeightU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'HeightU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 1 (const int) -0:90 move second child to first child (temp uint) -0:90 'DepthU' (temp uint) -0:90 direct index (temp uint) -0:90 'sizeQueryTemp' (temp 3-component vector of uint) +0:90 move second child to first child ( temp uint) +0:90 'DepthU' ( temp uint) +0:90 direct index ( temp uint) +0:90 'sizeQueryTemp' ( temp 3-component vector of uint) 0:90 Constant: 0:90 2 (const int) -0:92 move second child to first child (temp 4-component vector of float) -0:92 Color: direct index for structure (temp 4-component vector of float) -0:92 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:92 move second child to first child ( temp 4-component vector of float) +0:92 Color: direct index for structure ( temp 4-component vector of float) +0:92 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:92 Constant: 0:92 0 (const int) 0:92 Constant: @@ -663,57 +663,57 @@ gl_FragCoord origin is upper left 0:92 1.000000 0:92 1.000000 0:92 1.000000 -0:93 move second child to first child (temp float) -0:93 Depth: direct index for structure (temp float) -0:93 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:93 move second child to first child ( temp float) +0:93 Depth: direct index for structure ( temp float) +0:93 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:93 Constant: 0:93 1 (const int) 0:93 Constant: 0:93 1.000000 0:95 Branch: Return with expression -0:95 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 Function Definition: main( (temp void) +0:95 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 Function Definition: main( ( temp void) 0:44 Function Parameters: 0:? Sequence 0:44 Sequence -0:44 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:44 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:44 Color: direct index for structure ( temp 4-component vector of float) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) -0:44 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:44 Depth: direct index for structure (temp float) -0:44 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:44 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:44 Depth: direct index for structure ( temp float) +0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out index 83a24bdd..57097a41 100644 --- a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out +++ b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out @@ -7,28 +7,28 @@ 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( (temp 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 -0:16 move second child to first child (temp 2-component vector of float) -0:16 'r00' (temp 2-component vector of float) +0:16 move second child to first child ( temp 2-component vector of float) +0:16 'r00' ( temp 2-component vector of float) 0:16 ERROR: Bad aggregation op - (temp 2-component vector of float) -0:16 'g_tTex2dmsf4' (uniform texture2DMS) + ( temp 2-component vector of float) +0:16 'g_tTex2dmsf4' ( uniform texture2DMS) 0:16 Constant: 0:16 1 (const int) 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 'r01' (temp 2-component vector of float) +0:17 move second child to first child ( temp 2-component vector of float) +0:17 'r01' ( temp 2-component vector of float) 0:17 ERROR: Bad aggregation op - (temp 2-component vector of float) -0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray) + ( temp 2-component vector of float) +0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:17 Constant: 0:17 2 (const int) -0:19 move second child to first child (temp 4-component vector of float) -0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 Color: direct index for structure ( temp 4-component vector of float) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -36,40 +36,40 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:19 1.000000 0:19 1.000000 -0:20 move second child to first child (temp float) -0:20 Depth: direct index for structure (temp float) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:20 Depth: direct index for structure ( temp float) +0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 1.000000 0:22 Branch: Return with expression -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 Function Definition: main( (temp void) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:13 Color: direct index for structure (temp 4-component vector of float) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:13 Color: direct index for structure ( temp 4-component vector of float) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:13 Depth: direct index for structure (temp float) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:13 Depth: direct index for structure ( temp float) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:13 Constant: 0:13 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -78,28 +78,28 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:13 Function Definition: @main( (temp 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 -0:16 move second child to first child (temp 2-component vector of float) -0:16 'r00' (temp 2-component vector of float) +0:16 move second child to first child ( temp 2-component vector of float) +0:16 'r00' ( temp 2-component vector of float) 0:16 ERROR: Bad aggregation op - (temp 2-component vector of float) -0:16 'g_tTex2dmsf4' (uniform texture2DMS) + ( temp 2-component vector of float) +0:16 'g_tTex2dmsf4' ( uniform texture2DMS) 0:16 Constant: 0:16 1 (const int) 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of float) -0:17 'r01' (temp 2-component vector of float) +0:17 move second child to first child ( temp 2-component vector of float) +0:17 'r01' ( temp 2-component vector of float) 0:17 ERROR: Bad aggregation op - (temp 2-component vector of float) -0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray) + ( temp 2-component vector of float) +0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:17 Constant: 0:17 2 (const int) -0:19 move second child to first child (temp 4-component vector of float) -0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 Color: direct index for structure ( temp 4-component vector of float) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -107,39 +107,39 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:19 1.000000 0:19 1.000000 -0:20 move second child to first child (temp float) -0:20 Depth: direct index for structure (temp float) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:20 Depth: direct index for structure ( temp float) +0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 1.000000 0:22 Branch: Return with expression -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 Function Definition: main( (temp void) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:13 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:13 Color: direct index for structure (temp 4-component vector of float) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:13 Color: direct index for structure ( temp 4-component vector of float) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:13 Constant: 0:13 0 (const int) -0:13 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:13 Depth: direct index for structure (temp float) -0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:13 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:13 Depth: direct index for structure ( temp float) +0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:13 Constant: 0:13 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/hlsl.hull.1.tesc.out b/Test/baseResults/hlsl.hull.1.tesc.out index 18034c8b..89ab4e63 100644 --- a/Test/baseResults/hlsl.hull.1.tesc.out +++ b/Test/baseResults/hlsl.hull.1.tesc.out @@ -2,95 +2,95 @@ hlsl.hull.1.tesc Shader version: 450 vertices = 4 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[4];u1; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 'm_cpid' (in uint) +0:26 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 'm_cpid' ( in uint) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp uint) -0:? 'm_cpid' (temp uint) -0:? 'm_cpid' (in uint InvocationID) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'm_cpid' (temp uint) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp uint) +0:? 'm_cpid' ( temp uint) +0:? 'm_cpid' ( in uint InvocationID) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'm_cpid' ( temp uint) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'm_cpid' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'm_cpid' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case 0:? Sequence -0:? move second child to first child (temp structure{temp 2-element array of float edges}) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) -0:? Function Call: PCF(u1; (temp structure{temp 2-element array of float edges}) -0:? 'pid' (in uint PrimitiveID) +0:? move second child to first child ( temp structure{ temp 2-element array of float edges}) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) +0:? Function Call: PCF(u1; ( temp structure{ temp 2-element array of float edges}) +0:? 'pid' ( in uint PrimitiveID) 0:? Sequence -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 0 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 0 (const int) -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 1 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 1 (const int) -0:33 Function Definition: PCF(u1; (temp structure{temp 2-element array of float edges}) +0:33 Function Definition: PCF(u1; ( temp structure{ temp 2-element array of float edges}) 0:33 Function Parameters: -0:33 'pid' (in uint) +0:33 'pid' ( in uint) 0:? Sequence -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 edges: direct index for structure (temp 2-element array of float) -0:36 'output' (temp structure{temp 2-element array of float edges}) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 edges: direct index for structure ( temp 2-element array of float) +0:36 'output' ( temp structure{ temp 2-element array of float edges}) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 2.000000 -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 edges: direct index for structure (temp 2-element array of float) -0:37 'output' (temp structure{temp 2-element array of float edges}) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 edges: direct index for structure ( temp 2-element array of float) +0:37 'output' ( temp structure{ temp 2-element array of float edges}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -98,13 +98,13 @@ vertices = 4 0:37 Constant: 0:37 8.000000 0:38 Branch: Return with expression -0:38 'output' (temp structure{temp 2-element array of float edges}) +0:38 'output' ( temp structure{ temp 2-element array of float edges}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'm_cpid' (in uint InvocationID) -0:? 'pid' (in uint PrimitiveID) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'm_cpid' ( in uint InvocationID) +0:? 'pid' ( in uint PrimitiveID) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) Linked tessellation control stage: @@ -113,95 +113,95 @@ Linked tessellation control stage: Shader version: 450 vertices = 4 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[4];u1; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 'm_cpid' (in uint) +0:26 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 'm_cpid' ( in uint) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp uint) -0:? 'm_cpid' (temp uint) -0:? 'm_cpid' (in uint InvocationID) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'm_cpid' (temp uint) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp uint) +0:? 'm_cpid' ( temp uint) +0:? 'm_cpid' ( in uint InvocationID) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[4];u1; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'm_cpid' ( temp uint) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'm_cpid' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'm_cpid' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case 0:? Sequence -0:? move second child to first child (temp structure{temp 2-element array of float edges}) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) -0:? Function Call: PCF(u1; (temp structure{temp 2-element array of float edges}) -0:? 'pid' (in uint PrimitiveID) +0:? move second child to first child ( temp structure{ temp 2-element array of float edges}) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) +0:? Function Call: PCF(u1; ( temp structure{ temp 2-element array of float edges}) +0:? 'pid' ( in uint PrimitiveID) 0:? Sequence -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 0 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 0 (const int) -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 1 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 1 (const int) -0:33 Function Definition: PCF(u1; (temp structure{temp 2-element array of float edges}) +0:33 Function Definition: PCF(u1; ( temp structure{ temp 2-element array of float edges}) 0:33 Function Parameters: -0:33 'pid' (in uint) +0:33 'pid' ( in uint) 0:? Sequence -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 edges: direct index for structure (temp 2-element array of float) -0:36 'output' (temp structure{temp 2-element array of float edges}) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 edges: direct index for structure ( temp 2-element array of float) +0:36 'output' ( temp structure{ temp 2-element array of float edges}) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 2.000000 -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 edges: direct index for structure (temp 2-element array of float) -0:37 'output' (temp structure{temp 2-element array of float edges}) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 edges: direct index for structure ( temp 2-element array of float) +0:37 'output' ( temp structure{ temp 2-element array of float edges}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -209,13 +209,13 @@ vertices = 4 0:37 Constant: 0:37 8.000000 0:38 Branch: Return with expression -0:38 'output' (temp structure{temp 2-element array of float edges}) +0:38 'output' ( temp structure{ temp 2-element array of float edges}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'm_cpid' (in uint InvocationID) -0:? 'pid' (in uint PrimitiveID) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'm_cpid' ( in uint InvocationID) +0:? 'pid' ( in uint PrimitiveID) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.hull.2.tesc.out b/Test/baseResults/hlsl.hull.2.tesc.out index d3c9cb84..9d848c61 100644 --- a/Test/baseResults/hlsl.hull.2.tesc.out +++ b/Test/baseResults/hlsl.hull.2.tesc.out @@ -2,92 +2,92 @@ hlsl.hull.2.tesc Shader version: 450 vertices = 4 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[4]; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:26 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[4]; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'InvocationId' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'InvocationId' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case 0:? Sequence -0:? move second child to first child (temp structure{temp 2-element array of float edges}) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) -0:? Function Call: PCF(u1;vf4; (temp structure{temp 2-element array of float edges}) -0:? 'pid' (in uint PrimitiveID) -0:? 'pos' (in 4-component vector of float Position) +0:? move second child to first child ( temp structure{ temp 2-element array of float edges}) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) +0:? Function Call: PCF(u1;vf4; ( temp structure{ temp 2-element array of float edges}) +0:? 'pid' ( in uint PrimitiveID) +0:? 'pos' ( in 4-component vector of float Position) 0:? Sequence -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 0 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 0 (const int) -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 1 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 1 (const int) -0:33 Function Definition: PCF(u1;vf4; (temp structure{temp 2-element array of float edges}) +0:33 Function Definition: PCF(u1;vf4; ( temp structure{ temp 2-element array of float edges}) 0:33 Function Parameters: -0:33 'pid' (in uint) -0:33 'pos' (in 4-component vector of float) +0:33 'pid' ( in uint) +0:33 'pos' ( in 4-component vector of float) 0:? Sequence -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 edges: direct index for structure (temp 2-element array of float) -0:36 'output' (temp structure{temp 2-element array of float edges}) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 edges: direct index for structure ( temp 2-element array of float) +0:36 'output' ( temp structure{ temp 2-element array of float edges}) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 2.000000 -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 edges: direct index for structure (temp 2-element array of float) -0:37 'output' (temp structure{temp 2-element array of float edges}) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 edges: direct index for structure ( temp 2-element array of float) +0:37 'output' ( temp structure{ temp 2-element array of float edges}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -95,14 +95,14 @@ vertices = 4 0:37 Constant: 0:37 8.000000 0:38 Branch: Return with expression -0:38 'output' (temp structure{temp 2-element array of float edges}) +0:38 'output' ( temp structure{ temp 2-element array of float edges}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'pid' (in uint PrimitiveID) -0:? 'pos' (in 4-component vector of float Position) -0:? 'InvocationId' (in uint InvocationID) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'pid' ( in uint PrimitiveID) +0:? 'pos' ( in 4-component vector of float Position) +0:? 'InvocationId' ( in uint InvocationID) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) Linked tessellation control stage: @@ -111,92 +111,92 @@ Linked tessellation control stage: Shader version: 450 vertices = 4 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[4]; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:26 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 4-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 4-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[4]; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 4-element array of structure{temp 3-component vector of float cpoint}) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[4]; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'InvocationId' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'InvocationId' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case 0:? Sequence -0:? move second child to first child (temp structure{temp 2-element array of float edges}) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) -0:? Function Call: PCF(u1;vf4; (temp structure{temp 2-element array of float edges}) -0:? 'pid' (in uint PrimitiveID) -0:? 'pos' (in 4-component vector of float Position) +0:? move second child to first child ( temp structure{ temp 2-element array of float edges}) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) +0:? Function Call: PCF(u1;vf4; ( temp structure{ temp 2-element array of float edges}) +0:? 'pid' ( in uint PrimitiveID) +0:? 'pos' ( in 4-component vector of float Position) 0:? Sequence -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 0 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 0 (const int) -0:? move second child to first child (temp float) -0:? direct index (out float TessLevelOuter) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? move second child to first child ( temp float) +0:? direct index ( out float TessLevelOuter) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) 0:? Constant: 0:? 1 (const int) -0:? direct index (temp float) -0:? edges: direct index for structure (temp 2-element array of float) -0:? '@patchConstantResult' (temp structure{temp 2-element array of float edges}) +0:? direct index ( temp float) +0:? edges: direct index for structure ( temp 2-element array of float) +0:? '@patchConstantResult' ( temp structure{ temp 2-element array of float edges}) 0:? Constant: 0:? 0 (const int) 0:? Constant: 0:? 1 (const int) -0:33 Function Definition: PCF(u1;vf4; (temp structure{temp 2-element array of float edges}) +0:33 Function Definition: PCF(u1;vf4; ( temp structure{ temp 2-element array of float edges}) 0:33 Function Parameters: -0:33 'pid' (in uint) -0:33 'pos' (in 4-component vector of float) +0:33 'pid' ( in uint) +0:33 'pos' ( in 4-component vector of float) 0:? Sequence -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 edges: direct index for structure (temp 2-element array of float) -0:36 'output' (temp structure{temp 2-element array of float edges}) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 edges: direct index for structure ( temp 2-element array of float) +0:36 'output' ( temp structure{ temp 2-element array of float edges}) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 0 (const int) 0:36 Constant: 0:36 2.000000 -0:37 move second child to first child (temp float) -0:37 direct index (temp float) -0:37 edges: direct index for structure (temp 2-element array of float) -0:37 'output' (temp structure{temp 2-element array of float edges}) +0:37 move second child to first child ( temp float) +0:37 direct index ( temp float) +0:37 edges: direct index for structure ( temp 2-element array of float) +0:37 'output' ( temp structure{ temp 2-element array of float edges}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -204,14 +204,14 @@ vertices = 4 0:37 Constant: 0:37 8.000000 0:38 Branch: Return with expression -0:38 'output' (temp structure{temp 2-element array of float edges}) +0:38 'output' ( temp structure{ temp 2-element array of float edges}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 4-element array of structure{temp 3-component vector of float cpoint}) -0:? 'pid' (in uint PrimitiveID) -0:? 'pos' (in 4-component vector of float Position) -0:? 'InvocationId' (in uint InvocationID) -0:? '@patchConstantOutput_edges' (out 2-element array of float TessLevelOuter) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 4-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'pid' ( in uint PrimitiveID) +0:? 'pos' ( in 4-component vector of float Position) +0:? 'InvocationId' ( in uint InvocationID) +0:? '@patchConstantOutput_edges' ( out 2-element array of float TessLevelOuter) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.hull.void.tesc.out b/Test/baseResults/hlsl.hull.void.tesc.out index 7576fdce..a2d0a1c7 100644 --- a/Test/baseResults/hlsl.hull.void.tesc.out +++ b/Test/baseResults/hlsl.hull.void.tesc.out @@ -2,49 +2,49 @@ hlsl.hull.void.tesc Shader version: 450 vertices = 3 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 3-element array of structure{temp 3-component vector of float cpoint}) +0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint}) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 3-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 3-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[3]; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'InvocationId' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'InvocationId' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case -0:? Function Call: PCF( (temp void) -0:33 Function Definition: PCF( (temp void) +0:? Function Call: PCF( ( temp void) +0:33 Function Definition: PCF( ( temp void) 0:33 Function Parameters: 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'InvocationId' (in uint InvocationID) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'InvocationId' ( in uint InvocationID) Linked tessellation control stage: @@ -53,49 +53,49 @@ Linked tessellation control stage: Shader version: 450 vertices = 3 0:? Sequence -0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; (temp structure{temp 3-component vector of float cpoint}) +0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint}) 0:26 Function Parameters: -0:26 'ip' (in 3-element array of structure{temp 3-component vector of float cpoint}) +0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint}) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 'output' (temp structure{temp 3-component vector of float cpoint}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 'output' ( temp structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) -0:28 cpoint: direct index for structure (temp 3-component vector of float) -0:28 direct index (temp structure{temp 3-component vector of float cpoint}) -0:28 'ip' (in 3-element array of structure{temp 3-component vector of float cpoint}) +0:28 cpoint: direct index for structure ( temp 3-component vector of float) +0:28 direct index ( temp structure{ temp 3-component vector of float cpoint}) +0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:29 Branch: Return with expression -0:29 'output' (temp structure{temp 3-component vector of float cpoint}) -0:26 Function Definition: main( (temp void) +0:29 'output' ( temp structure{ temp 3-component vector of float cpoint}) +0:26 Function Definition: main( ( temp void) 0:26 Function Parameters: 0:? Sequence -0:26 move second child to first child (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 3-element array of structure{temp 3-component vector of float cpoint}) -0:26 move second child to first child (temp structure{temp 3-component vector of float cpoint}) -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:26 Function Call: @main(struct-VS_OUT-vf31[3]; (temp structure{temp 3-component vector of float cpoint}) -0:? 'ip' (temp 3-element array of structure{temp 3-component vector of float cpoint}) -0:? Barrier (temp void) -0:? Test condition and select (temp void) +0:26 move second child to first child ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint}) +0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint}) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint}) +0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? Barrier ( temp void) +0:? Test condition and select ( temp void) 0:? Condition -0:? Compare Equal (temp bool) -0:? 'InvocationId' (in uint InvocationID) +0:? Compare Equal ( temp bool) +0:? 'InvocationId' ( in uint InvocationID) 0:? Constant: 0:? 0 (const int) 0:? true case -0:? Function Call: PCF( (temp void) -0:33 Function Definition: PCF( (temp void) +0:? Function Call: PCF( ( temp void) +0:33 Function Definition: PCF( ( temp void) 0:33 Function Parameters: 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 3-component vector of float cpoint}) -0:? 'ip' (layout(location=0 ) in 3-element array of structure{temp 3-component vector of float cpoint}) -0:? 'InvocationId' (in uint InvocationID) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp 3-component vector of float cpoint}) +0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint}) +0:? 'InvocationId' ( in uint InvocationID) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.identifier.sample.frag.out b/Test/baseResults/hlsl.identifier.sample.frag.out index 675e97a2..3583141c 100644 --- a/Test/baseResults/hlsl.identifier.sample.frag.out +++ b/Test/baseResults/hlsl.identifier.sample.frag.out @@ -2,26 +2,26 @@ hlsl.identifier.sample.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: sample(i1; (temp int) +0:9 Function Definition: sample(i1; ( temp int) 0:9 Function Parameters: -0:9 'x' (in int) +0:9 'x' ( in int) 0:? Sequence 0:9 Branch: Return with expression -0:9 'x' (in int) -0:12 Function Definition: @main( (temp 4-component vector of float) +0:9 'x' ( in int) +0:12 Function Definition: @main( ( temp 4-component vector of float) 0:12 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 'sample' (temp 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'sample' ( temp 4-component vector of float) 0:? Constant: 0:? 3.000000 0:? 4.000000 0:? 5.000000 0:? 6.000000 0:17 Branch: Return with expression -0:17 vector swizzle (temp 4-component vector of float) -0:17 'sample' (temp 4-component vector of float) +0:17 vector swizzle ( temp 4-component vector of float) +0:17 'sample' ( temp 4-component vector of float) 0:17 Sequence 0:17 Constant: 0:17 0 (const int) @@ -31,14 +31,14 @@ gl_FragCoord origin is upper left 0:17 2 (const int) 0:17 Constant: 0:17 3 (const int) -0:12 Function Definition: main( (temp void) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main( (temp 4-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -47,26 +47,26 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: sample(i1; (temp int) +0:9 Function Definition: sample(i1; ( temp int) 0:9 Function Parameters: -0:9 'x' (in int) +0:9 'x' ( in int) 0:? Sequence 0:9 Branch: Return with expression -0:9 'x' (in int) -0:12 Function Definition: @main( (temp 4-component vector of float) +0:9 'x' ( in int) +0:12 Function Definition: @main( ( temp 4-component vector of float) 0:12 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 'sample' (temp 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'sample' ( temp 4-component vector of float) 0:? Constant: 0:? 3.000000 0:? 4.000000 0:? 5.000000 0:? 6.000000 0:17 Branch: Return with expression -0:17 vector swizzle (temp 4-component vector of float) -0:17 'sample' (temp 4-component vector of float) +0:17 vector swizzle ( temp 4-component vector of float) +0:17 'sample' ( temp 4-component vector of float) 0:17 Sequence 0:17 Constant: 0:17 0 (const int) @@ -76,14 +76,14 @@ gl_FragCoord origin is upper left 0:17 2 (const int) 0:17 Constant: 0:17 3 (const int) -0:12 Function Definition: main( (temp void) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main( (temp 4-component vector of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.if.frag.out b/Test/baseResults/hlsl.if.frag.out index eed102cf..6f887ca7 100755 --- a/Test/baseResults/hlsl.if.frag.out +++ b/Test/baseResults/hlsl.if.frag.out @@ -2,107 +2,107 @@ hlsl.if.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:3 Test condition and select (temp void) +0:3 Test condition and select ( temp void) 0:3 Condition -0:3 all (temp bool) -0:3 Equal (temp 4-component vector of bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 all ( temp bool) +0:3 Equal ( temp 4-component vector of bool) +0:3 'input' ( in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:3 true case 0:4 Branch: Return with expression -0:4 'input' (in 4-component vector of float) -0:6 Test condition and select (temp void) +0:4 'input' ( in 4-component vector of float) +0:6 Test condition and select ( temp void) 0:6 Condition -0:6 all (temp bool) -0:6 Equal (temp 4-component vector of bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 all ( temp bool) +0:6 Equal ( temp 4-component vector of bool) +0:6 'input' ( in 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:6 true case 0:7 Branch: Return with expression -0:7 'input' (in 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:6 false case 0:9 Branch: Return with expression -0:9 Negate value (temp 4-component vector of float) -0:9 'input' (in 4-component vector of float) -0:11 Test condition and select (temp void) +0:9 Negate value ( temp 4-component vector of float) +0:9 'input' ( in 4-component vector of float) +0:11 Test condition and select ( temp void) 0:11 Condition -0:11 all (temp bool) -0:11 Equal (temp 4-component vector of bool) -0:11 'input' (in 4-component vector of float) -0:11 'input' (in 4-component vector of float) +0:11 all ( temp bool) +0:11 Equal ( temp 4-component vector of bool) +0:11 'input' ( in 4-component vector of float) +0:11 'input' ( in 4-component vector of float) 0:11 true case is null -0:14 Test condition and select (temp void) +0:14 Test condition and select ( temp void) 0:14 Condition -0:14 all (temp bool) -0:14 Equal (temp 4-component vector of bool) -0:14 'input' (in 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 all ( temp bool) +0:14 Equal ( temp 4-component vector of bool) +0:14 'input' ( in 4-component vector of float) +0:14 'input' ( in 4-component vector of float) 0:14 true case is null -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 all (temp bool) -0:19 Equal (temp 4-component vector of bool) -0:19 'input' (in 4-component vector of float) -0:19 'input' (in 4-component vector of float) +0:19 all ( temp bool) +0:19 Equal ( temp 4-component vector of bool) +0:19 'input' ( in 4-component vector of float) +0:19 'input' ( in 4-component vector of float) 0:19 true case 0:? Sequence 0:20 Branch: Return with expression -0:20 'input' (in 4-component vector of float) -0:23 Test condition and select (temp void) +0:20 'input' ( in 4-component vector of float) +0:23 Test condition and select ( temp void) 0:23 Condition -0:23 all (temp bool) -0:23 Equal (temp 4-component vector of bool) -0:23 'input' (in 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 all ( temp bool) +0:23 Equal ( temp 4-component vector of bool) +0:23 'input' ( in 4-component vector of float) +0:23 'input' ( in 4-component vector of float) 0:23 true case 0:? Sequence 0:24 Branch: Return with expression -0:24 'input' (in 4-component vector of float) +0:24 'input' ( in 4-component vector of float) 0:23 false case 0:? Sequence 0:26 Branch: Return with expression -0:26 Negate value (temp 4-component vector of float) -0:26 'input' (in 4-component vector of float) -0:30 Test condition and select (temp void) +0:26 Negate value ( temp 4-component vector of float) +0:26 'input' ( in 4-component vector of float) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 move second child to first child (temp float) -0:30 'ii' (temp float) -0:30 direct index (temp float) -0:30 'input' (in 4-component vector of float) +0:30 move second child to first child ( temp float) +0:30 'ii' ( temp float) +0:30 direct index ( temp float) +0:30 'input' ( in 4-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 true case -0:31 Pre-Increment (temp float) -0:31 'ii' (temp float) -0:32 Pre-Increment (temp int) -0:32 'ii' (temp int) -0:33 Test condition and select (temp void) +0:31 Pre-Increment ( temp float) +0:31 'ii' ( temp float) +0:32 Pre-Increment ( temp int) +0:32 'ii' ( temp int) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Equal (temp bool) -0:33 Convert int to float (temp float) -0:33 'ii' (temp int) +0:33 Compare Equal ( temp bool) +0:33 Convert int to float ( temp float) +0:33 'ii' ( temp int) 0:33 Constant: 0:33 1.000000 0:33 true case -0:34 Pre-Increment (temp int) -0:34 'ii' (temp int) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:34 Pre-Increment ( temp int) +0:34 'ii' ( temp int) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -111,107 +111,107 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:3 Test condition and select (temp void) +0:3 Test condition and select ( temp void) 0:3 Condition -0:3 all (temp bool) -0:3 Equal (temp 4-component vector of bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 all ( temp bool) +0:3 Equal ( temp 4-component vector of bool) +0:3 'input' ( in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:3 true case 0:4 Branch: Return with expression -0:4 'input' (in 4-component vector of float) -0:6 Test condition and select (temp void) +0:4 'input' ( in 4-component vector of float) +0:6 Test condition and select ( temp void) 0:6 Condition -0:6 all (temp bool) -0:6 Equal (temp 4-component vector of bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 all ( temp bool) +0:6 Equal ( temp 4-component vector of bool) +0:6 'input' ( in 4-component vector of float) +0:6 'input' ( in 4-component vector of float) 0:6 true case 0:7 Branch: Return with expression -0:7 'input' (in 4-component vector of float) +0:7 'input' ( in 4-component vector of float) 0:6 false case 0:9 Branch: Return with expression -0:9 Negate value (temp 4-component vector of float) -0:9 'input' (in 4-component vector of float) -0:11 Test condition and select (temp void) +0:9 Negate value ( temp 4-component vector of float) +0:9 'input' ( in 4-component vector of float) +0:11 Test condition and select ( temp void) 0:11 Condition -0:11 all (temp bool) -0:11 Equal (temp 4-component vector of bool) -0:11 'input' (in 4-component vector of float) -0:11 'input' (in 4-component vector of float) +0:11 all ( temp bool) +0:11 Equal ( temp 4-component vector of bool) +0:11 'input' ( in 4-component vector of float) +0:11 'input' ( in 4-component vector of float) 0:11 true case is null -0:14 Test condition and select (temp void) +0:14 Test condition and select ( temp void) 0:14 Condition -0:14 all (temp bool) -0:14 Equal (temp 4-component vector of bool) -0:14 'input' (in 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 all ( temp bool) +0:14 Equal ( temp 4-component vector of bool) +0:14 'input' ( in 4-component vector of float) +0:14 'input' ( in 4-component vector of float) 0:14 true case is null -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 all (temp bool) -0:19 Equal (temp 4-component vector of bool) -0:19 'input' (in 4-component vector of float) -0:19 'input' (in 4-component vector of float) +0:19 all ( temp bool) +0:19 Equal ( temp 4-component vector of bool) +0:19 'input' ( in 4-component vector of float) +0:19 'input' ( in 4-component vector of float) 0:19 true case 0:? Sequence 0:20 Branch: Return with expression -0:20 'input' (in 4-component vector of float) -0:23 Test condition and select (temp void) +0:20 'input' ( in 4-component vector of float) +0:23 Test condition and select ( temp void) 0:23 Condition -0:23 all (temp bool) -0:23 Equal (temp 4-component vector of bool) -0:23 'input' (in 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 all ( temp bool) +0:23 Equal ( temp 4-component vector of bool) +0:23 'input' ( in 4-component vector of float) +0:23 'input' ( in 4-component vector of float) 0:23 true case 0:? Sequence 0:24 Branch: Return with expression -0:24 'input' (in 4-component vector of float) +0:24 'input' ( in 4-component vector of float) 0:23 false case 0:? Sequence 0:26 Branch: Return with expression -0:26 Negate value (temp 4-component vector of float) -0:26 'input' (in 4-component vector of float) -0:30 Test condition and select (temp void) +0:26 Negate value ( temp 4-component vector of float) +0:26 'input' ( in 4-component vector of float) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 move second child to first child (temp float) -0:30 'ii' (temp float) -0:30 direct index (temp float) -0:30 'input' (in 4-component vector of float) +0:30 move second child to first child ( temp float) +0:30 'ii' ( temp float) +0:30 direct index ( temp float) +0:30 'input' ( in 4-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 true case -0:31 Pre-Increment (temp float) -0:31 'ii' (temp float) -0:32 Pre-Increment (temp int) -0:32 'ii' (temp int) -0:33 Test condition and select (temp void) +0:31 Pre-Increment ( temp float) +0:31 'ii' ( temp float) +0:32 Pre-Increment ( temp int) +0:32 'ii' ( temp int) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Equal (temp bool) -0:33 Convert int to float (temp float) -0:33 'ii' (temp int) +0:33 Compare Equal ( temp bool) +0:33 Convert int to float ( temp float) +0:33 'ii' ( temp int) 0:33 Constant: 0:33 1.000000 0:33 true case -0:34 Pre-Increment (temp int) -0:34 'ii' (temp int) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:34 Pre-Increment ( temp int) +0:34 'ii' ( temp int) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.init.frag.out b/Test/baseResults/hlsl.init.frag.out index b3d76f54..7ae9475e 100755 --- a/Test/baseResults/hlsl.init.frag.out +++ b/Test/baseResults/hlsl.init.frag.out @@ -6,163 +6,163 @@ 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 'a1' (global 4-component vector of float) +0:1 move second child to first child ( temp 4-component vector of float) +0:1 'a1' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 -0:1 move second child to first child (temp 4-component vector of float) -0:1 'b1' (global 4-component vector of float) +0:1 move second child to first child ( temp 4-component vector of float) +0:1 'b1' ( global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:2 'a1i' (global 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:2 'a1i' ( global 4-component vector of float) 0:2 Constant: 0:2 1.000000 0:2 0.500000 0:2 0.000000 0:2 1.000000 -0:2 move second child to first child (temp 4-component vector of float) -0:2 'b1i' (global 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:2 'b1i' ( global 4-component vector of float) 0:2 Constant: 0:2 2.000000 0:2 2.500000 0:2 2.100000 0:2 2.200000 0:3 Sequence -0:3 move second child to first child (temp float) -0:3 'a2' (global float) +0:3 move second child to first child ( temp float) +0:3 'a2' ( global float) 0:3 Constant: 0:3 0.200000 0:4 Sequence -0:4 move second child to first child (temp float) -0:4 'b3' (global float) +0:4 move second child to first child ( temp float) +0:4 'b3' ( global float) 0:4 Constant: 0:4 0.300000 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'b4' (global float) +0:5 move second child to first child ( temp float) +0:5 'b4' ( global float) 0:5 Constant: 0:5 0.400000 0:6 Sequence -0:6 move second child to first child (temp float) -0:6 'a5' (global float) +0:6 move second child to first child ( temp float) +0:6 'a5' ( global float) 0:6 Constant: 0:6 0.500000 -0:6 move second child to first child (temp float) -0:6 'c5' (global float) +0:6 move second child to first child ( temp float) +0:6 'c5' ( global float) 0:6 Constant: 0:6 1.500000 0:9 Sequence -0:9 move second child to first child (temp structure{temp int f}) -0:9 'single1' (global structure{temp int f}) +0:9 move second child to first child ( temp structure{ temp int f}) +0:9 'single1' ( global structure{ temp int f}) 0:9 Constant: 0:9 10 (const int) 0:12 Sequence -0:12 move second child to first child (temp structure{temp 2-component vector of uint v}) -0:12 'single2' (global structure{temp 2-component vector of uint v}) +0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v}) +0:12 'single2' ( global structure{ temp 2-component vector of uint v}) 0:12 Constant: 0:12 1 (const uint) 0:12 2 (const uint) 0:15 Sequence -0:15 move second child to first child (temp structure{temp structure{temp int f} s1}) -0:15 'single3' (global structure{temp structure{temp int f} s1}) +0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1}) +0:15 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:15 Constant: 0:15 3 (const int) 0:18 Sequence -0:18 move second child to first child (temp structure{temp structure{temp 2-component vector of uint v} s1}) -0:18 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1}) +0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1}) +0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) -0:21 Function Definition: @ShaderFunction(vf4; (temp 4-component vector of float) +0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:21 Function Parameters: -0:21 'input' (in 4-component vector of float) +0:21 'input' ( in 4-component vector of float) 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:22 'a2' (temp 4-component vector of float) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'a2' ( temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:32 Sequence -0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 's2i' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) +0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) -0:32 'a5' (global float) -0:32 Construct structure (temp structure{temp float f, temp int i}) -0:32 Comma (temp float) -0:32 'a3' (global float) -0:32 'a4' (global float) +0:32 'a5' ( global float) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Comma ( temp float) +0:32 'a3' ( global float) +0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) -0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 's2' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:? Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) +0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) -0:32 'a5' (global float) -0:? Construct structure (temp structure{temp float f, temp int i}) -0:32 Comma (temp float) -0:32 'a3' (global float) -0:32 'a4' (global float) +0:32 'a5' ( global float) +0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Comma ( temp float) +0:32 'a3' ( global float) +0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'a8' (temp float) -0:33 Comma (temp float) -0:33 'a2' (temp 4-component vector of float) -0:33 'b2' (global float) -0:33 move second child to first child (temp float) -0:33 'a9' (temp float) -0:33 'a5' (global float) +0:33 move second child to first child ( temp float) +0:33 'a8' ( temp float) +0:33 Comma ( temp float) +0:33 'a2' ( temp 4-component vector of float) +0:33 'b2' ( global float) +0:33 move second child to first child ( temp float) +0:33 'a9' ( temp float) +0:33 'a5' ( global float) 0:35 Branch: Return with expression -0:35 component-wise multiply (temp 4-component vector of float) -0:35 'input' (in 4-component vector of float) -0:35 'a1' (global 4-component vector of float) -0:21 Function Definition: ShaderFunction( (temp void) +0:35 component-wise multiply ( temp 4-component vector of float) +0:35 'input' ( in 4-component vector of float) +0:35 'a1' ( global 4-component vector of float) +0:21 Function Definition: ShaderFunction( ( temp void) 0:21 Function Parameters: 0:? Sequence -0:21 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:21 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:21 Function Call: @ShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'a1' (global 4-component vector of float) -0:? 'b1' (global 4-component vector of float) -0:? 'a1i' (global 4-component vector of float) -0:? 'b1i' (global 4-component vector of float) -0:? 'a2' (global float) -0:? 'b2' (global float) -0:? 'a3' (global float) -0:? 'b3' (global float) -0:? 'a4' (global float) -0:? 'b4' (global float) -0:? 'c4' (global float) -0:? 'a5' (global float) -0:? 'b5' (global float) -0:? 'c5' (global float) -0:? 'single1' (global structure{temp int f}) -0:? 'single2' (global structure{temp 2-component vector of uint v}) -0:? 'single3' (global structure{temp structure{temp int f} s1}) -0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform float a, layout(row_major std140 ) uniform float b, layout(row_major std140 ) uniform float c}) +0:? 'a1' ( global 4-component vector of float) +0:? 'b1' ( global 4-component vector of float) +0:? 'a1i' ( global 4-component vector of float) +0:? 'b1i' ( global 4-component vector of float) +0:? 'a2' ( global float) +0:? 'b2' ( global float) +0:? 'a3' ( global float) +0:? 'b3' ( global float) +0:? 'a4' ( global float) +0:? 'b4' ( global float) +0:? 'c4' ( global float) +0:? 'a5' ( global float) +0:? 'b5' ( global float) +0:? 'c5' ( global float) +0:? 'single1' ( global structure{ temp int f}) +0:? 'single2' ( global structure{ temp 2-component vector of uint v}) +0:? 'single3' ( global structure{ temp structure{ temp int f} s1}) +0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c}) Linked fragment stage: @@ -172,163 +172,163 @@ 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 'a1' (global 4-component vector of float) +0:1 move second child to first child ( temp 4-component vector of float) +0:1 'a1' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 -0:1 move second child to first child (temp 4-component vector of float) -0:1 'b1' (global 4-component vector of float) +0:1 move second child to first child ( temp 4-component vector of float) +0:1 'b1' ( global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:2 'a1i' (global 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:2 'a1i' ( global 4-component vector of float) 0:2 Constant: 0:2 1.000000 0:2 0.500000 0:2 0.000000 0:2 1.000000 -0:2 move second child to first child (temp 4-component vector of float) -0:2 'b1i' (global 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:2 'b1i' ( global 4-component vector of float) 0:2 Constant: 0:2 2.000000 0:2 2.500000 0:2 2.100000 0:2 2.200000 0:3 Sequence -0:3 move second child to first child (temp float) -0:3 'a2' (global float) +0:3 move second child to first child ( temp float) +0:3 'a2' ( global float) 0:3 Constant: 0:3 0.200000 0:4 Sequence -0:4 move second child to first child (temp float) -0:4 'b3' (global float) +0:4 move second child to first child ( temp float) +0:4 'b3' ( global float) 0:4 Constant: 0:4 0.300000 0:5 Sequence -0:5 move second child to first child (temp float) -0:5 'b4' (global float) +0:5 move second child to first child ( temp float) +0:5 'b4' ( global float) 0:5 Constant: 0:5 0.400000 0:6 Sequence -0:6 move second child to first child (temp float) -0:6 'a5' (global float) +0:6 move second child to first child ( temp float) +0:6 'a5' ( global float) 0:6 Constant: 0:6 0.500000 -0:6 move second child to first child (temp float) -0:6 'c5' (global float) +0:6 move second child to first child ( temp float) +0:6 'c5' ( global float) 0:6 Constant: 0:6 1.500000 0:9 Sequence -0:9 move second child to first child (temp structure{temp int f}) -0:9 'single1' (global structure{temp int f}) +0:9 move second child to first child ( temp structure{ temp int f}) +0:9 'single1' ( global structure{ temp int f}) 0:9 Constant: 0:9 10 (const int) 0:12 Sequence -0:12 move second child to first child (temp structure{temp 2-component vector of uint v}) -0:12 'single2' (global structure{temp 2-component vector of uint v}) +0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v}) +0:12 'single2' ( global structure{ temp 2-component vector of uint v}) 0:12 Constant: 0:12 1 (const uint) 0:12 2 (const uint) 0:15 Sequence -0:15 move second child to first child (temp structure{temp structure{temp int f} s1}) -0:15 'single3' (global structure{temp structure{temp int f} s1}) +0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1}) +0:15 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:15 Constant: 0:15 3 (const int) 0:18 Sequence -0:18 move second child to first child (temp structure{temp structure{temp 2-component vector of uint v} s1}) -0:18 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1}) +0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1}) +0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) -0:21 Function Definition: @ShaderFunction(vf4; (temp 4-component vector of float) +0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:21 Function Parameters: -0:21 'input' (in 4-component vector of float) +0:21 'input' ( in 4-component vector of float) 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:22 'a2' (temp 4-component vector of float) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 'a2' ( temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:32 Sequence -0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 's2i' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) +0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) -0:32 'a5' (global float) -0:32 Construct structure (temp structure{temp float f, temp int i}) -0:32 Comma (temp float) -0:32 'a3' (global float) -0:32 'a4' (global float) +0:32 'a5' ( global float) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Comma ( temp float) +0:32 'a3' ( global float) +0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) -0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:32 's2' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) -0:? Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1}) +0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) -0:32 'a5' (global float) -0:? Construct structure (temp structure{temp float f, temp int i}) -0:32 Comma (temp float) -0:32 'a3' (global float) -0:32 'a4' (global float) +0:32 'a5' ( global float) +0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Comma ( temp float) +0:32 'a3' ( global float) +0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'a8' (temp float) -0:33 Comma (temp float) -0:33 'a2' (temp 4-component vector of float) -0:33 'b2' (global float) -0:33 move second child to first child (temp float) -0:33 'a9' (temp float) -0:33 'a5' (global float) +0:33 move second child to first child ( temp float) +0:33 'a8' ( temp float) +0:33 Comma ( temp float) +0:33 'a2' ( temp 4-component vector of float) +0:33 'b2' ( global float) +0:33 move second child to first child ( temp float) +0:33 'a9' ( temp float) +0:33 'a5' ( global float) 0:35 Branch: Return with expression -0:35 component-wise multiply (temp 4-component vector of float) -0:35 'input' (in 4-component vector of float) -0:35 'a1' (global 4-component vector of float) -0:21 Function Definition: ShaderFunction( (temp void) +0:35 component-wise multiply ( temp 4-component vector of float) +0:35 'input' ( in 4-component vector of float) +0:35 'a1' ( global 4-component vector of float) +0:21 Function Definition: ShaderFunction( ( temp void) 0:21 Function Parameters: 0:? Sequence -0:21 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:21 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:21 Function Call: @ShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'a1' (global 4-component vector of float) -0:? 'b1' (global 4-component vector of float) -0:? 'a1i' (global 4-component vector of float) -0:? 'b1i' (global 4-component vector of float) -0:? 'a2' (global float) -0:? 'b2' (global float) -0:? 'a3' (global float) -0:? 'b3' (global float) -0:? 'a4' (global float) -0:? 'b4' (global float) -0:? 'c4' (global float) -0:? 'a5' (global float) -0:? 'b5' (global float) -0:? 'c5' (global float) -0:? 'single1' (global structure{temp int f}) -0:? 'single2' (global structure{temp 2-component vector of uint v}) -0:? 'single3' (global structure{temp structure{temp int f} s1}) -0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform float a, layout(row_major std140 ) uniform float b, layout(row_major std140 ) uniform float c}) +0:? 'a1' ( global 4-component vector of float) +0:? 'b1' ( global 4-component vector of float) +0:? 'a1i' ( global 4-component vector of float) +0:? 'b1i' ( global 4-component vector of float) +0:? 'a2' ( global float) +0:? 'b2' ( global float) +0:? 'a3' ( global float) +0:? 'b3' ( global float) +0:? 'a4' ( global float) +0:? 'b4' ( global float) +0:? 'c4' ( global float) +0:? 'a5' ( global float) +0:? 'b5' ( global float) +0:? 'c5' ( global float) +0:? 'single1' ( global structure{ temp int f}) +0:? 'single2' ( global structure{ temp 2-component vector of uint v}) +0:? 'single3' ( global structure{ temp structure{ temp int f} s1}) +0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.init2.frag.out b/Test/baseResults/hlsl.init2.frag.out index 5cd01390..33714aa4 100644 --- a/Test/baseResults/hlsl.init2.frag.out +++ b/Test/baseResults/hlsl.init2.frag.out @@ -2,29 +2,29 @@ hlsl.init2.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: Test1( (temp void) +0:3 Function Definition: Test1( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp structure{temp 2-component vector of float a}) -0:5 'test1' (temp structure{temp 2-component vector of float a}) +0:5 move second child to first child ( temp structure{ temp 2-component vector of float a}) +0:5 'test1' ( temp structure{ temp 2-component vector of float a}) 0:5 Constant: 0:5 1.000000 0:5 2.000000 0:9 Sequence -0:9 move second child to first child (temp structure{temp 2-component vector of float a}) -0:9 'test2' (temp structure{temp 2-component vector of float a}) +0:9 move second child to first child ( temp structure{ temp 2-component vector of float a}) +0:9 'test2' ( temp structure{ temp 2-component vector of float a}) 0:9 Constant: 0:9 3.000000 0:9 4.000000 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'test4' (temp float) +0:17 move second child to first child ( temp float) +0:17 'test4' ( temp float) 0:17 Constant: 0:17 7.000000 0:20 Sequence -0:20 move second child to first child (temp structure{temp float a, temp float b, temp float c}) -0:20 'test5' (temp structure{temp float a, temp float b, temp float c}) +0:20 move second child to first child ( temp structure{ temp float a, temp float b, temp float c}) +0:20 'test5' ( temp structure{ temp float a, temp float b, temp float c}) 0:20 Constant: 0:20 8.000000 0:20 9.000000 @@ -32,128 +32,128 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 10.000000 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'n' (temp float) +0:25 move second child to first child ( temp float) +0:25 'n' ( temp float) 0:25 Constant: 0:25 0.000000 0:26 Sequence -0:26 move second child to first child (temp 8-element array of 3-component vector of float) -0:26 'a' (const (read only) 8-element array of 3-component vector of float) -0:26 Construct vec3 (temp 8-element array of 3-component vector of float) -0:27 vector-scale (temp 3-component vector of float) +0:26 move second child to first child ( temp 8-element array of 3-component vector of float) +0:26 'a' ( const (read only) 8-element array of 3-component vector of float) +0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) +0:27 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? 0.577350 0:? 0.577350 -0:27 add second child into first child (temp float) -0:27 'n' (temp float) +0:27 add second child into first child ( temp float) +0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 -0:28 vector-scale (temp 3-component vector of float) +0:28 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? -0.577350 0:? -0.577350 -0:28 add second child into first child (temp float) -0:28 'n' (temp float) +0:28 add second child into first child ( temp float) +0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 -0:29 vector-scale (temp 3-component vector of float) +0:29 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? -0.577350 0:? 0.577350 -0:29 add second child into first child (temp float) -0:29 'n' (temp float) +0:29 add second child into first child ( temp float) +0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 -0:30 vector-scale (temp 3-component vector of float) +0:30 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? -0.577350 -0:30 add second child into first child (temp float) -0:30 'n' (temp float) +0:30 add second child into first child ( temp float) +0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 -0:31 vector-scale (temp 3-component vector of float) +0:31 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:31 add second child into first child (temp float) -0:31 'n' (temp float) +0:31 add second child into first child ( temp float) +0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 -0:32 vector-scale (temp 3-component vector of float) +0:32 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? -0.577350 0:? -0.577350 -0:32 add second child into first child (temp float) -0:32 'n' (temp float) +0:32 add second child into first child ( temp float) +0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 -0:33 vector-scale (temp 3-component vector of float) +0:33 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? -0.577350 0:? 0.577350 -0:33 add second child into first child (temp float) -0:33 'n' (temp float) +0:33 add second child into first child ( temp float) +0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 -0:34 vector-scale (temp 3-component vector of float) +0:34 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? 0.577350 0:? -0.577350 -0:34 add second child into first child (temp float) -0:34 'n' (temp float) +0:34 add second child into first child ( temp float) +0:34 'n' ( temp float) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 3-component vector of float a}) -0:36 'oneNonConst' (const (read only) structure{temp 3-component vector of float a}) -0:36 Construct structure (temp structure{temp 3-component vector of float a}) -0:36 vector-scale (temp 3-component vector of float) +0:36 move second child to first child ( temp structure{ temp 3-component vector of float a}) +0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) +0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) +0:36 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:36 add second child into first child (temp float) -0:36 'n' (temp float) +0:36 add second child into first child ( temp float) +0:36 'n' ( temp float) 0:36 Constant: 0:36 1.000000 0:38 Sequence -0:38 move second child to first child (temp structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 'twoNonConst' (const (read only) structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 Construct structure (temp structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 vector-scale (temp 3-component vector of float) +0:38 move second child to first child ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:38 add second child into first child (temp float) -0:38 'n' (temp float) +0:38 add second child into first child ( temp float) +0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 -0:39 vector-scale (temp 3-component vector of float) +0:39 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:39 add second child into first child (temp float) -0:39 'n' (temp float) +0:39 add second child into first child ( temp float) +0:39 'n' ( temp float) 0:39 Constant: 0:39 1.000000 -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:45 Function Parameters: 0:? Sequence -0:46 Function Call: Test1( (temp void) -0:49 move second child to first child (temp 4-component vector of float) -0:49 color: direct index for structure (temp 4-component vector of float) -0:49 'ps_output' (temp structure{temp 4-component vector of float color}) +0:46 Function Call: Test1( ( temp void) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 color: direct index for structure ( temp 4-component vector of float) +0:49 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: @@ -162,19 +162,19 @@ gl_FragCoord origin is upper left 0:49 1.000000 0:49 1.000000 0:50 Branch: Return with expression -0:50 'ps_output' (temp structure{temp 4-component vector of float color}) -0:45 Function Definition: main( (temp void) +0:50 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:45 color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:45 color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -183,29 +183,29 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: Test1( (temp void) +0:3 Function Definition: Test1( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp structure{temp 2-component vector of float a}) -0:5 'test1' (temp structure{temp 2-component vector of float a}) +0:5 move second child to first child ( temp structure{ temp 2-component vector of float a}) +0:5 'test1' ( temp structure{ temp 2-component vector of float a}) 0:5 Constant: 0:5 1.000000 0:5 2.000000 0:9 Sequence -0:9 move second child to first child (temp structure{temp 2-component vector of float a}) -0:9 'test2' (temp structure{temp 2-component vector of float a}) +0:9 move second child to first child ( temp structure{ temp 2-component vector of float a}) +0:9 'test2' ( temp structure{ temp 2-component vector of float a}) 0:9 Constant: 0:9 3.000000 0:9 4.000000 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'test4' (temp float) +0:17 move second child to first child ( temp float) +0:17 'test4' ( temp float) 0:17 Constant: 0:17 7.000000 0:20 Sequence -0:20 move second child to first child (temp structure{temp float a, temp float b, temp float c}) -0:20 'test5' (temp structure{temp float a, temp float b, temp float c}) +0:20 move second child to first child ( temp structure{ temp float a, temp float b, temp float c}) +0:20 'test5' ( temp structure{ temp float a, temp float b, temp float c}) 0:20 Constant: 0:20 8.000000 0:20 9.000000 @@ -213,128 +213,128 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 10.000000 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'n' (temp float) +0:25 move second child to first child ( temp float) +0:25 'n' ( temp float) 0:25 Constant: 0:25 0.000000 0:26 Sequence -0:26 move second child to first child (temp 8-element array of 3-component vector of float) -0:26 'a' (const (read only) 8-element array of 3-component vector of float) -0:26 Construct vec3 (temp 8-element array of 3-component vector of float) -0:27 vector-scale (temp 3-component vector of float) +0:26 move second child to first child ( temp 8-element array of 3-component vector of float) +0:26 'a' ( const (read only) 8-element array of 3-component vector of float) +0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) +0:27 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? 0.577350 0:? 0.577350 -0:27 add second child into first child (temp float) -0:27 'n' (temp float) +0:27 add second child into first child ( temp float) +0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 -0:28 vector-scale (temp 3-component vector of float) +0:28 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? -0.577350 0:? -0.577350 -0:28 add second child into first child (temp float) -0:28 'n' (temp float) +0:28 add second child into first child ( temp float) +0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 -0:29 vector-scale (temp 3-component vector of float) +0:29 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? -0.577350 0:? 0.577350 -0:29 add second child into first child (temp float) -0:29 'n' (temp float) +0:29 add second child into first child ( temp float) +0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 -0:30 vector-scale (temp 3-component vector of float) +0:30 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? -0.577350 -0:30 add second child into first child (temp float) -0:30 'n' (temp float) +0:30 add second child into first child ( temp float) +0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 -0:31 vector-scale (temp 3-component vector of float) +0:31 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:31 add second child into first child (temp float) -0:31 'n' (temp float) +0:31 add second child into first child ( temp float) +0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 -0:32 vector-scale (temp 3-component vector of float) +0:32 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? -0.577350 0:? -0.577350 -0:32 add second child into first child (temp float) -0:32 'n' (temp float) +0:32 add second child into first child ( temp float) +0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 -0:33 vector-scale (temp 3-component vector of float) +0:33 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? -0.577350 0:? 0.577350 -0:33 add second child into first child (temp float) -0:33 'n' (temp float) +0:33 add second child into first child ( temp float) +0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 -0:34 vector-scale (temp 3-component vector of float) +0:34 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? 0.577350 0:? 0.577350 0:? -0.577350 -0:34 add second child into first child (temp float) -0:34 'n' (temp float) +0:34 add second child into first child ( temp float) +0:34 'n' ( temp float) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 3-component vector of float a}) -0:36 'oneNonConst' (const (read only) structure{temp 3-component vector of float a}) -0:36 Construct structure (temp structure{temp 3-component vector of float a}) -0:36 vector-scale (temp 3-component vector of float) +0:36 move second child to first child ( temp structure{ temp 3-component vector of float a}) +0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) +0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) +0:36 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:36 add second child into first child (temp float) -0:36 'n' (temp float) +0:36 add second child into first child ( temp float) +0:36 'n' ( temp float) 0:36 Constant: 0:36 1.000000 0:38 Sequence -0:38 move second child to first child (temp structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 'twoNonConst' (const (read only) structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 Construct structure (temp structure{temp 3-component vector of float a, temp 3-component vector of float b}) -0:38 vector-scale (temp 3-component vector of float) +0:38 move second child to first child ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) +0:38 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:38 add second child into first child (temp float) -0:38 'n' (temp float) +0:38 add second child into first child ( temp float) +0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 -0:39 vector-scale (temp 3-component vector of float) +0:39 vector-scale ( temp 3-component vector of float) 0:? Constant: 0:? -0.577350 0:? 0.577350 0:? 0.577350 -0:39 add second child into first child (temp float) -0:39 'n' (temp float) +0:39 add second child into first child ( temp float) +0:39 'n' ( temp float) 0:39 Constant: 0:39 1.000000 -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:45 Function Parameters: 0:? Sequence -0:46 Function Call: Test1( (temp void) -0:49 move second child to first child (temp 4-component vector of float) -0:49 color: direct index for structure (temp 4-component vector of float) -0:49 'ps_output' (temp structure{temp 4-component vector of float color}) +0:46 Function Call: Test1( ( temp void) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 color: direct index for structure ( temp 4-component vector of float) +0:49 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: @@ -343,19 +343,19 @@ gl_FragCoord origin is upper left 0:49 1.000000 0:49 1.000000 0:50 Branch: Return with expression -0:50 'ps_output' (temp structure{temp 4-component vector of float color}) -0:45 Function Definition: main( (temp void) +0:50 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:45 color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:45 color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index b6adf012..65017035 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -2,94 +2,94 @@ hlsl.inoutquals.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: MyFunc(f1;f1;f1; (temp 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) -0:8 'z' (inout float) +0:8 'x' ( in float) +0:8 'y' ( out float) +0:8 'z' ( inout float) 0:? Sequence -0:9 move second child to first child (temp float) -0:9 'y' (out float) -0:9 'x' (in float) -0:10 move second child to first child (temp float) -0:10 'z' (inout float) -0:10 'y' (out float) -0:11 move second child to first child (temp float) -0:11 'x' (in float) +0:9 move second child to first child ( temp float) +0:9 'y' ( out float) +0:9 'x' ( in float) +0:10 move second child to first child ( temp float) +0:10 'z' ( inout float) +0:10 'y' ( out float) +0:11 move second child to first child ( temp float) +0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: @main(vf4;i1; (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: -0:15 'inpos' (in 4-component vector of float) -0:15 'sampleMask' (out int) +0:15 'inpos' ( in 4-component vector of float) +0:15 'sampleMask' ( out int) 0:? Sequence 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'x' (temp float) +0:18 move second child to first child ( temp float) +0:18 'x' ( temp float) 0:18 Constant: 0:18 7.000000 -0:18 move second child to first child (temp float) -0:18 'z' (temp float) +0:18 move second child to first child ( temp float) +0:18 'z' ( temp float) 0:18 Constant: 0:18 3.000000 -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) -0:21 move second child to first child (temp 4-component vector of float) -0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +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) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 Color: direct index for structure ( temp 4-component vector of float) +0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:21 'x' (temp float) -0:21 'y' (temp float) -0:21 'z' (temp float) +0:? Construct vec4 ( temp 4-component vector of float) +0:21 'x' ( temp float) +0:21 'y' ( temp float) +0:21 'z' ( temp float) 0:21 Constant: 0:21 1.000000 -0:22 move second child to first child (temp float) -0:22 Depth: direct index for structure (temp float) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:22 move second child to first child ( temp float) +0:22 Depth: direct index for structure ( temp float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) -0:22 direct index (temp float) -0:22 'inpos' (in 4-component vector of float) +0:22 direct index ( temp float) +0:22 'inpos' ( in 4-component vector of float) 0:22 Constant: 0:22 3 (const int) 0:24 Branch: Return with expression -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 Function Definition: main( (temp void) +0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:? 'inpos' (temp 4-component vector of float) -0:? 'inpos' (noperspective in 4-component vector of float FragCoord) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'inpos' ( temp 4-component vector of float) +0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:15 Sequence -0:15 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 Function Call: @main(vf4;i1; (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:? 'inpos' (temp 4-component vector of float) -0:? 'sampleMask' (temp int) -0:15 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:15 Color: direct index for structure (temp 4-component vector of float) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:? 'inpos' ( temp 4-component vector of float) +0:? 'sampleMask' ( temp int) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:15 Color: direct index for structure ( temp 4-component vector of float) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) -0:15 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:15 Depth: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:15 Depth: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) -0:15 move second child to first child (temp int) -0:? 'sampleMask' (out int SampleMaskIn) -0:? 'sampleMask' (temp int) +0:15 move second child to first child ( temp int) +0:? 'sampleMask' ( out int SampleMaskIn) +0:? 'sampleMask' ( temp int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'inpos' (noperspective in 4-component vector of float FragCoord) -0:? 'sampleMask' (out int SampleMaskIn) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) +0:? 'sampleMask' ( out int SampleMaskIn) Linked fragment stage: @@ -98,94 +98,94 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: MyFunc(f1;f1;f1; (temp 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) -0:8 'z' (inout float) +0:8 'x' ( in float) +0:8 'y' ( out float) +0:8 'z' ( inout float) 0:? Sequence -0:9 move second child to first child (temp float) -0:9 'y' (out float) -0:9 'x' (in float) -0:10 move second child to first child (temp float) -0:10 'z' (inout float) -0:10 'y' (out float) -0:11 move second child to first child (temp float) -0:11 'x' (in float) +0:9 move second child to first child ( temp float) +0:9 'y' ( out float) +0:9 'x' ( in float) +0:10 move second child to first child ( temp float) +0:10 'z' ( inout float) +0:10 'y' ( out float) +0:11 move second child to first child ( temp float) +0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: @main(vf4;i1; (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: -0:15 'inpos' (in 4-component vector of float) -0:15 'sampleMask' (out int) +0:15 'inpos' ( in 4-component vector of float) +0:15 'sampleMask' ( out int) 0:? Sequence 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'x' (temp float) +0:18 move second child to first child ( temp float) +0:18 'x' ( temp float) 0:18 Constant: 0:18 7.000000 -0:18 move second child to first child (temp float) -0:18 'z' (temp float) +0:18 move second child to first child ( temp float) +0:18 'z' ( temp float) 0:18 Constant: 0:18 3.000000 -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) -0:21 move second child to first child (temp 4-component vector of float) -0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +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) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 Color: direct index for structure ( temp 4-component vector of float) +0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:21 'x' (temp float) -0:21 'y' (temp float) -0:21 'z' (temp float) +0:? Construct vec4 ( temp 4-component vector of float) +0:21 'x' ( temp float) +0:21 'y' ( temp float) +0:21 'z' ( temp float) 0:21 Constant: 0:21 1.000000 -0:22 move second child to first child (temp float) -0:22 Depth: direct index for structure (temp float) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:22 move second child to first child ( temp float) +0:22 Depth: direct index for structure ( temp float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) -0:22 direct index (temp float) -0:22 'inpos' (in 4-component vector of float) +0:22 direct index ( temp float) +0:22 'inpos' ( in 4-component vector of float) 0:22 Constant: 0:22 3 (const int) 0:24 Branch: Return with expression -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 Function Definition: main( (temp void) +0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:? 'inpos' (temp 4-component vector of float) -0:? 'inpos' (noperspective in 4-component vector of float FragCoord) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'inpos' ( temp 4-component vector of float) +0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:15 Sequence -0:15 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:15 Function Call: @main(vf4;i1; (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:? 'inpos' (temp 4-component vector of float) -0:? 'sampleMask' (temp int) -0:15 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:15 Color: direct index for structure (temp 4-component vector of float) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:? 'inpos' ( temp 4-component vector of float) +0:? 'sampleMask' ( temp int) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:15 Color: direct index for structure ( temp 4-component vector of float) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) -0:15 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:15 Depth: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:15 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:15 Depth: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) -0:15 move second child to first child (temp int) -0:? 'sampleMask' (out int SampleMaskIn) -0:? 'sampleMask' (temp int) +0:15 move second child to first child ( temp int) +0:? 'sampleMask' ( out int SampleMaskIn) +0:? 'sampleMask' ( temp int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'inpos' (noperspective in 4-component vector of float FragCoord) -0:? 'sampleMask' (out int SampleMaskIn) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) +0:? 'sampleMask' ( out int SampleMaskIn) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.barriers.comp.out b/Test/baseResults/hlsl.intrinsics.barriers.comp.out index d23a2300..c82ee0f0 100644 --- a/Test/baseResults/hlsl.intrinsics.barriers.comp.out +++ b/Test/baseResults/hlsl.intrinsics.barriers.comp.out @@ -2,26 +2,26 @@ hlsl.intrinsics.barriers.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:3 Function Definition: @ComputeShaderFunction( (temp float) +0:3 Function Definition: @ComputeShaderFunction( ( temp float) 0:3 Function Parameters: 0:? Sequence -0:4 MemoryBarrier (temp void) -0:5 AllMemoryBarrierWithGroupSync (temp void) -0:6 GroupMemoryBarrier (temp void) -0:7 GroupMemoryBarrierWithGroupSync (temp void) -0:8 WorkgroupMemoryBarrier (temp void) -0:9 WorkgroupMemoryBarrierWithGroupSync (temp void) +0:4 MemoryBarrier ( temp void) +0:5 AllMemoryBarrierWithGroupSync ( temp void) +0:6 GroupMemoryBarrier ( temp void) +0:7 GroupMemoryBarrierWithGroupSync ( temp void) +0:8 WorkgroupMemoryBarrier ( temp void) +0:9 WorkgroupMemoryBarrierWithGroupSync ( temp void) 0:11 Branch: Return with expression 0:11 Constant: 0:11 0.000000 -0:3 Function Definition: ComputeShaderFunction( (temp void) +0:3 Function Definition: ComputeShaderFunction( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:3 Function Call: @ComputeShaderFunction( (temp float) +0:3 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:3 Function Call: @ComputeShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) +0:? '@entryPointOutput' (layout( location=0) out float) Linked compute stage: @@ -30,26 +30,26 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:3 Function Definition: @ComputeShaderFunction( (temp float) +0:3 Function Definition: @ComputeShaderFunction( ( temp float) 0:3 Function Parameters: 0:? Sequence -0:4 MemoryBarrier (temp void) -0:5 AllMemoryBarrierWithGroupSync (temp void) -0:6 GroupMemoryBarrier (temp void) -0:7 GroupMemoryBarrierWithGroupSync (temp void) -0:8 WorkgroupMemoryBarrier (temp void) -0:9 WorkgroupMemoryBarrierWithGroupSync (temp void) +0:4 MemoryBarrier ( temp void) +0:5 AllMemoryBarrierWithGroupSync ( temp void) +0:6 GroupMemoryBarrier ( temp void) +0:7 GroupMemoryBarrierWithGroupSync ( temp void) +0:8 WorkgroupMemoryBarrier ( temp void) +0:9 WorkgroupMemoryBarrierWithGroupSync ( temp void) 0:11 Branch: Return with expression 0:11 Constant: 0:11 0.000000 -0:3 Function Definition: ComputeShaderFunction( (temp void) +0:3 Function Definition: ComputeShaderFunction( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:3 Function Call: @ComputeShaderFunction( (temp float) +0:3 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:3 Function Call: @ComputeShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) +0:? '@entryPointOutput' (layout( location=0) out float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.comp.out b/Test/baseResults/hlsl.intrinsics.comp.out index fed0542b..c4f7ac89 100644 --- a/Test/baseResults/hlsl.intrinsics.comp.out +++ b/Test/baseResults/hlsl.intrinsics.comp.out @@ -2,354 +2,354 @@ hlsl.intrinsics.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:17 'inF2' (in float) -0:17 'inU0' (in uint) -0:17 'inU1' (in uint) +0:17 'inF0' ( in float) +0:17 'inF1' ( in float) +0:17 'inF2' ( in float) +0:17 'inU0' ( in uint) +0:17 'inU1' ( in uint) 0:? Sequence -0:21 all (temp bool) -0:21 'inF0' (in float) -0:24 AtomicAdd (temp void) -0:24 'gs_ua' (shared uint) -0:24 'gs_ub' (shared uint) -0:25 move second child to first child (temp uint) -0:25 'out_u1' (temp uint) -0:25 AtomicAdd (temp uint) -0:25 'gs_ua' (shared uint) -0:25 'gs_ub' (shared uint) -0:26 AtomicAnd (temp void) -0:26 'gs_ua' (shared uint) -0:26 'gs_ub' (shared uint) -0:27 move second child to first child (temp uint) -0:27 'out_u1' (temp uint) -0:27 AtomicAnd (temp uint) -0:27 'gs_ua' (shared uint) -0:27 'gs_ub' (shared uint) -0:28 move second child to first child (temp uint) -0:28 'out_u1' (temp uint) -0:28 AtomicCompSwap (temp uint) -0:28 'gs_ua' (shared uint) -0:28 'gs_ub' (shared uint) -0:28 'gs_uc' (shared uint) -0:29 move second child to first child (temp uint) -0:29 'out_u1' (temp uint) -0:29 AtomicExchange (temp uint) -0:29 'gs_ua' (shared uint) -0:29 'gs_ub' (shared uint) -0:30 AtomicMax (temp void) -0:30 'gs_ua' (shared uint) -0:30 'gs_ub' (shared uint) -0:31 move second child to first child (temp uint) -0:31 'out_u1' (temp uint) -0:31 AtomicMax (temp uint) -0:31 'gs_ua' (shared uint) -0:31 'gs_ub' (shared uint) -0:32 AtomicMin (temp void) -0:32 'gs_ua' (shared uint) -0:32 'gs_ub' (shared uint) -0:33 move second child to first child (temp uint) -0:33 'out_u1' (temp uint) -0:33 AtomicMin (temp uint) -0:33 'gs_ua' (shared uint) -0:33 'gs_ub' (shared uint) -0:34 AtomicOr (temp void) -0:34 'gs_ua' (shared uint) -0:34 'gs_ub' (shared uint) -0:35 move second child to first child (temp uint) -0:35 'out_u1' (temp uint) -0:35 AtomicOr (temp uint) -0:35 'gs_ua' (shared uint) -0:35 'gs_ub' (shared uint) -0:36 AtomicXor (temp void) -0:36 'gs_ua' (shared uint) -0:36 'gs_ub' (shared uint) -0:37 move second child to first child (temp uint) -0:37 'out_u1' (temp uint) -0:37 AtomicXor (temp uint) -0:37 'gs_ua' (shared uint) -0:37 'gs_ub' (shared uint) +0:21 all ( temp bool) +0:21 'inF0' ( in float) +0:24 AtomicAdd ( temp void) +0:24 'gs_ua' ( shared uint) +0:24 'gs_ub' ( shared uint) +0:25 move second child to first child ( temp uint) +0:25 'out_u1' ( temp uint) +0:25 AtomicAdd ( temp uint) +0:25 'gs_ua' ( shared uint) +0:25 'gs_ub' ( shared uint) +0:26 AtomicAnd ( temp void) +0:26 'gs_ua' ( shared uint) +0:26 'gs_ub' ( shared uint) +0:27 move second child to first child ( temp uint) +0:27 'out_u1' ( temp uint) +0:27 AtomicAnd ( temp uint) +0:27 'gs_ua' ( shared uint) +0:27 'gs_ub' ( shared uint) +0:28 move second child to first child ( temp uint) +0:28 'out_u1' ( temp uint) +0:28 AtomicCompSwap ( temp uint) +0:28 'gs_ua' ( shared uint) +0:28 'gs_ub' ( shared uint) +0:28 'gs_uc' ( shared uint) +0:29 move second child to first child ( temp uint) +0:29 'out_u1' ( temp uint) +0:29 AtomicExchange ( temp uint) +0:29 'gs_ua' ( shared uint) +0:29 'gs_ub' ( shared uint) +0:30 AtomicMax ( temp void) +0:30 'gs_ua' ( shared uint) +0:30 'gs_ub' ( shared uint) +0:31 move second child to first child ( temp uint) +0:31 'out_u1' ( temp uint) +0:31 AtomicMax ( temp uint) +0:31 'gs_ua' ( shared uint) +0:31 'gs_ub' ( shared uint) +0:32 AtomicMin ( temp void) +0:32 'gs_ua' ( shared uint) +0:32 'gs_ub' ( shared uint) +0:33 move second child to first child ( temp uint) +0:33 'out_u1' ( temp uint) +0:33 AtomicMin ( temp uint) +0:33 'gs_ua' ( shared uint) +0:33 'gs_ub' ( shared uint) +0:34 AtomicOr ( temp void) +0:34 'gs_ua' ( shared uint) +0:34 'gs_ub' ( shared uint) +0:35 move second child to first child ( temp uint) +0:35 'out_u1' ( temp uint) +0:35 AtomicOr ( temp uint) +0:35 'gs_ua' ( shared uint) +0:35 'gs_ub' ( shared uint) +0:36 AtomicXor ( temp void) +0:36 'gs_ua' ( shared uint) +0:36 'gs_ub' ( shared uint) +0:37 move second child to first child ( temp uint) +0:37 'out_u1' ( temp uint) +0:37 AtomicXor ( temp uint) +0:37 'gs_ua' ( shared uint) +0:37 'gs_ub' ( shared uint) 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 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) -0:45 'inF2' (in 1-component vector of float) +0:45 'inF0' ( in 1-component vector of float) +0:45 'inF1' ( in 1-component vector of float) +0:45 'inF2' ( in 1-component vector of float) 0:? Sequence 0:47 Branch: Return with expression 0:47 Constant: 0:47 0.000000 -0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:51 'inF2' (in 2-component vector of float) -0:51 'inU0' (in 2-component vector of uint) -0:51 'inU1' (in 2-component vector of uint) +0:51 'inF0' ( in 2-component vector of float) +0:51 'inF1' ( in 2-component vector of float) +0:51 'inF2' ( in 2-component vector of float) +0:51 'inU0' ( in 2-component vector of uint) +0:51 'inU1' ( in 2-component vector of uint) 0:? Sequence -0:55 all (temp bool) -0:55 'inF0' (in 2-component vector of float) -0:58 AtomicAdd (temp void) -0:58 'gs_ua2' (shared 2-component vector of uint) -0:58 'gs_ub2' (shared 2-component vector of uint) -0:59 move second child to first child (temp 2-component vector of uint) -0:59 'out_u2' (temp 2-component vector of uint) -0:59 AtomicAdd (temp 2-component vector of uint) -0:59 'gs_ua2' (shared 2-component vector of uint) -0:59 'gs_ub2' (shared 2-component vector of uint) -0:60 AtomicAnd (temp void) -0:60 'gs_ua2' (shared 2-component vector of uint) -0:60 'gs_ub2' (shared 2-component vector of uint) -0:61 move second child to first child (temp 2-component vector of uint) -0:61 'out_u2' (temp 2-component vector of uint) -0:61 AtomicAnd (temp 2-component vector of uint) -0:61 'gs_ua2' (shared 2-component vector of uint) -0:61 'gs_ub2' (shared 2-component vector of uint) -0:62 move second child to first child (temp 2-component vector of uint) -0:62 'out_u2' (temp 2-component vector of uint) -0:62 AtomicCompSwap (temp 2-component vector of uint) -0:62 'gs_ua2' (shared 2-component vector of uint) -0:62 'gs_ub2' (shared 2-component vector of uint) -0:62 'gs_uc2' (shared 2-component vector of uint) -0:63 move second child to first child (temp 2-component vector of uint) -0:63 'out_u2' (temp 2-component vector of uint) -0:63 AtomicExchange (temp 2-component vector of uint) -0:63 'gs_ua2' (shared 2-component vector of uint) -0:63 'gs_ub2' (shared 2-component vector of uint) -0:64 AtomicMax (temp void) -0:64 'gs_ua2' (shared 2-component vector of uint) -0:64 'gs_ub2' (shared 2-component vector of uint) -0:65 move second child to first child (temp 2-component vector of uint) -0:65 'out_u2' (temp 2-component vector of uint) -0:65 AtomicMax (temp 2-component vector of uint) -0:65 'gs_ua2' (shared 2-component vector of uint) -0:65 'gs_ub2' (shared 2-component vector of uint) -0:66 AtomicMin (temp void) -0:66 'gs_ua2' (shared 2-component vector of uint) -0:66 'gs_ub2' (shared 2-component vector of uint) -0:67 move second child to first child (temp 2-component vector of uint) -0:67 'out_u2' (temp 2-component vector of uint) -0:67 AtomicMin (temp 2-component vector of uint) -0:67 'gs_ua2' (shared 2-component vector of uint) -0:67 'gs_ub2' (shared 2-component vector of uint) -0:68 AtomicOr (temp void) -0:68 'gs_ua2' (shared 2-component vector of uint) -0:68 'gs_ub2' (shared 2-component vector of uint) -0:69 move second child to first child (temp 2-component vector of uint) -0:69 'out_u2' (temp 2-component vector of uint) -0:69 AtomicOr (temp 2-component vector of uint) -0:69 'gs_ua2' (shared 2-component vector of uint) -0:69 'gs_ub2' (shared 2-component vector of uint) -0:70 AtomicXor (temp void) -0:70 'gs_ua2' (shared 2-component vector of uint) -0:70 'gs_ub2' (shared 2-component vector of uint) -0:71 move second child to first child (temp 2-component vector of uint) -0:71 'out_u2' (temp 2-component vector of uint) -0:71 AtomicXor (temp 2-component vector of uint) -0:71 'gs_ua2' (shared 2-component vector of uint) -0:71 'gs_ub2' (shared 2-component vector of uint) +0:55 all ( temp bool) +0:55 'inF0' ( in 2-component vector of float) +0:58 AtomicAdd ( temp void) +0:58 'gs_ua2' ( shared 2-component vector of uint) +0:58 'gs_ub2' ( shared 2-component vector of uint) +0:59 move second child to first child ( temp 2-component vector of uint) +0:59 'out_u2' ( temp 2-component vector of uint) +0:59 AtomicAdd ( temp 2-component vector of uint) +0:59 'gs_ua2' ( shared 2-component vector of uint) +0:59 'gs_ub2' ( shared 2-component vector of uint) +0:60 AtomicAnd ( temp void) +0:60 'gs_ua2' ( shared 2-component vector of uint) +0:60 'gs_ub2' ( shared 2-component vector of uint) +0:61 move second child to first child ( temp 2-component vector of uint) +0:61 'out_u2' ( temp 2-component vector of uint) +0:61 AtomicAnd ( temp 2-component vector of uint) +0:61 'gs_ua2' ( shared 2-component vector of uint) +0:61 'gs_ub2' ( shared 2-component vector of uint) +0:62 move second child to first child ( temp 2-component vector of uint) +0:62 'out_u2' ( temp 2-component vector of uint) +0:62 AtomicCompSwap ( temp 2-component vector of uint) +0:62 'gs_ua2' ( shared 2-component vector of uint) +0:62 'gs_ub2' ( shared 2-component vector of uint) +0:62 'gs_uc2' ( shared 2-component vector of uint) +0:63 move second child to first child ( temp 2-component vector of uint) +0:63 'out_u2' ( temp 2-component vector of uint) +0:63 AtomicExchange ( temp 2-component vector of uint) +0:63 'gs_ua2' ( shared 2-component vector of uint) +0:63 'gs_ub2' ( shared 2-component vector of uint) +0:64 AtomicMax ( temp void) +0:64 'gs_ua2' ( shared 2-component vector of uint) +0:64 'gs_ub2' ( shared 2-component vector of uint) +0:65 move second child to first child ( temp 2-component vector of uint) +0:65 'out_u2' ( temp 2-component vector of uint) +0:65 AtomicMax ( temp 2-component vector of uint) +0:65 'gs_ua2' ( shared 2-component vector of uint) +0:65 'gs_ub2' ( shared 2-component vector of uint) +0:66 AtomicMin ( temp void) +0:66 'gs_ua2' ( shared 2-component vector of uint) +0:66 'gs_ub2' ( shared 2-component vector of uint) +0:67 move second child to first child ( temp 2-component vector of uint) +0:67 'out_u2' ( temp 2-component vector of uint) +0:67 AtomicMin ( temp 2-component vector of uint) +0:67 'gs_ua2' ( shared 2-component vector of uint) +0:67 'gs_ub2' ( shared 2-component vector of uint) +0:68 AtomicOr ( temp void) +0:68 'gs_ua2' ( shared 2-component vector of uint) +0:68 'gs_ub2' ( shared 2-component vector of uint) +0:69 move second child to first child ( temp 2-component vector of uint) +0:69 'out_u2' ( temp 2-component vector of uint) +0:69 AtomicOr ( temp 2-component vector of uint) +0:69 'gs_ua2' ( shared 2-component vector of uint) +0:69 'gs_ub2' ( shared 2-component vector of uint) +0:70 AtomicXor ( temp void) +0:70 'gs_ua2' ( shared 2-component vector of uint) +0:70 'gs_ub2' ( shared 2-component vector of uint) +0:71 move second child to first child ( temp 2-component vector of uint) +0:71 'out_u2' ( temp 2-component vector of uint) +0:71 AtomicXor ( temp 2-component vector of uint) +0:71 'gs_ua2' ( shared 2-component vector of uint) +0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:78 'inF2' (in 3-component vector of float) -0:78 'inU0' (in 3-component vector of uint) -0:78 'inU1' (in 3-component vector of uint) +0:78 'inF0' ( in 3-component vector of float) +0:78 'inF1' ( in 3-component vector of float) +0:78 'inF2' ( in 3-component vector of float) +0:78 'inU0' ( in 3-component vector of uint) +0:78 'inU1' ( in 3-component vector of uint) 0:? Sequence -0:82 all (temp bool) -0:82 'inF0' (in 3-component vector of float) -0:85 AtomicAdd (temp void) -0:85 'gs_ua3' (shared 3-component vector of uint) -0:85 'gs_ub3' (shared 3-component vector of uint) -0:86 move second child to first child (temp 3-component vector of uint) -0:86 'out_u3' (temp 3-component vector of uint) -0:86 AtomicAdd (temp 3-component vector of uint) -0:86 'gs_ua3' (shared 3-component vector of uint) -0:86 'gs_ub3' (shared 3-component vector of uint) -0:87 AtomicAnd (temp void) -0:87 'gs_ua3' (shared 3-component vector of uint) -0:87 'gs_ub3' (shared 3-component vector of uint) -0:88 move second child to first child (temp 3-component vector of uint) -0:88 'out_u3' (temp 3-component vector of uint) -0:88 AtomicAnd (temp 3-component vector of uint) -0:88 'gs_ua3' (shared 3-component vector of uint) -0:88 'gs_ub3' (shared 3-component vector of uint) -0:89 move second child to first child (temp 3-component vector of uint) -0:89 'out_u3' (temp 3-component vector of uint) -0:89 AtomicCompSwap (temp 3-component vector of uint) -0:89 'gs_ua3' (shared 3-component vector of uint) -0:89 'gs_ub3' (shared 3-component vector of uint) -0:89 'gs_uc3' (shared 3-component vector of uint) -0:90 move second child to first child (temp 3-component vector of uint) -0:90 'out_u3' (temp 3-component vector of uint) -0:90 AtomicExchange (temp 3-component vector of uint) -0:90 'gs_ua3' (shared 3-component vector of uint) -0:90 'gs_ub3' (shared 3-component vector of uint) -0:91 AtomicMax (temp void) -0:91 'gs_ua3' (shared 3-component vector of uint) -0:91 'gs_ub3' (shared 3-component vector of uint) -0:92 move second child to first child (temp 3-component vector of uint) -0:92 'out_u3' (temp 3-component vector of uint) -0:92 AtomicMax (temp 3-component vector of uint) -0:92 'gs_ua3' (shared 3-component vector of uint) -0:92 'gs_ub3' (shared 3-component vector of uint) -0:93 AtomicMin (temp void) -0:93 'gs_ua3' (shared 3-component vector of uint) -0:93 'gs_ub3' (shared 3-component vector of uint) -0:94 move second child to first child (temp 3-component vector of uint) -0:94 'out_u3' (temp 3-component vector of uint) -0:94 AtomicMin (temp 3-component vector of uint) -0:94 'gs_ua3' (shared 3-component vector of uint) -0:94 'gs_ub3' (shared 3-component vector of uint) -0:95 AtomicOr (temp void) -0:95 'gs_ua3' (shared 3-component vector of uint) -0:95 'gs_ub3' (shared 3-component vector of uint) -0:96 move second child to first child (temp 3-component vector of uint) -0:96 'out_u3' (temp 3-component vector of uint) -0:96 AtomicOr (temp 3-component vector of uint) -0:96 'gs_ua3' (shared 3-component vector of uint) -0:96 'gs_ub3' (shared 3-component vector of uint) -0:97 AtomicXor (temp void) -0:97 'gs_ua3' (shared 3-component vector of uint) -0:97 'gs_ub3' (shared 3-component vector of uint) -0:98 move second child to first child (temp 3-component vector of uint) -0:98 'out_u3' (temp 3-component vector of uint) -0:98 AtomicXor (temp 3-component vector of uint) -0:98 'gs_ua3' (shared 3-component vector of uint) -0:98 'gs_ub3' (shared 3-component vector of uint) +0:82 all ( temp bool) +0:82 'inF0' ( in 3-component vector of float) +0:85 AtomicAdd ( temp void) +0:85 'gs_ua3' ( shared 3-component vector of uint) +0:85 'gs_ub3' ( shared 3-component vector of uint) +0:86 move second child to first child ( temp 3-component vector of uint) +0:86 'out_u3' ( temp 3-component vector of uint) +0:86 AtomicAdd ( temp 3-component vector of uint) +0:86 'gs_ua3' ( shared 3-component vector of uint) +0:86 'gs_ub3' ( shared 3-component vector of uint) +0:87 AtomicAnd ( temp void) +0:87 'gs_ua3' ( shared 3-component vector of uint) +0:87 'gs_ub3' ( shared 3-component vector of uint) +0:88 move second child to first child ( temp 3-component vector of uint) +0:88 'out_u3' ( temp 3-component vector of uint) +0:88 AtomicAnd ( temp 3-component vector of uint) +0:88 'gs_ua3' ( shared 3-component vector of uint) +0:88 'gs_ub3' ( shared 3-component vector of uint) +0:89 move second child to first child ( temp 3-component vector of uint) +0:89 'out_u3' ( temp 3-component vector of uint) +0:89 AtomicCompSwap ( temp 3-component vector of uint) +0:89 'gs_ua3' ( shared 3-component vector of uint) +0:89 'gs_ub3' ( shared 3-component vector of uint) +0:89 'gs_uc3' ( shared 3-component vector of uint) +0:90 move second child to first child ( temp 3-component vector of uint) +0:90 'out_u3' ( temp 3-component vector of uint) +0:90 AtomicExchange ( temp 3-component vector of uint) +0:90 'gs_ua3' ( shared 3-component vector of uint) +0:90 'gs_ub3' ( shared 3-component vector of uint) +0:91 AtomicMax ( temp void) +0:91 'gs_ua3' ( shared 3-component vector of uint) +0:91 'gs_ub3' ( shared 3-component vector of uint) +0:92 move second child to first child ( temp 3-component vector of uint) +0:92 'out_u3' ( temp 3-component vector of uint) +0:92 AtomicMax ( temp 3-component vector of uint) +0:92 'gs_ua3' ( shared 3-component vector of uint) +0:92 'gs_ub3' ( shared 3-component vector of uint) +0:93 AtomicMin ( temp void) +0:93 'gs_ua3' ( shared 3-component vector of uint) +0:93 'gs_ub3' ( shared 3-component vector of uint) +0:94 move second child to first child ( temp 3-component vector of uint) +0:94 'out_u3' ( temp 3-component vector of uint) +0:94 AtomicMin ( temp 3-component vector of uint) +0:94 'gs_ua3' ( shared 3-component vector of uint) +0:94 'gs_ub3' ( shared 3-component vector of uint) +0:95 AtomicOr ( temp void) +0:95 'gs_ua3' ( shared 3-component vector of uint) +0:95 'gs_ub3' ( shared 3-component vector of uint) +0:96 move second child to first child ( temp 3-component vector of uint) +0:96 'out_u3' ( temp 3-component vector of uint) +0:96 AtomicOr ( temp 3-component vector of uint) +0:96 'gs_ua3' ( shared 3-component vector of uint) +0:96 'gs_ub3' ( shared 3-component vector of uint) +0:97 AtomicXor ( temp void) +0:97 'gs_ua3' ( shared 3-component vector of uint) +0:97 'gs_ub3' ( shared 3-component vector of uint) +0:98 move second child to first child ( temp 3-component vector of uint) +0:98 'out_u3' ( temp 3-component vector of uint) +0:98 AtomicXor ( temp 3-component vector of uint) +0:98 'gs_ua3' ( shared 3-component vector of uint) +0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 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' (in 4-component vector of float) -0:105 'inF1' (in 4-component vector of float) -0:105 'inF2' (in 4-component vector of float) -0:105 'inU0' (in 4-component vector of uint) -0:105 'inU1' (in 4-component vector of uint) +0:105 'inF0' ( in 4-component vector of float) +0:105 'inF1' ( in 4-component vector of float) +0:105 'inF2' ( in 4-component vector of float) +0:105 'inU0' ( in 4-component vector of uint) +0:105 'inU1' ( in 4-component vector of uint) 0:? Sequence -0:109 all (temp bool) -0:109 'inF0' (in 4-component vector of float) -0:112 AtomicAdd (temp void) -0:112 'gs_ua4' (shared 4-component vector of uint) -0:112 'gs_ub4' (shared 4-component vector of uint) -0:113 move second child to first child (temp 4-component vector of uint) -0:113 'out_u4' (temp 4-component vector of uint) -0:113 AtomicAdd (temp 4-component vector of uint) -0:113 'gs_ua4' (shared 4-component vector of uint) -0:113 'gs_ub4' (shared 4-component vector of uint) -0:114 AtomicAnd (temp void) -0:114 'gs_ua4' (shared 4-component vector of uint) -0:114 'gs_ub4' (shared 4-component vector of uint) -0:115 move second child to first child (temp 4-component vector of uint) -0:115 'out_u4' (temp 4-component vector of uint) -0:115 AtomicAnd (temp 4-component vector of uint) -0:115 'gs_ua4' (shared 4-component vector of uint) -0:115 'gs_ub4' (shared 4-component vector of uint) -0:116 move second child to first child (temp 4-component vector of uint) -0:116 'out_u4' (temp 4-component vector of uint) -0:116 AtomicCompSwap (temp 4-component vector of uint) -0:116 'gs_ua4' (shared 4-component vector of uint) -0:116 'gs_ub4' (shared 4-component vector of uint) -0:116 'gs_uc4' (shared 4-component vector of uint) -0:117 move second child to first child (temp 4-component vector of uint) -0:117 'out_u4' (temp 4-component vector of uint) -0:117 AtomicExchange (temp 4-component vector of uint) -0:117 'gs_ua4' (shared 4-component vector of uint) -0:117 'gs_ub4' (shared 4-component vector of uint) -0:118 AtomicMax (temp void) -0:118 'gs_ua4' (shared 4-component vector of uint) -0:118 'gs_ub4' (shared 4-component vector of uint) -0:119 move second child to first child (temp 4-component vector of uint) -0:119 'out_u4' (temp 4-component vector of uint) -0:119 AtomicMax (temp 4-component vector of uint) -0:119 'gs_ua4' (shared 4-component vector of uint) -0:119 'gs_ub4' (shared 4-component vector of uint) -0:120 AtomicMin (temp void) -0:120 'gs_ua4' (shared 4-component vector of uint) -0:120 'gs_ub4' (shared 4-component vector of uint) -0:121 move second child to first child (temp 4-component vector of uint) -0:121 'out_u4' (temp 4-component vector of uint) -0:121 AtomicMin (temp 4-component vector of uint) -0:121 'gs_ua4' (shared 4-component vector of uint) -0:121 'gs_ub4' (shared 4-component vector of uint) -0:122 AtomicOr (temp void) -0:122 'gs_ua4' (shared 4-component vector of uint) -0:122 'gs_ub4' (shared 4-component vector of uint) -0:123 move second child to first child (temp 4-component vector of uint) -0:123 'out_u4' (temp 4-component vector of uint) -0:123 AtomicOr (temp 4-component vector of uint) -0:123 'gs_ua4' (shared 4-component vector of uint) -0:123 'gs_ub4' (shared 4-component vector of uint) -0:124 AtomicXor (temp void) -0:124 'gs_ua4' (shared 4-component vector of uint) -0:124 'gs_ub4' (shared 4-component vector of uint) -0:125 move second child to first child (temp 4-component vector of uint) -0:125 'out_u4' (temp 4-component vector of uint) -0:125 AtomicXor (temp 4-component vector of uint) -0:125 'gs_ua4' (shared 4-component vector of uint) -0:125 'gs_ub4' (shared 4-component vector of uint) +0:109 all ( temp bool) +0:109 'inF0' ( in 4-component vector of float) +0:112 AtomicAdd ( temp void) +0:112 'gs_ua4' ( shared 4-component vector of uint) +0:112 'gs_ub4' ( shared 4-component vector of uint) +0:113 move second child to first child ( temp 4-component vector of uint) +0:113 'out_u4' ( temp 4-component vector of uint) +0:113 AtomicAdd ( temp 4-component vector of uint) +0:113 'gs_ua4' ( shared 4-component vector of uint) +0:113 'gs_ub4' ( shared 4-component vector of uint) +0:114 AtomicAnd ( temp void) +0:114 'gs_ua4' ( shared 4-component vector of uint) +0:114 'gs_ub4' ( shared 4-component vector of uint) +0:115 move second child to first child ( temp 4-component vector of uint) +0:115 'out_u4' ( temp 4-component vector of uint) +0:115 AtomicAnd ( temp 4-component vector of uint) +0:115 'gs_ua4' ( shared 4-component vector of uint) +0:115 'gs_ub4' ( shared 4-component vector of uint) +0:116 move second child to first child ( temp 4-component vector of uint) +0:116 'out_u4' ( temp 4-component vector of uint) +0:116 AtomicCompSwap ( temp 4-component vector of uint) +0:116 'gs_ua4' ( shared 4-component vector of uint) +0:116 'gs_ub4' ( shared 4-component vector of uint) +0:116 'gs_uc4' ( shared 4-component vector of uint) +0:117 move second child to first child ( temp 4-component vector of uint) +0:117 'out_u4' ( temp 4-component vector of uint) +0:117 AtomicExchange ( temp 4-component vector of uint) +0:117 'gs_ua4' ( shared 4-component vector of uint) +0:117 'gs_ub4' ( shared 4-component vector of uint) +0:118 AtomicMax ( temp void) +0:118 'gs_ua4' ( shared 4-component vector of uint) +0:118 'gs_ub4' ( shared 4-component vector of uint) +0:119 move second child to first child ( temp 4-component vector of uint) +0:119 'out_u4' ( temp 4-component vector of uint) +0:119 AtomicMax ( temp 4-component vector of uint) +0:119 'gs_ua4' ( shared 4-component vector of uint) +0:119 'gs_ub4' ( shared 4-component vector of uint) +0:120 AtomicMin ( temp void) +0:120 'gs_ua4' ( shared 4-component vector of uint) +0:120 'gs_ub4' ( shared 4-component vector of uint) +0:121 move second child to first child ( temp 4-component vector of uint) +0:121 'out_u4' ( temp 4-component vector of uint) +0:121 AtomicMin ( temp 4-component vector of uint) +0:121 'gs_ua4' ( shared 4-component vector of uint) +0:121 'gs_ub4' ( shared 4-component vector of uint) +0:122 AtomicOr ( temp void) +0:122 'gs_ua4' ( shared 4-component vector of uint) +0:122 'gs_ub4' ( shared 4-component vector of uint) +0:123 move second child to first child ( temp 4-component vector of uint) +0:123 'out_u4' ( temp 4-component vector of uint) +0:123 AtomicOr ( temp 4-component vector of uint) +0:123 'gs_ua4' ( shared 4-component vector of uint) +0:123 'gs_ub4' ( shared 4-component vector of uint) +0:124 AtomicXor ( temp void) +0:124 'gs_ua4' ( shared 4-component vector of uint) +0:124 'gs_ub4' ( shared 4-component vector of uint) +0:125 move second child to first child ( temp 4-component vector of uint) +0:125 'out_u4' ( temp 4-component vector of uint) +0:125 AtomicXor ( temp 4-component vector of uint) +0:125 'gs_ua4' ( shared 4-component vector of uint) +0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:105 Function Definition: ComputeShaderFunction( (temp void) +0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of uint) -0:? 'inU0' (temp 4-component vector of uint) -0:? 'inU0' (layout(location=3 ) in 4-component vector of uint) -0:105 move second child to first child (temp 4-component vector of uint) -0:? 'inU1' (temp 4-component vector of uint) -0:? 'inU1' (layout(location=4 ) in 4-component vector of uint) -0:105 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:105 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inU0' (temp 4-component vector of uint) -0:? 'inU1' (temp 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of uint) +0:? 'inU0' ( temp 4-component vector of uint) +0:? 'inU0' (layout( location=3) in 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of uint) +0:? 'inU1' ( temp 4-component vector of uint) +0:? 'inU1' (layout( location=4) in 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:105 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inU0' ( temp 4-component vector of uint) +0:? 'inU1' ( temp 4-component vector of uint) 0:? Linker Objects -0:? 'gs_ua' (shared uint) -0:? 'gs_ub' (shared uint) -0:? 'gs_uc' (shared uint) -0:? 'gs_ua2' (shared 2-component vector of uint) -0:? 'gs_ub2' (shared 2-component vector of uint) -0:? 'gs_uc2' (shared 2-component vector of uint) -0:? 'gs_ua3' (shared 3-component vector of uint) -0:? 'gs_ub3' (shared 3-component vector of uint) -0:? 'gs_uc3' (shared 3-component vector of uint) -0:? 'gs_ua4' (shared 4-component vector of uint) -0:? 'gs_ub4' (shared 4-component vector of uint) -0:? 'gs_uc4' (shared 4-component vector of uint) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inU0' (layout(location=3 ) in 4-component vector of uint) -0:? 'inU1' (layout(location=4 ) in 4-component vector of uint) +0:? 'gs_ua' ( shared uint) +0:? 'gs_ub' ( shared uint) +0:? 'gs_uc' ( shared uint) +0:? 'gs_ua2' ( shared 2-component vector of uint) +0:? 'gs_ub2' ( shared 2-component vector of uint) +0:? 'gs_uc2' ( shared 2-component vector of uint) +0:? 'gs_ua3' ( shared 3-component vector of uint) +0:? 'gs_ub3' ( shared 3-component vector of uint) +0:? 'gs_uc3' ( shared 3-component vector of uint) +0:? 'gs_ua4' ( shared 4-component vector of uint) +0:? 'gs_ub4' ( shared 4-component vector of uint) +0:? 'gs_uc4' ( shared 4-component vector of uint) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inU0' (layout( location=3) in 4-component vector of uint) +0:? 'inU1' (layout( location=4) in 4-component vector of uint) Linked compute stage: @@ -358,354 +358,354 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:17 'inF2' (in float) -0:17 'inU0' (in uint) -0:17 'inU1' (in uint) +0:17 'inF0' ( in float) +0:17 'inF1' ( in float) +0:17 'inF2' ( in float) +0:17 'inU0' ( in uint) +0:17 'inU1' ( in uint) 0:? Sequence -0:21 all (temp bool) -0:21 'inF0' (in float) -0:24 AtomicAdd (temp void) -0:24 'gs_ua' (shared uint) -0:24 'gs_ub' (shared uint) -0:25 move second child to first child (temp uint) -0:25 'out_u1' (temp uint) -0:25 AtomicAdd (temp uint) -0:25 'gs_ua' (shared uint) -0:25 'gs_ub' (shared uint) -0:26 AtomicAnd (temp void) -0:26 'gs_ua' (shared uint) -0:26 'gs_ub' (shared uint) -0:27 move second child to first child (temp uint) -0:27 'out_u1' (temp uint) -0:27 AtomicAnd (temp uint) -0:27 'gs_ua' (shared uint) -0:27 'gs_ub' (shared uint) -0:28 move second child to first child (temp uint) -0:28 'out_u1' (temp uint) -0:28 AtomicCompSwap (temp uint) -0:28 'gs_ua' (shared uint) -0:28 'gs_ub' (shared uint) -0:28 'gs_uc' (shared uint) -0:29 move second child to first child (temp uint) -0:29 'out_u1' (temp uint) -0:29 AtomicExchange (temp uint) -0:29 'gs_ua' (shared uint) -0:29 'gs_ub' (shared uint) -0:30 AtomicMax (temp void) -0:30 'gs_ua' (shared uint) -0:30 'gs_ub' (shared uint) -0:31 move second child to first child (temp uint) -0:31 'out_u1' (temp uint) -0:31 AtomicMax (temp uint) -0:31 'gs_ua' (shared uint) -0:31 'gs_ub' (shared uint) -0:32 AtomicMin (temp void) -0:32 'gs_ua' (shared uint) -0:32 'gs_ub' (shared uint) -0:33 move second child to first child (temp uint) -0:33 'out_u1' (temp uint) -0:33 AtomicMin (temp uint) -0:33 'gs_ua' (shared uint) -0:33 'gs_ub' (shared uint) -0:34 AtomicOr (temp void) -0:34 'gs_ua' (shared uint) -0:34 'gs_ub' (shared uint) -0:35 move second child to first child (temp uint) -0:35 'out_u1' (temp uint) -0:35 AtomicOr (temp uint) -0:35 'gs_ua' (shared uint) -0:35 'gs_ub' (shared uint) -0:36 AtomicXor (temp void) -0:36 'gs_ua' (shared uint) -0:36 'gs_ub' (shared uint) -0:37 move second child to first child (temp uint) -0:37 'out_u1' (temp uint) -0:37 AtomicXor (temp uint) -0:37 'gs_ua' (shared uint) -0:37 'gs_ub' (shared uint) +0:21 all ( temp bool) +0:21 'inF0' ( in float) +0:24 AtomicAdd ( temp void) +0:24 'gs_ua' ( shared uint) +0:24 'gs_ub' ( shared uint) +0:25 move second child to first child ( temp uint) +0:25 'out_u1' ( temp uint) +0:25 AtomicAdd ( temp uint) +0:25 'gs_ua' ( shared uint) +0:25 'gs_ub' ( shared uint) +0:26 AtomicAnd ( temp void) +0:26 'gs_ua' ( shared uint) +0:26 'gs_ub' ( shared uint) +0:27 move second child to first child ( temp uint) +0:27 'out_u1' ( temp uint) +0:27 AtomicAnd ( temp uint) +0:27 'gs_ua' ( shared uint) +0:27 'gs_ub' ( shared uint) +0:28 move second child to first child ( temp uint) +0:28 'out_u1' ( temp uint) +0:28 AtomicCompSwap ( temp uint) +0:28 'gs_ua' ( shared uint) +0:28 'gs_ub' ( shared uint) +0:28 'gs_uc' ( shared uint) +0:29 move second child to first child ( temp uint) +0:29 'out_u1' ( temp uint) +0:29 AtomicExchange ( temp uint) +0:29 'gs_ua' ( shared uint) +0:29 'gs_ub' ( shared uint) +0:30 AtomicMax ( temp void) +0:30 'gs_ua' ( shared uint) +0:30 'gs_ub' ( shared uint) +0:31 move second child to first child ( temp uint) +0:31 'out_u1' ( temp uint) +0:31 AtomicMax ( temp uint) +0:31 'gs_ua' ( shared uint) +0:31 'gs_ub' ( shared uint) +0:32 AtomicMin ( temp void) +0:32 'gs_ua' ( shared uint) +0:32 'gs_ub' ( shared uint) +0:33 move second child to first child ( temp uint) +0:33 'out_u1' ( temp uint) +0:33 AtomicMin ( temp uint) +0:33 'gs_ua' ( shared uint) +0:33 'gs_ub' ( shared uint) +0:34 AtomicOr ( temp void) +0:34 'gs_ua' ( shared uint) +0:34 'gs_ub' ( shared uint) +0:35 move second child to first child ( temp uint) +0:35 'out_u1' ( temp uint) +0:35 AtomicOr ( temp uint) +0:35 'gs_ua' ( shared uint) +0:35 'gs_ub' ( shared uint) +0:36 AtomicXor ( temp void) +0:36 'gs_ua' ( shared uint) +0:36 'gs_ub' ( shared uint) +0:37 move second child to first child ( temp uint) +0:37 'out_u1' ( temp uint) +0:37 AtomicXor ( temp uint) +0:37 'gs_ua' ( shared uint) +0:37 'gs_ub' ( shared uint) 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 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) -0:45 'inF2' (in 1-component vector of float) +0:45 'inF0' ( in 1-component vector of float) +0:45 'inF1' ( in 1-component vector of float) +0:45 'inF2' ( in 1-component vector of float) 0:? Sequence 0:47 Branch: Return with expression 0:47 Constant: 0:47 0.000000 -0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:51 'inF2' (in 2-component vector of float) -0:51 'inU0' (in 2-component vector of uint) -0:51 'inU1' (in 2-component vector of uint) +0:51 'inF0' ( in 2-component vector of float) +0:51 'inF1' ( in 2-component vector of float) +0:51 'inF2' ( in 2-component vector of float) +0:51 'inU0' ( in 2-component vector of uint) +0:51 'inU1' ( in 2-component vector of uint) 0:? Sequence -0:55 all (temp bool) -0:55 'inF0' (in 2-component vector of float) -0:58 AtomicAdd (temp void) -0:58 'gs_ua2' (shared 2-component vector of uint) -0:58 'gs_ub2' (shared 2-component vector of uint) -0:59 move second child to first child (temp 2-component vector of uint) -0:59 'out_u2' (temp 2-component vector of uint) -0:59 AtomicAdd (temp 2-component vector of uint) -0:59 'gs_ua2' (shared 2-component vector of uint) -0:59 'gs_ub2' (shared 2-component vector of uint) -0:60 AtomicAnd (temp void) -0:60 'gs_ua2' (shared 2-component vector of uint) -0:60 'gs_ub2' (shared 2-component vector of uint) -0:61 move second child to first child (temp 2-component vector of uint) -0:61 'out_u2' (temp 2-component vector of uint) -0:61 AtomicAnd (temp 2-component vector of uint) -0:61 'gs_ua2' (shared 2-component vector of uint) -0:61 'gs_ub2' (shared 2-component vector of uint) -0:62 move second child to first child (temp 2-component vector of uint) -0:62 'out_u2' (temp 2-component vector of uint) -0:62 AtomicCompSwap (temp 2-component vector of uint) -0:62 'gs_ua2' (shared 2-component vector of uint) -0:62 'gs_ub2' (shared 2-component vector of uint) -0:62 'gs_uc2' (shared 2-component vector of uint) -0:63 move second child to first child (temp 2-component vector of uint) -0:63 'out_u2' (temp 2-component vector of uint) -0:63 AtomicExchange (temp 2-component vector of uint) -0:63 'gs_ua2' (shared 2-component vector of uint) -0:63 'gs_ub2' (shared 2-component vector of uint) -0:64 AtomicMax (temp void) -0:64 'gs_ua2' (shared 2-component vector of uint) -0:64 'gs_ub2' (shared 2-component vector of uint) -0:65 move second child to first child (temp 2-component vector of uint) -0:65 'out_u2' (temp 2-component vector of uint) -0:65 AtomicMax (temp 2-component vector of uint) -0:65 'gs_ua2' (shared 2-component vector of uint) -0:65 'gs_ub2' (shared 2-component vector of uint) -0:66 AtomicMin (temp void) -0:66 'gs_ua2' (shared 2-component vector of uint) -0:66 'gs_ub2' (shared 2-component vector of uint) -0:67 move second child to first child (temp 2-component vector of uint) -0:67 'out_u2' (temp 2-component vector of uint) -0:67 AtomicMin (temp 2-component vector of uint) -0:67 'gs_ua2' (shared 2-component vector of uint) -0:67 'gs_ub2' (shared 2-component vector of uint) -0:68 AtomicOr (temp void) -0:68 'gs_ua2' (shared 2-component vector of uint) -0:68 'gs_ub2' (shared 2-component vector of uint) -0:69 move second child to first child (temp 2-component vector of uint) -0:69 'out_u2' (temp 2-component vector of uint) -0:69 AtomicOr (temp 2-component vector of uint) -0:69 'gs_ua2' (shared 2-component vector of uint) -0:69 'gs_ub2' (shared 2-component vector of uint) -0:70 AtomicXor (temp void) -0:70 'gs_ua2' (shared 2-component vector of uint) -0:70 'gs_ub2' (shared 2-component vector of uint) -0:71 move second child to first child (temp 2-component vector of uint) -0:71 'out_u2' (temp 2-component vector of uint) -0:71 AtomicXor (temp 2-component vector of uint) -0:71 'gs_ua2' (shared 2-component vector of uint) -0:71 'gs_ub2' (shared 2-component vector of uint) +0:55 all ( temp bool) +0:55 'inF0' ( in 2-component vector of float) +0:58 AtomicAdd ( temp void) +0:58 'gs_ua2' ( shared 2-component vector of uint) +0:58 'gs_ub2' ( shared 2-component vector of uint) +0:59 move second child to first child ( temp 2-component vector of uint) +0:59 'out_u2' ( temp 2-component vector of uint) +0:59 AtomicAdd ( temp 2-component vector of uint) +0:59 'gs_ua2' ( shared 2-component vector of uint) +0:59 'gs_ub2' ( shared 2-component vector of uint) +0:60 AtomicAnd ( temp void) +0:60 'gs_ua2' ( shared 2-component vector of uint) +0:60 'gs_ub2' ( shared 2-component vector of uint) +0:61 move second child to first child ( temp 2-component vector of uint) +0:61 'out_u2' ( temp 2-component vector of uint) +0:61 AtomicAnd ( temp 2-component vector of uint) +0:61 'gs_ua2' ( shared 2-component vector of uint) +0:61 'gs_ub2' ( shared 2-component vector of uint) +0:62 move second child to first child ( temp 2-component vector of uint) +0:62 'out_u2' ( temp 2-component vector of uint) +0:62 AtomicCompSwap ( temp 2-component vector of uint) +0:62 'gs_ua2' ( shared 2-component vector of uint) +0:62 'gs_ub2' ( shared 2-component vector of uint) +0:62 'gs_uc2' ( shared 2-component vector of uint) +0:63 move second child to first child ( temp 2-component vector of uint) +0:63 'out_u2' ( temp 2-component vector of uint) +0:63 AtomicExchange ( temp 2-component vector of uint) +0:63 'gs_ua2' ( shared 2-component vector of uint) +0:63 'gs_ub2' ( shared 2-component vector of uint) +0:64 AtomicMax ( temp void) +0:64 'gs_ua2' ( shared 2-component vector of uint) +0:64 'gs_ub2' ( shared 2-component vector of uint) +0:65 move second child to first child ( temp 2-component vector of uint) +0:65 'out_u2' ( temp 2-component vector of uint) +0:65 AtomicMax ( temp 2-component vector of uint) +0:65 'gs_ua2' ( shared 2-component vector of uint) +0:65 'gs_ub2' ( shared 2-component vector of uint) +0:66 AtomicMin ( temp void) +0:66 'gs_ua2' ( shared 2-component vector of uint) +0:66 'gs_ub2' ( shared 2-component vector of uint) +0:67 move second child to first child ( temp 2-component vector of uint) +0:67 'out_u2' ( temp 2-component vector of uint) +0:67 AtomicMin ( temp 2-component vector of uint) +0:67 'gs_ua2' ( shared 2-component vector of uint) +0:67 'gs_ub2' ( shared 2-component vector of uint) +0:68 AtomicOr ( temp void) +0:68 'gs_ua2' ( shared 2-component vector of uint) +0:68 'gs_ub2' ( shared 2-component vector of uint) +0:69 move second child to first child ( temp 2-component vector of uint) +0:69 'out_u2' ( temp 2-component vector of uint) +0:69 AtomicOr ( temp 2-component vector of uint) +0:69 'gs_ua2' ( shared 2-component vector of uint) +0:69 'gs_ub2' ( shared 2-component vector of uint) +0:70 AtomicXor ( temp void) +0:70 'gs_ua2' ( shared 2-component vector of uint) +0:70 'gs_ub2' ( shared 2-component vector of uint) +0:71 move second child to first child ( temp 2-component vector of uint) +0:71 'out_u2' ( temp 2-component vector of uint) +0:71 AtomicXor ( temp 2-component vector of uint) +0:71 'gs_ua2' ( shared 2-component vector of uint) +0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:78 'inF2' (in 3-component vector of float) -0:78 'inU0' (in 3-component vector of uint) -0:78 'inU1' (in 3-component vector of uint) +0:78 'inF0' ( in 3-component vector of float) +0:78 'inF1' ( in 3-component vector of float) +0:78 'inF2' ( in 3-component vector of float) +0:78 'inU0' ( in 3-component vector of uint) +0:78 'inU1' ( in 3-component vector of uint) 0:? Sequence -0:82 all (temp bool) -0:82 'inF0' (in 3-component vector of float) -0:85 AtomicAdd (temp void) -0:85 'gs_ua3' (shared 3-component vector of uint) -0:85 'gs_ub3' (shared 3-component vector of uint) -0:86 move second child to first child (temp 3-component vector of uint) -0:86 'out_u3' (temp 3-component vector of uint) -0:86 AtomicAdd (temp 3-component vector of uint) -0:86 'gs_ua3' (shared 3-component vector of uint) -0:86 'gs_ub3' (shared 3-component vector of uint) -0:87 AtomicAnd (temp void) -0:87 'gs_ua3' (shared 3-component vector of uint) -0:87 'gs_ub3' (shared 3-component vector of uint) -0:88 move second child to first child (temp 3-component vector of uint) -0:88 'out_u3' (temp 3-component vector of uint) -0:88 AtomicAnd (temp 3-component vector of uint) -0:88 'gs_ua3' (shared 3-component vector of uint) -0:88 'gs_ub3' (shared 3-component vector of uint) -0:89 move second child to first child (temp 3-component vector of uint) -0:89 'out_u3' (temp 3-component vector of uint) -0:89 AtomicCompSwap (temp 3-component vector of uint) -0:89 'gs_ua3' (shared 3-component vector of uint) -0:89 'gs_ub3' (shared 3-component vector of uint) -0:89 'gs_uc3' (shared 3-component vector of uint) -0:90 move second child to first child (temp 3-component vector of uint) -0:90 'out_u3' (temp 3-component vector of uint) -0:90 AtomicExchange (temp 3-component vector of uint) -0:90 'gs_ua3' (shared 3-component vector of uint) -0:90 'gs_ub3' (shared 3-component vector of uint) -0:91 AtomicMax (temp void) -0:91 'gs_ua3' (shared 3-component vector of uint) -0:91 'gs_ub3' (shared 3-component vector of uint) -0:92 move second child to first child (temp 3-component vector of uint) -0:92 'out_u3' (temp 3-component vector of uint) -0:92 AtomicMax (temp 3-component vector of uint) -0:92 'gs_ua3' (shared 3-component vector of uint) -0:92 'gs_ub3' (shared 3-component vector of uint) -0:93 AtomicMin (temp void) -0:93 'gs_ua3' (shared 3-component vector of uint) -0:93 'gs_ub3' (shared 3-component vector of uint) -0:94 move second child to first child (temp 3-component vector of uint) -0:94 'out_u3' (temp 3-component vector of uint) -0:94 AtomicMin (temp 3-component vector of uint) -0:94 'gs_ua3' (shared 3-component vector of uint) -0:94 'gs_ub3' (shared 3-component vector of uint) -0:95 AtomicOr (temp void) -0:95 'gs_ua3' (shared 3-component vector of uint) -0:95 'gs_ub3' (shared 3-component vector of uint) -0:96 move second child to first child (temp 3-component vector of uint) -0:96 'out_u3' (temp 3-component vector of uint) -0:96 AtomicOr (temp 3-component vector of uint) -0:96 'gs_ua3' (shared 3-component vector of uint) -0:96 'gs_ub3' (shared 3-component vector of uint) -0:97 AtomicXor (temp void) -0:97 'gs_ua3' (shared 3-component vector of uint) -0:97 'gs_ub3' (shared 3-component vector of uint) -0:98 move second child to first child (temp 3-component vector of uint) -0:98 'out_u3' (temp 3-component vector of uint) -0:98 AtomicXor (temp 3-component vector of uint) -0:98 'gs_ua3' (shared 3-component vector of uint) -0:98 'gs_ub3' (shared 3-component vector of uint) +0:82 all ( temp bool) +0:82 'inF0' ( in 3-component vector of float) +0:85 AtomicAdd ( temp void) +0:85 'gs_ua3' ( shared 3-component vector of uint) +0:85 'gs_ub3' ( shared 3-component vector of uint) +0:86 move second child to first child ( temp 3-component vector of uint) +0:86 'out_u3' ( temp 3-component vector of uint) +0:86 AtomicAdd ( temp 3-component vector of uint) +0:86 'gs_ua3' ( shared 3-component vector of uint) +0:86 'gs_ub3' ( shared 3-component vector of uint) +0:87 AtomicAnd ( temp void) +0:87 'gs_ua3' ( shared 3-component vector of uint) +0:87 'gs_ub3' ( shared 3-component vector of uint) +0:88 move second child to first child ( temp 3-component vector of uint) +0:88 'out_u3' ( temp 3-component vector of uint) +0:88 AtomicAnd ( temp 3-component vector of uint) +0:88 'gs_ua3' ( shared 3-component vector of uint) +0:88 'gs_ub3' ( shared 3-component vector of uint) +0:89 move second child to first child ( temp 3-component vector of uint) +0:89 'out_u3' ( temp 3-component vector of uint) +0:89 AtomicCompSwap ( temp 3-component vector of uint) +0:89 'gs_ua3' ( shared 3-component vector of uint) +0:89 'gs_ub3' ( shared 3-component vector of uint) +0:89 'gs_uc3' ( shared 3-component vector of uint) +0:90 move second child to first child ( temp 3-component vector of uint) +0:90 'out_u3' ( temp 3-component vector of uint) +0:90 AtomicExchange ( temp 3-component vector of uint) +0:90 'gs_ua3' ( shared 3-component vector of uint) +0:90 'gs_ub3' ( shared 3-component vector of uint) +0:91 AtomicMax ( temp void) +0:91 'gs_ua3' ( shared 3-component vector of uint) +0:91 'gs_ub3' ( shared 3-component vector of uint) +0:92 move second child to first child ( temp 3-component vector of uint) +0:92 'out_u3' ( temp 3-component vector of uint) +0:92 AtomicMax ( temp 3-component vector of uint) +0:92 'gs_ua3' ( shared 3-component vector of uint) +0:92 'gs_ub3' ( shared 3-component vector of uint) +0:93 AtomicMin ( temp void) +0:93 'gs_ua3' ( shared 3-component vector of uint) +0:93 'gs_ub3' ( shared 3-component vector of uint) +0:94 move second child to first child ( temp 3-component vector of uint) +0:94 'out_u3' ( temp 3-component vector of uint) +0:94 AtomicMin ( temp 3-component vector of uint) +0:94 'gs_ua3' ( shared 3-component vector of uint) +0:94 'gs_ub3' ( shared 3-component vector of uint) +0:95 AtomicOr ( temp void) +0:95 'gs_ua3' ( shared 3-component vector of uint) +0:95 'gs_ub3' ( shared 3-component vector of uint) +0:96 move second child to first child ( temp 3-component vector of uint) +0:96 'out_u3' ( temp 3-component vector of uint) +0:96 AtomicOr ( temp 3-component vector of uint) +0:96 'gs_ua3' ( shared 3-component vector of uint) +0:96 'gs_ub3' ( shared 3-component vector of uint) +0:97 AtomicXor ( temp void) +0:97 'gs_ua3' ( shared 3-component vector of uint) +0:97 'gs_ub3' ( shared 3-component vector of uint) +0:98 move second child to first child ( temp 3-component vector of uint) +0:98 'out_u3' ( temp 3-component vector of uint) +0:98 AtomicXor ( temp 3-component vector of uint) +0:98 'gs_ua3' ( shared 3-component vector of uint) +0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 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' (in 4-component vector of float) -0:105 'inF1' (in 4-component vector of float) -0:105 'inF2' (in 4-component vector of float) -0:105 'inU0' (in 4-component vector of uint) -0:105 'inU1' (in 4-component vector of uint) +0:105 'inF0' ( in 4-component vector of float) +0:105 'inF1' ( in 4-component vector of float) +0:105 'inF2' ( in 4-component vector of float) +0:105 'inU0' ( in 4-component vector of uint) +0:105 'inU1' ( in 4-component vector of uint) 0:? Sequence -0:109 all (temp bool) -0:109 'inF0' (in 4-component vector of float) -0:112 AtomicAdd (temp void) -0:112 'gs_ua4' (shared 4-component vector of uint) -0:112 'gs_ub4' (shared 4-component vector of uint) -0:113 move second child to first child (temp 4-component vector of uint) -0:113 'out_u4' (temp 4-component vector of uint) -0:113 AtomicAdd (temp 4-component vector of uint) -0:113 'gs_ua4' (shared 4-component vector of uint) -0:113 'gs_ub4' (shared 4-component vector of uint) -0:114 AtomicAnd (temp void) -0:114 'gs_ua4' (shared 4-component vector of uint) -0:114 'gs_ub4' (shared 4-component vector of uint) -0:115 move second child to first child (temp 4-component vector of uint) -0:115 'out_u4' (temp 4-component vector of uint) -0:115 AtomicAnd (temp 4-component vector of uint) -0:115 'gs_ua4' (shared 4-component vector of uint) -0:115 'gs_ub4' (shared 4-component vector of uint) -0:116 move second child to first child (temp 4-component vector of uint) -0:116 'out_u4' (temp 4-component vector of uint) -0:116 AtomicCompSwap (temp 4-component vector of uint) -0:116 'gs_ua4' (shared 4-component vector of uint) -0:116 'gs_ub4' (shared 4-component vector of uint) -0:116 'gs_uc4' (shared 4-component vector of uint) -0:117 move second child to first child (temp 4-component vector of uint) -0:117 'out_u4' (temp 4-component vector of uint) -0:117 AtomicExchange (temp 4-component vector of uint) -0:117 'gs_ua4' (shared 4-component vector of uint) -0:117 'gs_ub4' (shared 4-component vector of uint) -0:118 AtomicMax (temp void) -0:118 'gs_ua4' (shared 4-component vector of uint) -0:118 'gs_ub4' (shared 4-component vector of uint) -0:119 move second child to first child (temp 4-component vector of uint) -0:119 'out_u4' (temp 4-component vector of uint) -0:119 AtomicMax (temp 4-component vector of uint) -0:119 'gs_ua4' (shared 4-component vector of uint) -0:119 'gs_ub4' (shared 4-component vector of uint) -0:120 AtomicMin (temp void) -0:120 'gs_ua4' (shared 4-component vector of uint) -0:120 'gs_ub4' (shared 4-component vector of uint) -0:121 move second child to first child (temp 4-component vector of uint) -0:121 'out_u4' (temp 4-component vector of uint) -0:121 AtomicMin (temp 4-component vector of uint) -0:121 'gs_ua4' (shared 4-component vector of uint) -0:121 'gs_ub4' (shared 4-component vector of uint) -0:122 AtomicOr (temp void) -0:122 'gs_ua4' (shared 4-component vector of uint) -0:122 'gs_ub4' (shared 4-component vector of uint) -0:123 move second child to first child (temp 4-component vector of uint) -0:123 'out_u4' (temp 4-component vector of uint) -0:123 AtomicOr (temp 4-component vector of uint) -0:123 'gs_ua4' (shared 4-component vector of uint) -0:123 'gs_ub4' (shared 4-component vector of uint) -0:124 AtomicXor (temp void) -0:124 'gs_ua4' (shared 4-component vector of uint) -0:124 'gs_ub4' (shared 4-component vector of uint) -0:125 move second child to first child (temp 4-component vector of uint) -0:125 'out_u4' (temp 4-component vector of uint) -0:125 AtomicXor (temp 4-component vector of uint) -0:125 'gs_ua4' (shared 4-component vector of uint) -0:125 'gs_ub4' (shared 4-component vector of uint) +0:109 all ( temp bool) +0:109 'inF0' ( in 4-component vector of float) +0:112 AtomicAdd ( temp void) +0:112 'gs_ua4' ( shared 4-component vector of uint) +0:112 'gs_ub4' ( shared 4-component vector of uint) +0:113 move second child to first child ( temp 4-component vector of uint) +0:113 'out_u4' ( temp 4-component vector of uint) +0:113 AtomicAdd ( temp 4-component vector of uint) +0:113 'gs_ua4' ( shared 4-component vector of uint) +0:113 'gs_ub4' ( shared 4-component vector of uint) +0:114 AtomicAnd ( temp void) +0:114 'gs_ua4' ( shared 4-component vector of uint) +0:114 'gs_ub4' ( shared 4-component vector of uint) +0:115 move second child to first child ( temp 4-component vector of uint) +0:115 'out_u4' ( temp 4-component vector of uint) +0:115 AtomicAnd ( temp 4-component vector of uint) +0:115 'gs_ua4' ( shared 4-component vector of uint) +0:115 'gs_ub4' ( shared 4-component vector of uint) +0:116 move second child to first child ( temp 4-component vector of uint) +0:116 'out_u4' ( temp 4-component vector of uint) +0:116 AtomicCompSwap ( temp 4-component vector of uint) +0:116 'gs_ua4' ( shared 4-component vector of uint) +0:116 'gs_ub4' ( shared 4-component vector of uint) +0:116 'gs_uc4' ( shared 4-component vector of uint) +0:117 move second child to first child ( temp 4-component vector of uint) +0:117 'out_u4' ( temp 4-component vector of uint) +0:117 AtomicExchange ( temp 4-component vector of uint) +0:117 'gs_ua4' ( shared 4-component vector of uint) +0:117 'gs_ub4' ( shared 4-component vector of uint) +0:118 AtomicMax ( temp void) +0:118 'gs_ua4' ( shared 4-component vector of uint) +0:118 'gs_ub4' ( shared 4-component vector of uint) +0:119 move second child to first child ( temp 4-component vector of uint) +0:119 'out_u4' ( temp 4-component vector of uint) +0:119 AtomicMax ( temp 4-component vector of uint) +0:119 'gs_ua4' ( shared 4-component vector of uint) +0:119 'gs_ub4' ( shared 4-component vector of uint) +0:120 AtomicMin ( temp void) +0:120 'gs_ua4' ( shared 4-component vector of uint) +0:120 'gs_ub4' ( shared 4-component vector of uint) +0:121 move second child to first child ( temp 4-component vector of uint) +0:121 'out_u4' ( temp 4-component vector of uint) +0:121 AtomicMin ( temp 4-component vector of uint) +0:121 'gs_ua4' ( shared 4-component vector of uint) +0:121 'gs_ub4' ( shared 4-component vector of uint) +0:122 AtomicOr ( temp void) +0:122 'gs_ua4' ( shared 4-component vector of uint) +0:122 'gs_ub4' ( shared 4-component vector of uint) +0:123 move second child to first child ( temp 4-component vector of uint) +0:123 'out_u4' ( temp 4-component vector of uint) +0:123 AtomicOr ( temp 4-component vector of uint) +0:123 'gs_ua4' ( shared 4-component vector of uint) +0:123 'gs_ub4' ( shared 4-component vector of uint) +0:124 AtomicXor ( temp void) +0:124 'gs_ua4' ( shared 4-component vector of uint) +0:124 'gs_ub4' ( shared 4-component vector of uint) +0:125 move second child to first child ( temp 4-component vector of uint) +0:125 'out_u4' ( temp 4-component vector of uint) +0:125 AtomicXor ( temp 4-component vector of uint) +0:125 'gs_ua4' ( shared 4-component vector of uint) +0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:105 Function Definition: ComputeShaderFunction( (temp void) +0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:105 move second child to first child (temp 4-component vector of uint) -0:? 'inU0' (temp 4-component vector of uint) -0:? 'inU0' (layout(location=3 ) in 4-component vector of uint) -0:105 move second child to first child (temp 4-component vector of uint) -0:? 'inU1' (temp 4-component vector of uint) -0:? 'inU1' (layout(location=4 ) in 4-component vector of uint) -0:105 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:105 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inU0' (temp 4-component vector of uint) -0:? 'inU1' (temp 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:105 move second child to first child ( temp 4-component vector of uint) +0:? 'inU0' ( temp 4-component vector of uint) +0:? 'inU0' (layout( location=3) in 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of uint) +0:? 'inU1' ( temp 4-component vector of uint) +0:? 'inU1' (layout( location=4) in 4-component vector of uint) +0:105 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:105 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inU0' ( temp 4-component vector of uint) +0:? 'inU1' ( temp 4-component vector of uint) 0:? Linker Objects -0:? 'gs_ua' (shared uint) -0:? 'gs_ub' (shared uint) -0:? 'gs_uc' (shared uint) -0:? 'gs_ua2' (shared 2-component vector of uint) -0:? 'gs_ub2' (shared 2-component vector of uint) -0:? 'gs_uc2' (shared 2-component vector of uint) -0:? 'gs_ua3' (shared 3-component vector of uint) -0:? 'gs_ub3' (shared 3-component vector of uint) -0:? 'gs_uc3' (shared 3-component vector of uint) -0:? 'gs_ua4' (shared 4-component vector of uint) -0:? 'gs_ub4' (shared 4-component vector of uint) -0:? 'gs_uc4' (shared 4-component vector of uint) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inU0' (layout(location=3 ) in 4-component vector of uint) -0:? 'inU1' (layout(location=4 ) in 4-component vector of uint) +0:? 'gs_ua' ( shared uint) +0:? 'gs_ub' ( shared uint) +0:? 'gs_uc' ( shared uint) +0:? 'gs_ua2' ( shared 2-component vector of uint) +0:? 'gs_ub2' ( shared 2-component vector of uint) +0:? 'gs_uc2' ( shared 2-component vector of uint) +0:? 'gs_ua3' ( shared 3-component vector of uint) +0:? 'gs_ub3' ( shared 3-component vector of uint) +0:? 'gs_uc3' ( shared 3-component vector of uint) +0:? 'gs_ua4' ( shared 4-component vector of uint) +0:? 'gs_ub4' ( shared 4-component vector of uint) +0:? 'gs_uc4' ( shared 4-component vector of uint) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inU0' (layout( location=3) in 4-component vector of uint) +0:? 'inU1' (layout( location=4) in 4-component vector of uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out b/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out index c2e842d2..31481ed2 100644 --- a/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out +++ b/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out @@ -2,17 +2,17 @@ hlsl.intrinsics.d3dcolortoubyte4.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 4-component vector of int) +0:5 Function Definition: @main( ( temp 4-component vector of int) 0:5 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression -0:6 Convert float to int (temp 4-component vector of int) -0:6 vector-scale (temp 4-component vector of float) +0:6 Convert float to int ( temp 4-component vector of int) +0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 255.001953 -0:6 vector swizzle (temp 4-component vector of float) -0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4}) +0:6 vector swizzle ( temp 4-component vector of float) +0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence @@ -24,15 +24,15 @@ gl_FragCoord origin is upper left 0:6 0 (const int) 0:6 Constant: 0:6 3 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:5 Function Call: @main( (temp 4-component vector of int) +0:5 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) Linked fragment stage: @@ -41,17 +41,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 4-component vector of int) +0:5 Function Definition: @main( ( temp 4-component vector of int) 0:5 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression -0:6 Convert float to int (temp 4-component vector of int) -0:6 vector-scale (temp 4-component vector of float) +0:6 Convert float to int ( temp 4-component vector of int) +0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 255.001953 -0:6 vector swizzle (temp 4-component vector of float) -0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) -0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4}) +0:6 vector swizzle ( temp 4-component vector of float) +0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence @@ -63,15 +63,15 @@ gl_FragCoord origin is upper left 0:6 0 (const int) 0:6 Constant: 0:6 3 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:5 Function Call: @main( (temp 4-component vector of int) +0:5 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.double.frag.out b/Test/baseResults/hlsl.intrinsics.double.frag.out index 3a13fae2..1a6524f7 100644 --- a/Test/baseResults/hlsl.intrinsics.double.frag.out +++ b/Test/baseResults/hlsl.intrinsics.double.frag.out @@ -2,82 +2,82 @@ 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; (temp float) +0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float) 0:5 Function Parameters: -0:5 'inDV1a' (in double) -0:5 'inDV1b' (in double) -0:5 'inDV1c' (in double) -0:5 'inDV2' (in 2-component vector of double) -0:5 'inDV3' (in 3-component vector of double) -0:5 'inDV4' (in 4-component vector of double) -0:5 'inU1a' (in uint) -0:5 'inU1b' (in uint) +0:5 'inDV1a' ( in double) +0:5 'inDV1b' ( in double) +0:5 'inDV1c' ( in double) +0:5 'inDV2' ( in 2-component vector of double) +0:5 'inDV3' ( in 3-component vector of double) +0:5 'inDV4' ( in 4-component vector of double) +0:5 'inU1a' ( in uint) +0:5 'inU1b' ( in uint) 0:? Sequence 0:6 Sequence -0:6 move second child to first child (temp double) -0:6 'r00' (temp double) -0:6 fma (temp double) -0:6 'inDV1a' (in double) -0:6 'inDV1b' (in double) -0:6 'inDV1c' (in double) +0:6 move second child to first child ( temp double) +0:6 'r00' ( temp double) +0:6 fma ( temp double) +0:6 'inDV1a' ( in double) +0:6 'inDV1b' ( in double) +0:6 'inDV1c' ( in double) 0:7 Sequence -0:7 move second child to first child (temp double) -0:7 'r01' (temp double) -0:7 uint64BitsToDouble (temp double) -0:7 Construct uvec2 (temp 2-component vector of uint) -0:7 'inU1a' (in uint) -0:7 'inU1b' (in uint) +0:7 move second child to first child ( temp double) +0:7 'r01' ( temp double) +0:7 uint64BitsToDouble ( temp double) +0:7 Construct uvec2 ( temp 2-component vector of uint) +0:7 'inU1a' ( in uint) +0:7 'inU1b' ( in uint) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 -0:5 Function Definition: PixelShaderFunction( (temp void) +0:5 Function Definition: PixelShaderFunction( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp double) -0:? 'inDV1a' (temp double) -0:? 'inDV1a' (layout(location=0 ) in double) -0:5 move second child to first child (temp double) -0:? 'inDV1b' (temp double) -0:? 'inDV1b' (layout(location=1 ) in double) -0:5 move second child to first child (temp double) -0:? 'inDV1c' (temp double) -0:? 'inDV1c' (layout(location=2 ) in double) -0:5 move second child to first child (temp 2-component vector of double) -0:? 'inDV2' (temp 2-component vector of double) -0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) -0:5 move second child to first child (temp 3-component vector of double) -0:? 'inDV3' (temp 3-component vector of double) -0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) -0:5 move second child to first child (temp 4-component vector of double) -0:? 'inDV4' (temp 4-component vector of double) -0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) -0:5 move second child to first child (temp uint) -0:? 'inU1a' (temp uint) -0:? 'inU1a' (layout(location=8 ) in uint) -0:5 move second child to first child (temp uint) -0:? 'inU1b' (temp uint) -0:? 'inU1b' (layout(location=9 ) in uint) -0:5 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) -0:? 'inDV1a' (temp double) -0:? 'inDV1b' (temp double) -0:? 'inDV1c' (temp double) -0:? 'inDV2' (temp 2-component vector of double) -0:? 'inDV3' (temp 3-component vector of double) -0:? 'inDV4' (temp 4-component vector of double) -0:? 'inU1a' (temp uint) -0:? 'inU1b' (temp uint) +0:5 move second child to first child ( temp double) +0:? 'inDV1a' ( temp double) +0:? 'inDV1a' (layout( location=0) in double) +0:5 move second child to first child ( temp double) +0:? 'inDV1b' ( temp double) +0:? 'inDV1b' (layout( location=1) in double) +0:5 move second child to first child ( temp double) +0:? 'inDV1c' ( temp double) +0:? 'inDV1c' (layout( location=2) in double) +0:5 move second child to first child ( temp 2-component vector of double) +0:? 'inDV2' ( temp 2-component vector of double) +0:? 'inDV2' (layout( location=3) in 2-component vector of double) +0:5 move second child to first child ( temp 3-component vector of double) +0:? 'inDV3' ( temp 3-component vector of double) +0:? 'inDV3' (layout( location=4) in 3-component vector of double) +0:5 move second child to first child ( temp 4-component vector of double) +0:? 'inDV4' ( temp 4-component vector of double) +0:? 'inDV4' (layout( location=6) in 4-component vector of double) +0:5 move second child to first child ( temp uint) +0:? 'inU1a' ( temp uint) +0:? 'inU1a' (layout( location=8) in uint) +0:5 move second child to first child ( temp uint) +0:? 'inU1b' ( temp uint) +0:? 'inU1b' (layout( location=9) in uint) +0:5 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float) +0:? 'inDV1a' ( temp double) +0:? 'inDV1b' ( temp double) +0:? 'inDV1c' ( temp double) +0:? 'inDV2' ( temp 2-component vector of double) +0:? 'inDV3' ( temp 3-component vector of double) +0:? 'inDV4' ( temp 4-component vector of double) +0:? 'inU1a' ( temp uint) +0:? 'inU1b' ( temp uint) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'inDV1a' (layout(location=0 ) in double) -0:? 'inDV1b' (layout(location=1 ) in double) -0:? 'inDV1c' (layout(location=2 ) in double) -0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) -0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) -0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) -0:? 'inU1a' (layout(location=8 ) in uint) -0:? 'inU1b' (layout(location=9 ) in uint) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'inDV1a' (layout( location=0) in double) +0:? 'inDV1b' (layout( location=1) in double) +0:? 'inDV1c' (layout( location=2) in double) +0:? 'inDV2' (layout( location=3) in 2-component vector of double) +0:? 'inDV3' (layout( location=4) in 3-component vector of double) +0:? 'inDV4' (layout( location=6) in 4-component vector of double) +0:? 'inU1a' (layout( location=8) in uint) +0:? 'inU1b' (layout( location=9) in uint) Linked fragment stage: @@ -86,82 +86,82 @@ 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; (temp float) +0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float) 0:5 Function Parameters: -0:5 'inDV1a' (in double) -0:5 'inDV1b' (in double) -0:5 'inDV1c' (in double) -0:5 'inDV2' (in 2-component vector of double) -0:5 'inDV3' (in 3-component vector of double) -0:5 'inDV4' (in 4-component vector of double) -0:5 'inU1a' (in uint) -0:5 'inU1b' (in uint) +0:5 'inDV1a' ( in double) +0:5 'inDV1b' ( in double) +0:5 'inDV1c' ( in double) +0:5 'inDV2' ( in 2-component vector of double) +0:5 'inDV3' ( in 3-component vector of double) +0:5 'inDV4' ( in 4-component vector of double) +0:5 'inU1a' ( in uint) +0:5 'inU1b' ( in uint) 0:? Sequence 0:6 Sequence -0:6 move second child to first child (temp double) -0:6 'r00' (temp double) -0:6 fma (temp double) -0:6 'inDV1a' (in double) -0:6 'inDV1b' (in double) -0:6 'inDV1c' (in double) +0:6 move second child to first child ( temp double) +0:6 'r00' ( temp double) +0:6 fma ( temp double) +0:6 'inDV1a' ( in double) +0:6 'inDV1b' ( in double) +0:6 'inDV1c' ( in double) 0:7 Sequence -0:7 move second child to first child (temp double) -0:7 'r01' (temp double) -0:7 uint64BitsToDouble (temp double) -0:7 Construct uvec2 (temp 2-component vector of uint) -0:7 'inU1a' (in uint) -0:7 'inU1b' (in uint) +0:7 move second child to first child ( temp double) +0:7 'r01' ( temp double) +0:7 uint64BitsToDouble ( temp double) +0:7 Construct uvec2 ( temp 2-component vector of uint) +0:7 'inU1a' ( in uint) +0:7 'inU1b' ( in uint) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 -0:5 Function Definition: PixelShaderFunction( (temp void) +0:5 Function Definition: PixelShaderFunction( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp double) -0:? 'inDV1a' (temp double) -0:? 'inDV1a' (layout(location=0 ) in double) -0:5 move second child to first child (temp double) -0:? 'inDV1b' (temp double) -0:? 'inDV1b' (layout(location=1 ) in double) -0:5 move second child to first child (temp double) -0:? 'inDV1c' (temp double) -0:? 'inDV1c' (layout(location=2 ) in double) -0:5 move second child to first child (temp 2-component vector of double) -0:? 'inDV2' (temp 2-component vector of double) -0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) -0:5 move second child to first child (temp 3-component vector of double) -0:? 'inDV3' (temp 3-component vector of double) -0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) -0:5 move second child to first child (temp 4-component vector of double) -0:? 'inDV4' (temp 4-component vector of double) -0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) -0:5 move second child to first child (temp uint) -0:? 'inU1a' (temp uint) -0:? 'inU1a' (layout(location=8 ) in uint) -0:5 move second child to first child (temp uint) -0:? 'inU1b' (temp uint) -0:? 'inU1b' (layout(location=9 ) in uint) -0:5 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) -0:? 'inDV1a' (temp double) -0:? 'inDV1b' (temp double) -0:? 'inDV1c' (temp double) -0:? 'inDV2' (temp 2-component vector of double) -0:? 'inDV3' (temp 3-component vector of double) -0:? 'inDV4' (temp 4-component vector of double) -0:? 'inU1a' (temp uint) -0:? 'inU1b' (temp uint) +0:5 move second child to first child ( temp double) +0:? 'inDV1a' ( temp double) +0:? 'inDV1a' (layout( location=0) in double) +0:5 move second child to first child ( temp double) +0:? 'inDV1b' ( temp double) +0:? 'inDV1b' (layout( location=1) in double) +0:5 move second child to first child ( temp double) +0:? 'inDV1c' ( temp double) +0:? 'inDV1c' (layout( location=2) in double) +0:5 move second child to first child ( temp 2-component vector of double) +0:? 'inDV2' ( temp 2-component vector of double) +0:? 'inDV2' (layout( location=3) in 2-component vector of double) +0:5 move second child to first child ( temp 3-component vector of double) +0:? 'inDV3' ( temp 3-component vector of double) +0:? 'inDV3' (layout( location=4) in 3-component vector of double) +0:5 move second child to first child ( temp 4-component vector of double) +0:? 'inDV4' ( temp 4-component vector of double) +0:? 'inDV4' (layout( location=6) in 4-component vector of double) +0:5 move second child to first child ( temp uint) +0:? 'inU1a' ( temp uint) +0:? 'inU1a' (layout( location=8) in uint) +0:5 move second child to first child ( temp uint) +0:? 'inU1b' ( temp uint) +0:? 'inU1b' (layout( location=9) in uint) +0:5 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float) +0:? 'inDV1a' ( temp double) +0:? 'inDV1b' ( temp double) +0:? 'inDV1c' ( temp double) +0:? 'inDV2' ( temp 2-component vector of double) +0:? 'inDV3' ( temp 3-component vector of double) +0:? 'inDV4' ( temp 4-component vector of double) +0:? 'inU1a' ( temp uint) +0:? 'inU1b' ( temp uint) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'inDV1a' (layout(location=0 ) in double) -0:? 'inDV1b' (layout(location=1 ) in double) -0:? 'inDV1c' (layout(location=2 ) in double) -0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) -0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) -0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) -0:? 'inU1a' (layout(location=8 ) in uint) -0:? 'inU1b' (layout(location=9 ) in uint) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'inDV1a' (layout( location=0) in double) +0:? 'inDV1b' (layout( location=1) in double) +0:? 'inDV1c' (layout( location=2) in double) +0:? 'inDV2' (layout( location=3) in 2-component vector of double) +0:? 'inDV3' (layout( location=4) in 3-component vector of double) +0:? 'inDV4' (layout( location=6) in 4-component vector of double) +0:? 'inU1a' (layout( location=8) in uint) +0:? 'inU1b' (layout( location=9) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out index 0b28c326..6d96f161 100644 --- a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out +++ b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out @@ -2,77 +2,77 @@ 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; (temp void) +0:3 Function Definition: @main(f1;vf2;vf3;vf4;vi2; ( temp void) 0:3 Function Parameters: -0:3 'inF1' (in float) -0:3 'inF2' (in 2-component vector of float) -0:3 'inF3' (in 3-component vector of float) -0:3 'inF4' (in 4-component vector of float) -0:3 'inI2' (in 2-component vector of int) +0:3 'inF1' ( in float) +0:3 'inF2' ( in 2-component vector of float) +0:3 'inF3' ( in 3-component vector of float) +0:3 'inF4' ( in 4-component vector of float) +0:3 'inI2' ( in 2-component vector of int) 0:? Sequence -0:4 interpolateAtOffset (temp float) -0:4 'inF1' (in float) +0:4 interpolateAtOffset ( temp float) +0:4 'inF1' ( in float) 0:? Constant: 0:? -0.500000 0:? -0.062500 -0:5 interpolateAtOffset (temp 2-component vector of float) -0:5 'inF2' (in 2-component vector of float) +0:5 interpolateAtOffset ( temp 2-component vector of float) +0:5 'inF2' ( in 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.062500 -0:6 interpolateAtOffset (temp 3-component vector of float) -0:6 'inF3' (in 3-component vector of float) +0:6 interpolateAtOffset ( temp 3-component vector of float) +0:6 'inF3' ( in 3-component vector of float) 0:? Constant: 0:? 0.187500 0:? -0.375000 -0:7 interpolateAtOffset (temp 4-component vector of float) -0:7 'inF4' (in 4-component vector of float) +0:7 interpolateAtOffset ( temp 4-component vector of float) +0:7 'inF4' ( in 4-component vector of float) 0:? Constant: 0:? 0.437500 0:? -0.500000 -0:9 interpolateAtOffset (temp float) -0:9 'inF1' (in float) -0:9 vector-scale (temp 2-component vector of float) -0:9 Convert int to float (temp 2-component vector of float) -0:9 right-shift (temp 2-component vector of int) -0:9 left-shift (temp 2-component vector of int) -0:9 'inI2' (in 2-component vector of int) +0:9 interpolateAtOffset ( temp float) +0:9 'inF1' ( in float) +0:9 vector-scale ( temp 2-component vector of float) +0:9 Convert int to float ( temp 2-component vector of float) +0:9 right-shift ( temp 2-component vector of int) +0:9 left-shift ( temp 2-component vector of int) +0:9 'inI2' ( in 2-component vector of int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: 0:9 0.062500 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? 'inF1' (temp float) -0:? 'inF1' (layout(location=0 ) in float) -0:3 move second child to first child (temp 2-component vector of float) -0:? 'inF2' (temp 2-component vector of float) -0:? 'inF2' (layout(location=1 ) in 2-component vector of float) -0:3 move second child to first child (temp 3-component vector of float) -0:? 'inF3' (temp 3-component vector of float) -0:? 'inF3' (layout(location=2 ) in 3-component vector of float) -0:3 move second child to first child (temp 4-component vector of float) -0:? 'inF4' (temp 4-component vector of float) -0:? 'inF4' (layout(location=3 ) in 4-component vector of float) -0:3 move second child to first child (temp 2-component vector of int) -0:? 'inI2' (temp 2-component vector of int) -0:? 'inI2' (layout(location=4 ) in 2-component vector of int) -0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; (temp void) -0:? 'inF1' (temp float) -0:? 'inF2' (temp 2-component vector of float) -0:? 'inF3' (temp 3-component vector of float) -0:? 'inF4' (temp 4-component vector of float) -0:? 'inI2' (temp 2-component vector of int) +0:3 move second child to first child ( temp float) +0:? 'inF1' ( temp float) +0:? 'inF1' (layout( location=0) in float) +0:3 move second child to first child ( temp 2-component vector of float) +0:? 'inF2' ( temp 2-component vector of float) +0:? 'inF2' (layout( location=1) in 2-component vector of float) +0:3 move second child to first child ( temp 3-component vector of float) +0:? 'inF3' ( temp 3-component vector of float) +0:? 'inF3' (layout( location=2) in 3-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? 'inF4' ( temp 4-component vector of float) +0:? 'inF4' (layout( location=3) in 4-component vector of float) +0:3 move second child to first child ( temp 2-component vector of int) +0:? 'inI2' ( temp 2-component vector of int) +0:? 'inI2' (layout( location=4) in 2-component vector of int) +0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; ( temp void) +0:? 'inF1' ( temp float) +0:? 'inF2' ( temp 2-component vector of float) +0:? 'inF3' ( temp 3-component vector of float) +0:? 'inF4' ( temp 4-component vector of float) +0:? 'inI2' ( temp 2-component vector of int) 0:? Linker Objects -0:? 'inF1' (layout(location=0 ) in float) -0:? 'inF2' (layout(location=1 ) in 2-component vector of float) -0:? 'inF3' (layout(location=2 ) in 3-component vector of float) -0:? 'inF4' (layout(location=3 ) in 4-component vector of float) -0:? 'inI2' (layout(location=4 ) in 2-component vector of int) +0:? 'inF1' (layout( location=0) in float) +0:? 'inF2' (layout( location=1) in 2-component vector of float) +0:? 'inF3' (layout( location=2) in 3-component vector of float) +0:? 'inF4' (layout( location=3) in 4-component vector of float) +0:? 'inI2' (layout( location=4) in 2-component vector of int) Linked fragment stage: @@ -81,77 +81,77 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @main(f1;vf2;vf3;vf4;vi2; (temp void) +0:3 Function Definition: @main(f1;vf2;vf3;vf4;vi2; ( temp void) 0:3 Function Parameters: -0:3 'inF1' (in float) -0:3 'inF2' (in 2-component vector of float) -0:3 'inF3' (in 3-component vector of float) -0:3 'inF4' (in 4-component vector of float) -0:3 'inI2' (in 2-component vector of int) +0:3 'inF1' ( in float) +0:3 'inF2' ( in 2-component vector of float) +0:3 'inF3' ( in 3-component vector of float) +0:3 'inF4' ( in 4-component vector of float) +0:3 'inI2' ( in 2-component vector of int) 0:? Sequence -0:4 interpolateAtOffset (temp float) -0:4 'inF1' (in float) +0:4 interpolateAtOffset ( temp float) +0:4 'inF1' ( in float) 0:? Constant: 0:? -0.500000 0:? -0.062500 -0:5 interpolateAtOffset (temp 2-component vector of float) -0:5 'inF2' (in 2-component vector of float) +0:5 interpolateAtOffset ( temp 2-component vector of float) +0:5 'inF2' ( in 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.062500 -0:6 interpolateAtOffset (temp 3-component vector of float) -0:6 'inF3' (in 3-component vector of float) +0:6 interpolateAtOffset ( temp 3-component vector of float) +0:6 'inF3' ( in 3-component vector of float) 0:? Constant: 0:? 0.187500 0:? -0.375000 -0:7 interpolateAtOffset (temp 4-component vector of float) -0:7 'inF4' (in 4-component vector of float) +0:7 interpolateAtOffset ( temp 4-component vector of float) +0:7 'inF4' ( in 4-component vector of float) 0:? Constant: 0:? 0.437500 0:? -0.500000 -0:9 interpolateAtOffset (temp float) -0:9 'inF1' (in float) -0:9 vector-scale (temp 2-component vector of float) -0:9 Convert int to float (temp 2-component vector of float) -0:9 right-shift (temp 2-component vector of int) -0:9 left-shift (temp 2-component vector of int) -0:9 'inI2' (in 2-component vector of int) +0:9 interpolateAtOffset ( temp float) +0:9 'inF1' ( in float) +0:9 vector-scale ( temp 2-component vector of float) +0:9 Convert int to float ( temp 2-component vector of float) +0:9 right-shift ( temp 2-component vector of int) +0:9 left-shift ( temp 2-component vector of int) +0:9 'inI2' ( in 2-component vector of int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: 0:9 0.062500 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? 'inF1' (temp float) -0:? 'inF1' (layout(location=0 ) in float) -0:3 move second child to first child (temp 2-component vector of float) -0:? 'inF2' (temp 2-component vector of float) -0:? 'inF2' (layout(location=1 ) in 2-component vector of float) -0:3 move second child to first child (temp 3-component vector of float) -0:? 'inF3' (temp 3-component vector of float) -0:? 'inF3' (layout(location=2 ) in 3-component vector of float) -0:3 move second child to first child (temp 4-component vector of float) -0:? 'inF4' (temp 4-component vector of float) -0:? 'inF4' (layout(location=3 ) in 4-component vector of float) -0:3 move second child to first child (temp 2-component vector of int) -0:? 'inI2' (temp 2-component vector of int) -0:? 'inI2' (layout(location=4 ) in 2-component vector of int) -0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; (temp void) -0:? 'inF1' (temp float) -0:? 'inF2' (temp 2-component vector of float) -0:? 'inF3' (temp 3-component vector of float) -0:? 'inF4' (temp 4-component vector of float) -0:? 'inI2' (temp 2-component vector of int) +0:3 move second child to first child ( temp float) +0:? 'inF1' ( temp float) +0:? 'inF1' (layout( location=0) in float) +0:3 move second child to first child ( temp 2-component vector of float) +0:? 'inF2' ( temp 2-component vector of float) +0:? 'inF2' (layout( location=1) in 2-component vector of float) +0:3 move second child to first child ( temp 3-component vector of float) +0:? 'inF3' ( temp 3-component vector of float) +0:? 'inF3' (layout( location=2) in 3-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? 'inF4' ( temp 4-component vector of float) +0:? 'inF4' (layout( location=3) in 4-component vector of float) +0:3 move second child to first child ( temp 2-component vector of int) +0:? 'inI2' ( temp 2-component vector of int) +0:? 'inI2' (layout( location=4) in 2-component vector of int) +0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; ( temp void) +0:? 'inF1' ( temp float) +0:? 'inF2' ( temp 2-component vector of float) +0:? 'inF3' ( temp 3-component vector of float) +0:? 'inF4' ( temp 4-component vector of float) +0:? 'inI2' ( temp 2-component vector of int) 0:? Linker Objects -0:? 'inF1' (layout(location=0 ) in float) -0:? 'inF2' (layout(location=1 ) in 2-component vector of float) -0:? 'inF3' (layout(location=2 ) in 3-component vector of float) -0:? 'inF4' (layout(location=3 ) in 4-component vector of float) -0:? 'inI2' (layout(location=4 ) in 2-component vector of int) +0:? 'inF1' (layout( location=0) in float) +0:? 'inF2' (layout( location=1) in 2-component vector of float) +0:? 'inF3' (layout( location=2) in 3-component vector of float) +0:? 'inF4' (layout( location=3) in 4-component vector of float) +0:? 'inI2' (layout( location=4) in 2-component vector of int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.f1632.frag.out b/Test/baseResults/hlsl.intrinsics.f1632.frag.out index 1fd33c60..6b9a18bb 100644 --- a/Test/baseResults/hlsl.intrinsics.f1632.frag.out +++ b/Test/baseResults/hlsl.intrinsics.f1632.frag.out @@ -2,114 +2,114 @@ hlsl.intrinsics.f1632.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunctionS(u1; (temp float) +0:2 Function Definition: PixelShaderFunctionS(u1; ( temp float) 0:2 Function Parameters: -0:2 'inF0' (in uint) +0:2 'inF0' ( in uint) 0:? Sequence 0:3 Branch: Return with expression -0:3 direct index (temp float) -0:3 unpackHalf2x16 (temp 2-component vector of float) -0:3 'inF0' (in uint) +0:3 direct index ( temp float) +0:3 unpackHalf2x16 ( temp 2-component vector of float) +0:3 'inF0' ( in uint) 0:3 Constant: 0:3 0 (const int) -0:7 Function Definition: PixelShaderFunction1(vu1; (temp 1-component vector of float) +0:7 Function Definition: PixelShaderFunction1(vu1; ( temp 1-component vector of float) 0:7 Function Parameters: -0:7 'inF0' (in 1-component vector of uint) +0:7 'inF0' ( in 1-component vector of uint) 0:? Sequence 0:8 Branch: Return with expression 0:8 Constant: 0:8 0.000000 -0:12 Function Definition: PixelShaderFunction2(vu2; (temp 2-component vector of float) +0:12 Function Definition: PixelShaderFunction2(vu2; ( temp 2-component vector of float) 0:12 Function Parameters: -0:12 'inF0' (in 2-component vector of uint) +0:12 'inF0' ( in 2-component vector of uint) 0:? Sequence 0:13 Branch: Return with expression -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 unpackHalf2x16 (temp 2-component vector of float) -0:13 direct index (temp uint) -0:13 'inF0' (in 2-component vector of uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 unpackHalf2x16 ( temp 2-component vector of float) +0:13 direct index ( temp uint) +0:13 'inF0' ( in 2-component vector of uint) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0 (const int) -0:13 direct index (temp float) -0:13 unpackHalf2x16 (temp 2-component vector of float) -0:13 direct index (temp uint) -0:13 'inF0' (in 2-component vector of uint) +0:13 direct index ( temp float) +0:13 unpackHalf2x16 ( temp 2-component vector of float) +0:13 direct index ( temp uint) +0:13 'inF0' ( in 2-component vector of uint) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: 0:13 0 (const int) -0:17 Function Definition: PixelShaderFunction3(vu3; (temp 3-component vector of float) +0:17 Function Definition: PixelShaderFunction3(vu3; ( temp 3-component vector of float) 0:17 Function Parameters: -0:17 'inF0' (in 3-component vector of uint) +0:17 'inF0' ( in 3-component vector of uint) 0:? Sequence 0:18 Branch: Return with expression -0:18 Construct vec3 (temp 3-component vector of float) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 Construct vec3 ( temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 0 (const int) -0:22 Function Definition: PixelShaderFunction(vu4; (temp 4-component vector of float) +0:22 Function Definition: PixelShaderFunction(vu4; ( temp 4-component vector of float) 0:22 Function Parameters: -0:22 'inF0' (in 4-component vector of uint) +0:22 'inF0' ( in 4-component vector of uint) 0:? Sequence 0:23 Branch: Return with expression -0:23 Construct vec4 (temp 4-component vector of float) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 Construct vec4 ( temp 4-component vector of float) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 3 (const int) 0:23 Constant: 0:23 0 (const int) -0:27 Function Definition: @main( (temp 4-component vector of float) +0:27 Function Definition: @main( ( temp 4-component vector of float) 0:27 Function Parameters: 0:? Sequence 0:28 Branch: Return with expression @@ -118,14 +118,14 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:28 0.000000 -0:27 Function Definition: main( (temp void) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:27 Function Call: @main( (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:27 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -134,114 +134,114 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunctionS(u1; (temp float) +0:2 Function Definition: PixelShaderFunctionS(u1; ( temp float) 0:2 Function Parameters: -0:2 'inF0' (in uint) +0:2 'inF0' ( in uint) 0:? Sequence 0:3 Branch: Return with expression -0:3 direct index (temp float) -0:3 unpackHalf2x16 (temp 2-component vector of float) -0:3 'inF0' (in uint) +0:3 direct index ( temp float) +0:3 unpackHalf2x16 ( temp 2-component vector of float) +0:3 'inF0' ( in uint) 0:3 Constant: 0:3 0 (const int) -0:7 Function Definition: PixelShaderFunction1(vu1; (temp 1-component vector of float) +0:7 Function Definition: PixelShaderFunction1(vu1; ( temp 1-component vector of float) 0:7 Function Parameters: -0:7 'inF0' (in 1-component vector of uint) +0:7 'inF0' ( in 1-component vector of uint) 0:? Sequence 0:8 Branch: Return with expression 0:8 Constant: 0:8 0.000000 -0:12 Function Definition: PixelShaderFunction2(vu2; (temp 2-component vector of float) +0:12 Function Definition: PixelShaderFunction2(vu2; ( temp 2-component vector of float) 0:12 Function Parameters: -0:12 'inF0' (in 2-component vector of uint) +0:12 'inF0' ( in 2-component vector of uint) 0:? Sequence 0:13 Branch: Return with expression -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 unpackHalf2x16 (temp 2-component vector of float) -0:13 direct index (temp uint) -0:13 'inF0' (in 2-component vector of uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 unpackHalf2x16 ( temp 2-component vector of float) +0:13 direct index ( temp uint) +0:13 'inF0' ( in 2-component vector of uint) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0 (const int) -0:13 direct index (temp float) -0:13 unpackHalf2x16 (temp 2-component vector of float) -0:13 direct index (temp uint) -0:13 'inF0' (in 2-component vector of uint) +0:13 direct index ( temp float) +0:13 unpackHalf2x16 ( temp 2-component vector of float) +0:13 direct index ( temp uint) +0:13 'inF0' ( in 2-component vector of uint) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: 0:13 0 (const int) -0:17 Function Definition: PixelShaderFunction3(vu3; (temp 3-component vector of float) +0:17 Function Definition: PixelShaderFunction3(vu3; ( temp 3-component vector of float) 0:17 Function Parameters: -0:17 'inF0' (in 3-component vector of uint) +0:17 'inF0' ( in 3-component vector of uint) 0:? Sequence 0:18 Branch: Return with expression -0:18 Construct vec3 (temp 3-component vector of float) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 Construct vec3 ( temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 unpackHalf2x16 (temp 2-component vector of float) -0:18 direct index (temp uint) -0:18 'inF0' (in 3-component vector of uint) +0:18 direct index ( temp float) +0:18 unpackHalf2x16 ( temp 2-component vector of float) +0:18 direct index ( temp uint) +0:18 'inF0' ( in 3-component vector of uint) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 0 (const int) -0:22 Function Definition: PixelShaderFunction(vu4; (temp 4-component vector of float) +0:22 Function Definition: PixelShaderFunction(vu4; ( temp 4-component vector of float) 0:22 Function Parameters: -0:22 'inF0' (in 4-component vector of uint) +0:22 'inF0' ( in 4-component vector of uint) 0:? Sequence 0:23 Branch: Return with expression -0:23 Construct vec4 (temp 4-component vector of float) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 Construct vec4 ( temp 4-component vector of float) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp float) -0:23 unpackHalf2x16 (temp 2-component vector of float) -0:23 direct index (temp uint) -0:23 'inF0' (in 4-component vector of uint) +0:23 direct index ( temp float) +0:23 unpackHalf2x16 ( temp 2-component vector of float) +0:23 direct index ( temp uint) +0:23 'inF0' ( in 4-component vector of uint) 0:23 Constant: 0:23 3 (const int) 0:23 Constant: 0:23 0 (const int) -0:27 Function Definition: @main( (temp 4-component vector of float) +0:27 Function Definition: @main( ( temp 4-component vector of float) 0:27 Function Parameters: 0:? Sequence 0:28 Branch: Return with expression @@ -250,14 +250,14 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:28 0.000000 -0:27 Function Definition: main( (temp void) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:27 Function Call: @main( (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:27 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.f3216.frag.out b/Test/baseResults/hlsl.intrinsics.f3216.frag.out index a75fe653..30edb0ad 100644 --- a/Test/baseResults/hlsl.intrinsics.f3216.frag.out +++ b/Test/baseResults/hlsl.intrinsics.f3216.frag.out @@ -2,119 +2,119 @@ hlsl.intrinsics.f3216.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunctionS(f1; (temp uint) +0:2 Function Definition: PixelShaderFunctionS(f1; ( temp uint) 0:2 Function Parameters: -0:2 'inF0' (in float) +0:2 'inF0' ( in float) 0:? Sequence 0:3 Branch: Return with expression -0:3 packHalf2x16 (temp uint) -0:3 Construct vec2 (temp 2-component vector of float) -0:3 'inF0' (in float) +0:3 packHalf2x16 ( temp uint) +0:3 Construct vec2 ( temp 2-component vector of float) +0:3 'inF0' ( in float) 0:3 Constant: 0:3 0.000000 -0:7 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of uint) +0:7 Function Definition: PixelShaderFunction1(vf1; ( temp 1-component vector of uint) 0:7 Function Parameters: -0:7 'inF0' (in 1-component vector of float) +0:7 'inF0' ( in 1-component vector of float) 0:? Sequence 0:8 Branch: Return with expression -0:8 Construct uint (temp 1-component vector of uint) -0:8 packHalf2x16 (temp uint) -0:8 Construct vec2 (temp 2-component vector of float) -0:8 Construct float (in float) -0:8 'inF0' (in 1-component vector of float) +0:8 Construct uint ( temp 1-component vector of uint) +0:8 packHalf2x16 ( temp uint) +0:8 Construct vec2 ( temp 2-component vector of float) +0:8 Construct float ( in float) +0:8 'inF0' ( in 1-component vector of float) 0:8 Constant: 0:8 0.000000 -0:12 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of uint) +0:12 Function Definition: PixelShaderFunction2(vf2; ( temp 2-component vector of uint) 0:12 Function Parameters: -0:12 'inF0' (in 2-component vector of float) +0:12 'inF0' ( in 2-component vector of float) 0:? Sequence 0:13 Branch: Return with expression -0:13 Construct uvec2 (temp 2-component vector of uint) -0:13 packHalf2x16 (temp uint) -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 'inF0' (in 2-component vector of float) +0:13 Construct uvec2 ( temp 2-component vector of uint) +0:13 packHalf2x16 ( temp uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 'inF0' ( in 2-component vector of float) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0.000000 -0:13 packHalf2x16 (temp uint) -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 'inF0' (in 2-component vector of float) +0:13 packHalf2x16 ( temp uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 'inF0' ( in 2-component vector of float) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: 0:13 0.000000 -0:17 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of uint) +0:17 Function Definition: PixelShaderFunction3(vf3; ( temp 3-component vector of uint) 0:17 Function Parameters: -0:17 'inF0' (in 3-component vector of float) +0:17 'inF0' ( in 3-component vector of float) 0:? Sequence 0:18 Branch: Return with expression -0:18 Construct uvec3 (temp 3-component vector of uint) -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 Construct uvec3 ( temp 3-component vector of uint) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0.000000 -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 0.000000 -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 0.000000 -0:22 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of uint) +0:22 Function Definition: PixelShaderFunction(vf4; ( temp 4-component vector of uint) 0:22 Function Parameters: -0:22 'inF0' (in 4-component vector of float) +0:22 'inF0' ( in 4-component vector of float) 0:? Sequence 0:23 Branch: Return with expression -0:23 Construct uvec4 (temp 4-component vector of uint) -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 Construct uvec4 ( temp 4-component vector of uint) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 3 (const int) 0:23 Constant: 0:23 0.000000 -0:27 Function Definition: @main( (temp 4-component vector of float) +0:27 Function Definition: @main( ( temp 4-component vector of float) 0:27 Function Parameters: 0:? Sequence 0:28 Branch: Return with expression @@ -123,14 +123,14 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:28 0.000000 -0:27 Function Definition: main( (temp void) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:27 Function Call: @main( (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:27 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -139,119 +139,119 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunctionS(f1; (temp uint) +0:2 Function Definition: PixelShaderFunctionS(f1; ( temp uint) 0:2 Function Parameters: -0:2 'inF0' (in float) +0:2 'inF0' ( in float) 0:? Sequence 0:3 Branch: Return with expression -0:3 packHalf2x16 (temp uint) -0:3 Construct vec2 (temp 2-component vector of float) -0:3 'inF0' (in float) +0:3 packHalf2x16 ( temp uint) +0:3 Construct vec2 ( temp 2-component vector of float) +0:3 'inF0' ( in float) 0:3 Constant: 0:3 0.000000 -0:7 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of uint) +0:7 Function Definition: PixelShaderFunction1(vf1; ( temp 1-component vector of uint) 0:7 Function Parameters: -0:7 'inF0' (in 1-component vector of float) +0:7 'inF0' ( in 1-component vector of float) 0:? Sequence 0:8 Branch: Return with expression -0:8 Construct uint (temp 1-component vector of uint) -0:8 packHalf2x16 (temp uint) -0:8 Construct vec2 (temp 2-component vector of float) -0:8 Construct float (in float) -0:8 'inF0' (in 1-component vector of float) +0:8 Construct uint ( temp 1-component vector of uint) +0:8 packHalf2x16 ( temp uint) +0:8 Construct vec2 ( temp 2-component vector of float) +0:8 Construct float ( in float) +0:8 'inF0' ( in 1-component vector of float) 0:8 Constant: 0:8 0.000000 -0:12 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of uint) +0:12 Function Definition: PixelShaderFunction2(vf2; ( temp 2-component vector of uint) 0:12 Function Parameters: -0:12 'inF0' (in 2-component vector of float) +0:12 'inF0' ( in 2-component vector of float) 0:? Sequence 0:13 Branch: Return with expression -0:13 Construct uvec2 (temp 2-component vector of uint) -0:13 packHalf2x16 (temp uint) -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 'inF0' (in 2-component vector of float) +0:13 Construct uvec2 ( temp 2-component vector of uint) +0:13 packHalf2x16 ( temp uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 'inF0' ( in 2-component vector of float) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0.000000 -0:13 packHalf2x16 (temp uint) -0:13 Construct vec2 (temp 2-component vector of float) -0:13 direct index (temp float) -0:13 'inF0' (in 2-component vector of float) +0:13 packHalf2x16 ( temp uint) +0:13 Construct vec2 ( temp 2-component vector of float) +0:13 direct index ( temp float) +0:13 'inF0' ( in 2-component vector of float) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: 0:13 0.000000 -0:17 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of uint) +0:17 Function Definition: PixelShaderFunction3(vf3; ( temp 3-component vector of uint) 0:17 Function Parameters: -0:17 'inF0' (in 3-component vector of float) +0:17 'inF0' ( in 3-component vector of float) 0:? Sequence 0:18 Branch: Return with expression -0:18 Construct uvec3 (temp 3-component vector of uint) -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 Construct uvec3 ( temp 3-component vector of uint) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0.000000 -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 0.000000 -0:18 packHalf2x16 (temp uint) -0:18 Construct vec2 (temp 2-component vector of float) -0:18 direct index (temp float) -0:18 'inF0' (in 3-component vector of float) +0:18 packHalf2x16 ( temp uint) +0:18 Construct vec2 ( temp 2-component vector of float) +0:18 direct index ( temp float) +0:18 'inF0' ( in 3-component vector of float) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 0.000000 -0:22 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of uint) +0:22 Function Definition: PixelShaderFunction(vf4; ( temp 4-component vector of uint) 0:22 Function Parameters: -0:22 'inF0' (in 4-component vector of float) +0:22 'inF0' ( in 4-component vector of float) 0:? Sequence 0:23 Branch: Return with expression -0:23 Construct uvec4 (temp 4-component vector of uint) -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 Construct uvec4 ( temp 4-component vector of uint) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 0.000000 -0:23 packHalf2x16 (temp uint) -0:23 Construct vec2 (temp 2-component vector of float) -0:23 direct index (temp float) -0:23 'inF0' (in 4-component vector of float) +0:23 packHalf2x16 ( temp uint) +0:23 Construct vec2 ( temp 2-component vector of float) +0:23 direct index ( temp float) +0:23 'inF0' ( in 4-component vector of float) 0:23 Constant: 0:23 3 (const int) 0:23 Constant: 0:23 0.000000 -0:27 Function Definition: @main( (temp 4-component vector of float) +0:27 Function Definition: @main( ( temp 4-component vector of float) 0:27 Function Parameters: 0:? Sequence 0:28 Branch: Return with expression @@ -260,14 +260,14 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:28 0.000000 -0:27 Function Definition: main( (temp void) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:27 Function Call: @main( (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:27 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.frag.out b/Test/baseResults/hlsl.intrinsics.frag.out index 76b795c3..1dbd2187 100644 --- a/Test/baseResults/hlsl.intrinsics.frag.out +++ b/Test/baseResults/hlsl.intrinsics.frag.out @@ -2,814 +2,814 @@ hlsl.intrinsics.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:17 'inF2' (in float) -0:17 'inU0' (in uint) -0:17 'inU1' (in uint) +0:17 'inF0' ( in float) +0:17 'inF1' ( in float) +0:17 'inF2' ( in float) +0:17 'inU0' ( in uint) +0:17 'inU1' ( in uint) 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp bool) -0:20 'r000' (temp bool) -0:20 all (temp bool) -0:20 'inF0' (in float) +0:20 move second child to first child ( temp bool) +0:20 'r000' ( temp bool) +0:20 all ( temp bool) +0:20 'inF0' ( in float) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'r001' (temp float) -0:21 Absolute value (temp float) -0:21 'inF0' (in float) +0:21 move second child to first child ( temp float) +0:21 'r001' ( temp float) +0:21 Absolute value ( temp float) +0:21 'inF0' ( in float) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'r002' (temp float) -0:22 arc cosine (temp float) -0:22 'inF0' (in float) +0:22 move second child to first child ( temp float) +0:22 'r002' ( temp float) +0:22 arc cosine ( temp float) +0:22 'inF0' ( in float) 0:23 Sequence -0:23 move second child to first child (temp bool) -0:23 'r003' (temp bool) -0:23 any (temp bool) -0:23 'inF0' (in float) +0:23 move second child to first child ( temp bool) +0:23 'r003' ( temp bool) +0:23 any ( temp bool) +0:23 'inF0' ( in float) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'r004' (temp float) -0:24 arc sine (temp float) -0:24 'inF0' (in float) +0:24 move second child to first child ( temp float) +0:24 'r004' ( temp float) +0:24 arc sine ( temp float) +0:24 'inF0' ( in float) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r005' (temp int) -0:25 floatBitsToInt (temp int) -0:25 'inF0' (in float) +0:25 move second child to first child ( temp int) +0:25 'r005' ( temp int) +0:25 floatBitsToInt ( temp int) +0:25 'inF0' ( in float) 0:26 Sequence -0:26 move second child to first child (temp uint) -0:26 'r006' (temp uint) -0:26 floatBitsToUint (temp uint) -0:26 'inF0' (in float) +0:26 move second child to first child ( temp uint) +0:26 'r006' ( temp uint) +0:26 floatBitsToUint ( temp uint) +0:26 'inF0' ( in float) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'r007' (temp float) -0:27 intBitsToFloat (temp float) -0:27 'inU0' (in uint) +0:27 move second child to first child ( temp float) +0:27 'r007' ( temp float) +0:27 intBitsToFloat ( temp float) +0:27 'inU0' ( in uint) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'r009' (temp float) -0:29 arc tangent (temp float) -0:29 'inF0' (in float) +0:29 move second child to first child ( temp float) +0:29 'r009' ( temp float) +0:29 arc tangent ( temp float) +0:29 'inF0' ( in float) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'r010' (temp float) -0:30 arc tangent (temp float) -0:30 'inF0' (in float) -0:30 'inF1' (in float) +0:30 move second child to first child ( temp float) +0:30 'r010' ( temp float) +0:30 arc tangent ( temp float) +0:30 'inF0' ( in float) +0:30 'inF1' ( in float) 0:31 Sequence -0:31 move second child to first child (temp float) -0:31 'r011' (temp float) -0:31 Ceiling (temp float) -0:31 'inF0' (in float) +0:31 move second child to first child ( temp float) +0:31 'r011' ( temp float) +0:31 Ceiling ( temp float) +0:31 'inF0' ( in float) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'r012' (temp float) -0:32 clamp (temp float) -0:32 'inF0' (in float) -0:32 'inF1' (in float) -0:32 'inF2' (in float) -0:33 Test condition and select (temp void) +0:32 move second child to first child ( temp float) +0:32 'r012' ( temp float) +0:32 clamp ( temp float) +0:32 'inF0' ( in float) +0:32 'inF1' ( in float) +0:32 'inF2' ( in float) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Less Than (temp bool) -0:33 'inF0' (in float) +0:33 Compare Less Than ( temp bool) +0:33 'inF0' ( in float) 0:33 Constant: 0:33 0.000000 0:33 true case 0:33 Branch: Kill 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'r014' (temp float) -0:34 cosine (temp float) -0:34 'inF0' (in float) +0:34 move second child to first child ( temp float) +0:34 'r014' ( temp float) +0:34 cosine ( temp float) +0:34 'inF0' ( in float) 0:35 Sequence -0:35 move second child to first child (temp float) -0:35 'r015' (temp float) -0:35 hyp. cosine (temp float) -0:35 'inF0' (in float) +0:35 move second child to first child ( temp float) +0:35 'r015' ( temp float) +0:35 hyp. cosine ( temp float) +0:35 'inF0' ( in float) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'r016' (temp int) -0:36 bitCount (temp int) +0:36 move second child to first child ( temp int) +0:36 'r016' ( temp int) +0:36 bitCount ( temp int) 0:36 Constant: 0:36 7 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'r017' (temp float) -0:37 dPdx (temp float) -0:37 'inF0' (in float) +0:37 move second child to first child ( temp float) +0:37 'r017' ( temp float) +0:37 dPdx ( temp float) +0:37 'inF0' ( in float) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'r018' (temp float) -0:38 dPdxCoarse (temp float) -0:38 'inF0' (in float) +0:38 move second child to first child ( temp float) +0:38 'r018' ( temp float) +0:38 dPdxCoarse ( temp float) +0:38 'inF0' ( in float) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'r019' (temp float) -0:39 dPdxFine (temp float) -0:39 'inF0' (in float) +0:39 move second child to first child ( temp float) +0:39 'r019' ( temp float) +0:39 dPdxFine ( temp float) +0:39 'inF0' ( in float) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'r020' (temp float) -0:40 dPdy (temp float) -0:40 'inF0' (in float) +0:40 move second child to first child ( temp float) +0:40 'r020' ( temp float) +0:40 dPdy ( temp float) +0:40 'inF0' ( in float) 0:41 Sequence -0:41 move second child to first child (temp float) -0:41 'r021' (temp float) -0:41 dPdyCoarse (temp float) -0:41 'inF0' (in float) +0:41 move second child to first child ( temp float) +0:41 'r021' ( temp float) +0:41 dPdyCoarse ( temp float) +0:41 'inF0' ( in float) 0:42 Sequence -0:42 move second child to first child (temp float) -0:42 'r022' (temp float) -0:42 dPdyFine (temp float) -0:42 'inF0' (in float) +0:42 move second child to first child ( temp float) +0:42 'r022' ( temp float) +0:42 dPdyFine ( temp float) +0:42 'inF0' ( in float) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r023' (temp float) -0:43 degrees (temp float) -0:43 'inF0' (in float) +0:43 move second child to first child ( temp float) +0:43 'r023' ( temp float) +0:43 degrees ( temp float) +0:43 'inF0' ( in float) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r027' (temp float) -0:47 exp (temp float) -0:47 'inF0' (in float) +0:47 move second child to first child ( temp float) +0:47 'r027' ( temp float) +0:47 exp ( temp float) +0:47 'inF0' ( in float) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r028' (temp float) -0:48 exp2 (temp float) -0:48 'inF0' (in float) +0:48 move second child to first child ( temp float) +0:48 'r028' ( temp float) +0:48 exp2 ( temp float) +0:48 'inF0' ( in float) 0:49 Sequence -0:49 move second child to first child (temp uint) -0:49 'r029' (temp uint) -0:49 Convert int to uint (temp uint) -0:49 findMSB (temp int) +0:49 move second child to first child ( temp uint) +0:49 'r029' ( temp uint) +0:49 Convert int to uint ( temp uint) +0:49 findMSB ( temp int) 0:49 Constant: 0:49 7 (const int) 0:50 Sequence -0:50 move second child to first child (temp uint) -0:50 'r030' (temp uint) -0:50 Convert int to uint (temp uint) -0:50 findLSB (temp int) +0:50 move second child to first child ( temp uint) +0:50 'r030' ( temp uint) +0:50 Convert int to uint ( temp uint) +0:50 findLSB ( temp int) 0:50 Constant: 0:50 7 (const int) 0:51 Sequence -0:51 move second child to first child (temp float) -0:51 'r031' (temp float) -0:51 Floor (temp float) -0:51 'inF0' (in float) +0:51 move second child to first child ( temp float) +0:51 'r031' ( temp float) +0:51 Floor ( temp float) +0:51 'inF0' ( in float) 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r033' (temp float) -0:53 mod (temp float) -0:53 'inF0' (in float) -0:53 'inF1' (in float) +0:53 move second child to first child ( temp float) +0:53 'r033' ( temp float) +0:53 mod ( temp float) +0:53 'inF0' ( in float) +0:53 'inF1' ( in float) 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r034' (temp float) -0:54 Fraction (temp float) -0:54 'inF0' (in float) +0:54 move second child to first child ( temp float) +0:54 'r034' ( temp float) +0:54 Fraction ( temp float) +0:54 'inF0' ( in float) 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r035' (temp float) -0:55 frexp (temp float) -0:55 'inF0' (in float) -0:55 'inF1' (in float) +0:55 move second child to first child ( temp float) +0:55 'r035' ( temp float) +0:55 frexp ( temp float) +0:55 'inF0' ( in float) +0:55 'inF1' ( in float) 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'r036' (temp float) -0:56 fwidth (temp float) -0:56 'inF0' (in float) +0:56 move second child to first child ( temp float) +0:56 'r036' ( temp float) +0:56 fwidth ( temp float) +0:56 'inF0' ( in float) 0:57 Sequence -0:57 move second child to first child (temp bool) -0:57 'r037' (temp bool) -0:57 isinf (temp bool) -0:57 'inF0' (in float) +0:57 move second child to first child ( temp bool) +0:57 'r037' ( temp bool) +0:57 isinf ( temp bool) +0:57 'inF0' ( in float) 0:58 Sequence -0:58 move second child to first child (temp bool) -0:58 'r038' (temp bool) -0:58 isnan (temp bool) -0:58 'inF0' (in float) +0:58 move second child to first child ( temp bool) +0:58 'r038' ( temp bool) +0:58 isnan ( temp bool) +0:58 'inF0' ( in float) 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'r039' (temp float) -0:59 ldexp (temp float) -0:59 'inF0' (in float) -0:59 'inF1' (in float) +0:59 move second child to first child ( temp float) +0:59 'r039' ( temp float) +0:59 ldexp ( temp float) +0:59 'inF0' ( in float) +0:59 'inF1' ( in float) 0:60 Sequence -0:60 move second child to first child (temp float) -0:60 'r039a' (temp float) -0:60 mix (temp float) -0:60 'inF0' (in float) -0:60 'inF1' (in float) -0:60 'inF2' (in float) +0:60 move second child to first child ( temp float) +0:60 'r039a' ( temp float) +0:60 mix ( temp float) +0:60 'inF0' ( in float) +0:60 'inF1' ( in float) +0:60 'inF2' ( in float) 0:61 Sequence -0:61 move second child to first child (temp float) -0:61 'r040' (temp float) -0:61 log (temp float) -0:61 'inF0' (in float) +0:61 move second child to first child ( temp float) +0:61 'r040' ( temp float) +0:61 log ( temp float) +0:61 'inF0' ( in float) 0:62 Sequence -0:62 move second child to first child (temp float) -0:62 'r041' (temp float) -0:62 component-wise multiply (temp float) -0:62 log2 (temp float) -0:62 'inF0' (in float) +0:62 move second child to first child ( temp float) +0:62 'r041' ( temp float) +0:62 component-wise multiply ( temp float) +0:62 log2 ( temp float) +0:62 'inF0' ( in float) 0:62 Constant: 0:62 0.301030 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 'r042' (temp float) -0:63 log2 (temp float) -0:63 'inF0' (in float) +0:63 move second child to first child ( temp float) +0:63 'r042' ( temp float) +0:63 log2 ( temp float) +0:63 'inF0' ( in float) 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'r043' (temp float) -0:64 max (temp float) -0:64 'inF0' (in float) -0:64 'inF1' (in float) +0:64 move second child to first child ( temp float) +0:64 'r043' ( temp float) +0:64 max ( temp float) +0:64 'inF0' ( in float) +0:64 'inF1' ( in float) 0:65 Sequence -0:65 move second child to first child (temp float) -0:65 'r044' (temp float) -0:65 min (temp float) -0:65 'inF0' (in float) -0:65 'inF1' (in float) +0:65 move second child to first child ( temp float) +0:65 'r044' ( temp float) +0:65 min ( temp float) +0:65 'inF0' ( in float) +0:65 'inF1' ( in float) 0:66 Sequence -0:66 move second child to first child (temp float) -0:66 'r045' (temp float) -0:66 pow (temp float) -0:66 'inF0' (in float) -0:66 'inF1' (in float) +0:66 move second child to first child ( temp float) +0:66 'r045' ( temp float) +0:66 pow ( temp float) +0:66 'inF0' ( in float) +0:66 'inF1' ( in float) 0:67 Sequence -0:67 move second child to first child (temp float) -0:67 'r046' (temp float) -0:67 radians (temp float) -0:67 'inF0' (in float) +0:67 move second child to first child ( temp float) +0:67 'r046' ( temp float) +0:67 radians ( temp float) +0:67 'inF0' ( in float) 0:68 Sequence -0:68 move second child to first child (temp float) -0:68 'r047' (temp float) -0:68 divide (temp float) +0:68 move second child to first child ( temp float) +0:68 'r047' ( temp float) +0:68 divide ( temp float) 0:68 Constant: 0:68 1.000000 -0:68 'inF0' (in float) +0:68 'inF0' ( in float) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'r048' (temp uint) -0:69 Convert int to uint (temp uint) -0:69 bitFieldReverse (temp int) +0:69 move second child to first child ( temp uint) +0:69 'r048' ( temp uint) +0:69 Convert int to uint ( temp uint) +0:69 bitFieldReverse ( temp int) 0:69 Constant: 0:69 2 (const int) 0:70 Sequence -0:70 move second child to first child (temp float) -0:70 'r049' (temp float) -0:70 roundEven (temp float) -0:70 'inF0' (in float) +0:70 move second child to first child ( temp float) +0:70 'r049' ( temp float) +0:70 roundEven ( temp float) +0:70 'inF0' ( in float) 0:71 Sequence -0:71 move second child to first child (temp float) -0:71 'r050' (temp float) -0:71 inverse sqrt (temp float) -0:71 'inF0' (in float) +0:71 move second child to first child ( temp float) +0:71 'r050' ( temp float) +0:71 inverse sqrt ( temp float) +0:71 'inF0' ( in float) 0:72 Sequence -0:72 move second child to first child (temp float) -0:72 'r051' (temp float) -0:72 clamp (temp float) -0:72 'inF0' (in float) +0:72 move second child to first child ( temp float) +0:72 'r051' ( temp float) +0:72 clamp ( temp float) +0:72 'inF0' ( in float) 0:72 Constant: 0:72 0.000000 0:72 Constant: 0:72 1.000000 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'r052' (temp float) -0:73 Sign (temp float) -0:73 'inF0' (in float) +0:73 move second child to first child ( temp float) +0:73 'r052' ( temp float) +0:73 Sign ( temp float) +0:73 'inF0' ( in float) 0:74 Sequence -0:74 move second child to first child (temp float) -0:74 'r053' (temp float) -0:74 sine (temp float) -0:74 'inF0' (in float) +0:74 move second child to first child ( temp float) +0:74 'r053' ( temp float) +0:74 sine ( temp float) +0:74 'inF0' ( in float) 0:75 Sequence -0:75 move second child to first child (temp float) -0:75 'inF1' (in float) -0:75 sine (temp float) -0:75 'inF0' (in float) -0:75 move second child to first child (temp float) -0:75 'inF2' (in float) -0:75 cosine (temp float) -0:75 'inF0' (in float) +0:75 move second child to first child ( temp float) +0:75 'inF1' ( in float) +0:75 sine ( temp float) +0:75 'inF0' ( in float) +0:75 move second child to first child ( temp float) +0:75 'inF2' ( in float) +0:75 cosine ( temp float) +0:75 'inF0' ( in float) 0:76 Sequence -0:76 move second child to first child (temp float) -0:76 'r055' (temp float) -0:76 hyp. sine (temp float) -0:76 'inF0' (in float) +0:76 move second child to first child ( temp float) +0:76 'r055' ( temp float) +0:76 hyp. sine ( temp float) +0:76 'inF0' ( in float) 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'r056' (temp float) -0:77 smoothstep (temp float) -0:77 'inF0' (in float) -0:77 'inF1' (in float) -0:77 'inF2' (in float) +0:77 move second child to first child ( temp float) +0:77 'r056' ( temp float) +0:77 smoothstep ( temp float) +0:77 'inF0' ( in float) +0:77 'inF1' ( in float) +0:77 'inF2' ( in float) 0:78 Sequence -0:78 move second child to first child (temp float) -0:78 'r057' (temp float) -0:78 sqrt (temp float) -0:78 'inF0' (in float) +0:78 move second child to first child ( temp float) +0:78 'r057' ( temp float) +0:78 sqrt ( temp float) +0:78 'inF0' ( in float) 0:79 Sequence -0:79 move second child to first child (temp float) -0:79 'r058' (temp float) -0:79 step (temp float) -0:79 'inF0' (in float) -0:79 'inF1' (in float) +0:79 move second child to first child ( temp float) +0:79 'r058' ( temp float) +0:79 step ( temp float) +0:79 'inF0' ( in float) +0:79 'inF1' ( in float) 0:80 Sequence -0:80 move second child to first child (temp float) -0:80 'r059' (temp float) -0:80 tangent (temp float) -0:80 'inF0' (in float) +0:80 move second child to first child ( temp float) +0:80 'r059' ( temp float) +0:80 tangent ( temp float) +0:80 'inF0' ( in float) 0:81 Sequence -0:81 move second child to first child (temp float) -0:81 'r060' (temp float) -0:81 hyp. tangent (temp float) -0:81 'inF0' (in float) +0:81 move second child to first child ( temp float) +0:81 'r060' ( temp float) +0:81 hyp. tangent ( temp float) +0:81 'inF0' ( in float) 0:83 Sequence -0:83 move second child to first child (temp float) -0:83 'r061' (temp float) -0:83 trunc (temp float) -0:83 'inF0' (in float) +0:83 move second child to first child ( temp float) +0:83 'r061' ( temp float) +0:83 trunc ( temp float) +0:83 'inF0' ( in float) 0:85 Branch: Return with expression 0:85 Constant: 0:85 0.000000 -0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 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) -0:89 'inF2' (in 1-component vector of float) +0:89 'inF0' ( in 1-component vector of float) +0:89 'inF1' ( in 1-component vector of float) +0:89 'inF2' ( in 1-component vector of float) 0:? Sequence 0:91 Branch: Return with expression 0:91 Constant: 0:91 0.000000 -0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:95 'inF2' (in 2-component vector of float) -0:95 'inU0' (in 2-component vector of uint) -0:95 'inU1' (in 2-component vector of uint) +0:95 'inF0' ( in 2-component vector of float) +0:95 'inF1' ( in 2-component vector of float) +0:95 'inF2' ( in 2-component vector of float) +0:95 'inU0' ( in 2-component vector of uint) +0:95 'inU1' ( in 2-component vector of uint) 0:? Sequence 0:98 Sequence -0:98 move second child to first child (temp bool) -0:98 'r000' (temp bool) -0:98 all (temp bool) -0:98 'inF0' (in 2-component vector of float) +0:98 move second child to first child ( temp bool) +0:98 'r000' ( temp bool) +0:98 all ( temp bool) +0:98 'inF0' ( in 2-component vector of float) 0:99 Sequence -0:99 move second child to first child (temp 2-component vector of float) -0:99 'r001' (temp 2-component vector of float) -0:99 Absolute value (temp 2-component vector of float) -0:99 'inF0' (in 2-component vector of float) +0:99 move second child to first child ( temp 2-component vector of float) +0:99 'r001' ( temp 2-component vector of float) +0:99 Absolute value ( temp 2-component vector of float) +0:99 'inF0' ( in 2-component vector of float) 0:100 Sequence -0:100 move second child to first child (temp 2-component vector of float) -0:100 'r002' (temp 2-component vector of float) -0:100 arc cosine (temp 2-component vector of float) -0:100 'inF0' (in 2-component vector of float) +0:100 move second child to first child ( temp 2-component vector of float) +0:100 'r002' ( temp 2-component vector of float) +0:100 arc cosine ( temp 2-component vector of float) +0:100 'inF0' ( in 2-component vector of float) 0:101 Sequence -0:101 move second child to first child (temp bool) -0:101 'r003' (temp bool) -0:101 any (temp bool) -0:101 'inF0' (in 2-component vector of float) +0:101 move second child to first child ( temp bool) +0:101 'r003' ( temp bool) +0:101 any ( temp bool) +0:101 'inF0' ( in 2-component vector of float) 0:102 Sequence -0:102 move second child to first child (temp 2-component vector of float) -0:102 'r004' (temp 2-component vector of float) -0:102 arc sine (temp 2-component vector of float) -0:102 'inF0' (in 2-component vector of float) +0:102 move second child to first child ( temp 2-component vector of float) +0:102 'r004' ( temp 2-component vector of float) +0:102 arc sine ( temp 2-component vector of float) +0:102 'inF0' ( in 2-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 2-component vector of int) -0:103 'r005' (temp 2-component vector of int) -0:103 floatBitsToInt (temp 2-component vector of int) -0:103 'inF0' (in 2-component vector of float) +0:103 move second child to first child ( temp 2-component vector of int) +0:103 'r005' ( temp 2-component vector of int) +0:103 floatBitsToInt ( temp 2-component vector of int) +0:103 'inF0' ( in 2-component vector of float) 0:104 Sequence -0:104 move second child to first child (temp 2-component vector of uint) -0:104 'r006' (temp 2-component vector of uint) -0:104 floatBitsToUint (temp 2-component vector of uint) -0:104 'inF0' (in 2-component vector of float) +0:104 move second child to first child ( temp 2-component vector of uint) +0:104 'r006' ( temp 2-component vector of uint) +0:104 floatBitsToUint ( temp 2-component vector of uint) +0:104 'inF0' ( in 2-component vector of float) 0:105 Sequence -0:105 move second child to first child (temp 2-component vector of float) -0:105 'r007' (temp 2-component vector of float) -0:105 intBitsToFloat (temp 2-component vector of float) -0:105 'inU0' (in 2-component vector of uint) +0:105 move second child to first child ( temp 2-component vector of float) +0:105 'r007' ( temp 2-component vector of float) +0:105 intBitsToFloat ( temp 2-component vector of float) +0:105 'inU0' ( in 2-component vector of uint) 0:107 Sequence -0:107 move second child to first child (temp 2-component vector of float) -0:107 'r009' (temp 2-component vector of float) -0:107 arc tangent (temp 2-component vector of float) -0:107 'inF0' (in 2-component vector of float) +0:107 move second child to first child ( temp 2-component vector of float) +0:107 'r009' ( temp 2-component vector of float) +0:107 arc tangent ( temp 2-component vector of float) +0:107 'inF0' ( in 2-component vector of float) 0:108 Sequence -0:108 move second child to first child (temp 2-component vector of float) -0:108 'r010' (temp 2-component vector of float) -0:108 arc tangent (temp 2-component vector of float) -0:108 'inF0' (in 2-component vector of float) -0:108 'inF1' (in 2-component vector of float) +0:108 move second child to first child ( temp 2-component vector of float) +0:108 'r010' ( temp 2-component vector of float) +0:108 arc tangent ( temp 2-component vector of float) +0:108 'inF0' ( in 2-component vector of float) +0:108 'inF1' ( in 2-component vector of float) 0:109 Sequence -0:109 move second child to first child (temp 2-component vector of float) -0:109 'r011' (temp 2-component vector of float) -0:109 Ceiling (temp 2-component vector of float) -0:109 'inF0' (in 2-component vector of float) +0:109 move second child to first child ( temp 2-component vector of float) +0:109 'r011' ( temp 2-component vector of float) +0:109 Ceiling ( temp 2-component vector of float) +0:109 'inF0' ( in 2-component vector of float) 0:110 Sequence -0:110 move second child to first child (temp 2-component vector of float) -0:110 'r012' (temp 2-component vector of float) -0:110 clamp (temp 2-component vector of float) -0:110 'inF0' (in 2-component vector of float) -0:110 'inF1' (in 2-component vector of float) -0:110 'inF2' (in 2-component vector of float) -0:111 Test condition and select (temp void) +0:110 move second child to first child ( temp 2-component vector of float) +0:110 'r012' ( temp 2-component vector of float) +0:110 clamp ( temp 2-component vector of float) +0:110 'inF0' ( in 2-component vector of float) +0:110 'inF1' ( in 2-component vector of float) +0:110 'inF2' ( in 2-component vector of float) +0:111 Test condition and select ( temp void) 0:111 Condition -0:111 any (temp bool) -0:111 Compare Less Than (temp 2-component vector of bool) -0:111 'inF0' (in 2-component vector of float) +0:111 any ( temp bool) +0:111 Compare Less Than ( temp 2-component vector of bool) +0:111 'inF0' ( in 2-component vector of float) 0:111 Constant: 0:111 0.000000 0:111 0.000000 0:111 true case 0:111 Branch: Kill 0:112 Sequence -0:112 move second child to first child (temp 2-component vector of float) -0:112 'r013' (temp 2-component vector of float) -0:112 cosine (temp 2-component vector of float) -0:112 'inF0' (in 2-component vector of float) +0:112 move second child to first child ( temp 2-component vector of float) +0:112 'r013' ( temp 2-component vector of float) +0:112 cosine ( temp 2-component vector of float) +0:112 'inF0' ( in 2-component vector of float) 0:113 Sequence -0:113 move second child to first child (temp 2-component vector of float) -0:113 'r015' (temp 2-component vector of float) -0:113 hyp. cosine (temp 2-component vector of float) -0:113 'inF0' (in 2-component vector of float) +0:113 move second child to first child ( temp 2-component vector of float) +0:113 'r015' ( temp 2-component vector of float) +0:113 hyp. cosine ( temp 2-component vector of float) +0:113 'inF0' ( in 2-component vector of float) 0:114 Sequence -0:114 move second child to first child (temp 2-component vector of int) -0:114 'r016' (temp 2-component vector of int) -0:? bitCount (temp 2-component vector of int) +0:114 move second child to first child ( temp 2-component vector of int) +0:114 'r016' ( temp 2-component vector of int) +0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:115 Sequence -0:115 move second child to first child (temp 2-component vector of float) -0:115 'r017' (temp 2-component vector of float) -0:115 dPdx (temp 2-component vector of float) -0:115 'inF0' (in 2-component vector of float) +0:115 move second child to first child ( temp 2-component vector of float) +0:115 'r017' ( temp 2-component vector of float) +0:115 dPdx ( temp 2-component vector of float) +0:115 'inF0' ( in 2-component vector of float) 0:116 Sequence -0:116 move second child to first child (temp 2-component vector of float) -0:116 'r018' (temp 2-component vector of float) -0:116 dPdxCoarse (temp 2-component vector of float) -0:116 'inF0' (in 2-component vector of float) +0:116 move second child to first child ( temp 2-component vector of float) +0:116 'r018' ( temp 2-component vector of float) +0:116 dPdxCoarse ( temp 2-component vector of float) +0:116 'inF0' ( in 2-component vector of float) 0:117 Sequence -0:117 move second child to first child (temp 2-component vector of float) -0:117 'r019' (temp 2-component vector of float) -0:117 dPdxFine (temp 2-component vector of float) -0:117 'inF0' (in 2-component vector of float) +0:117 move second child to first child ( temp 2-component vector of float) +0:117 'r019' ( temp 2-component vector of float) +0:117 dPdxFine ( temp 2-component vector of float) +0:117 'inF0' ( in 2-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp 2-component vector of float) -0:118 'r020' (temp 2-component vector of float) -0:118 dPdy (temp 2-component vector of float) -0:118 'inF0' (in 2-component vector of float) +0:118 move second child to first child ( temp 2-component vector of float) +0:118 'r020' ( temp 2-component vector of float) +0:118 dPdy ( temp 2-component vector of float) +0:118 'inF0' ( in 2-component vector of float) 0:119 Sequence -0:119 move second child to first child (temp 2-component vector of float) -0:119 'r021' (temp 2-component vector of float) -0:119 dPdyCoarse (temp 2-component vector of float) -0:119 'inF0' (in 2-component vector of float) +0:119 move second child to first child ( temp 2-component vector of float) +0:119 'r021' ( temp 2-component vector of float) +0:119 dPdyCoarse ( temp 2-component vector of float) +0:119 'inF0' ( in 2-component vector of float) 0:120 Sequence -0:120 move second child to first child (temp 2-component vector of float) -0:120 'r022' (temp 2-component vector of float) -0:120 dPdyFine (temp 2-component vector of float) -0:120 'inF0' (in 2-component vector of float) +0:120 move second child to first child ( temp 2-component vector of float) +0:120 'r022' ( temp 2-component vector of float) +0:120 dPdyFine ( temp 2-component vector of float) +0:120 'inF0' ( in 2-component vector of float) 0:121 Sequence -0:121 move second child to first child (temp 2-component vector of float) -0:121 'r023' (temp 2-component vector of float) -0:121 degrees (temp 2-component vector of float) -0:121 'inF0' (in 2-component vector of float) +0:121 move second child to first child ( temp 2-component vector of float) +0:121 'r023' ( temp 2-component vector of float) +0:121 degrees ( temp 2-component vector of float) +0:121 'inF0' ( in 2-component vector of float) 0:125 Sequence -0:125 move second child to first child (temp float) -0:125 'r026' (temp float) -0:125 distance (temp float) -0:125 'inF0' (in 2-component vector of float) -0:125 'inF1' (in 2-component vector of float) +0:125 move second child to first child ( temp float) +0:125 'r026' ( temp float) +0:125 distance ( temp float) +0:125 'inF0' ( in 2-component vector of float) +0:125 'inF1' ( in 2-component vector of float) 0:126 Sequence -0:126 move second child to first child (temp float) -0:126 'r027' (temp float) -0:126 dot-product (temp float) -0:126 'inF0' (in 2-component vector of float) -0:126 'inF1' (in 2-component vector of float) +0:126 move second child to first child ( temp float) +0:126 'r027' ( temp float) +0:126 dot-product ( temp float) +0:126 'inF0' ( in 2-component vector of float) +0:126 'inF1' ( in 2-component vector of float) 0:130 Sequence -0:130 move second child to first child (temp 2-component vector of float) -0:130 'r028' (temp 2-component vector of float) -0:130 exp (temp 2-component vector of float) -0:130 'inF0' (in 2-component vector of float) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'r028' ( temp 2-component vector of float) +0:130 exp ( temp 2-component vector of float) +0:130 'inF0' ( in 2-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp 2-component vector of float) -0:131 'r029' (temp 2-component vector of float) -0:131 exp2 (temp 2-component vector of float) -0:131 'inF0' (in 2-component vector of float) +0:131 move second child to first child ( temp 2-component vector of float) +0:131 'r029' ( temp 2-component vector of float) +0:131 exp2 ( temp 2-component vector of float) +0:131 'inF0' ( in 2-component vector of float) 0:132 Sequence -0:132 move second child to first child (temp 2-component vector of float) -0:132 'r030' (temp 2-component vector of float) -0:132 face-forward (temp 2-component vector of float) -0:132 'inF0' (in 2-component vector of float) -0:132 'inF1' (in 2-component vector of float) -0:132 'inF2' (in 2-component vector of float) +0:132 move second child to first child ( temp 2-component vector of float) +0:132 'r030' ( temp 2-component vector of float) +0:132 face-forward ( temp 2-component vector of float) +0:132 'inF0' ( in 2-component vector of float) +0:132 'inF1' ( in 2-component vector of float) +0:132 'inF2' ( in 2-component vector of float) 0:133 Sequence -0:133 move second child to first child (temp 2-component vector of uint) -0:133 'r031' (temp 2-component vector of uint) -0:? findMSB (temp 2-component vector of uint) +0:133 move second child to first child ( temp 2-component vector of uint) +0:133 'r031' ( temp 2-component vector of uint) +0:? findMSB ( temp 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:134 Sequence -0:134 move second child to first child (temp 2-component vector of uint) -0:134 'r032' (temp 2-component vector of uint) -0:? findLSB (temp 2-component vector of uint) +0:134 move second child to first child ( temp 2-component vector of uint) +0:134 'r032' ( temp 2-component vector of uint) +0:? findLSB ( temp 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:135 Sequence -0:135 move second child to first child (temp 2-component vector of float) -0:135 'r033' (temp 2-component vector of float) -0:135 Floor (temp 2-component vector of float) -0:135 'inF0' (in 2-component vector of float) +0:135 move second child to first child ( temp 2-component vector of float) +0:135 'r033' ( temp 2-component vector of float) +0:135 Floor ( temp 2-component vector of float) +0:135 'inF0' ( in 2-component vector of float) 0:137 Sequence -0:137 move second child to first child (temp 2-component vector of float) -0:137 'r035' (temp 2-component vector of float) -0:137 mod (temp 2-component vector of float) -0:137 'inF0' (in 2-component vector of float) -0:137 'inF1' (in 2-component vector of float) +0:137 move second child to first child ( temp 2-component vector of float) +0:137 'r035' ( temp 2-component vector of float) +0:137 mod ( temp 2-component vector of float) +0:137 'inF0' ( in 2-component vector of float) +0:137 'inF1' ( in 2-component vector of float) 0:138 Sequence -0:138 move second child to first child (temp 2-component vector of float) -0:138 'r036' (temp 2-component vector of float) -0:138 Fraction (temp 2-component vector of float) -0:138 'inF0' (in 2-component vector of float) +0:138 move second child to first child ( temp 2-component vector of float) +0:138 'r036' ( temp 2-component vector of float) +0:138 Fraction ( temp 2-component vector of float) +0:138 'inF0' ( in 2-component vector of float) 0:139 Sequence -0:139 move second child to first child (temp 2-component vector of float) -0:139 'r037' (temp 2-component vector of float) -0:139 frexp (temp 2-component vector of float) -0:139 'inF0' (in 2-component vector of float) -0:139 'inF1' (in 2-component vector of float) +0:139 move second child to first child ( temp 2-component vector of float) +0:139 'r037' ( temp 2-component vector of float) +0:139 frexp ( temp 2-component vector of float) +0:139 'inF0' ( in 2-component vector of float) +0:139 'inF1' ( in 2-component vector of float) 0:140 Sequence -0:140 move second child to first child (temp 2-component vector of float) -0:140 'r038' (temp 2-component vector of float) -0:140 fwidth (temp 2-component vector of float) -0:140 'inF0' (in 2-component vector of float) +0:140 move second child to first child ( temp 2-component vector of float) +0:140 'r038' ( temp 2-component vector of float) +0:140 fwidth ( temp 2-component vector of float) +0:140 'inF0' ( in 2-component vector of float) 0:141 Sequence -0:141 move second child to first child (temp 2-component vector of bool) -0:141 'r039' (temp 2-component vector of bool) -0:141 isinf (temp 2-component vector of bool) -0:141 'inF0' (in 2-component vector of float) +0:141 move second child to first child ( temp 2-component vector of bool) +0:141 'r039' ( temp 2-component vector of bool) +0:141 isinf ( temp 2-component vector of bool) +0:141 'inF0' ( in 2-component vector of float) 0:142 Sequence -0:142 move second child to first child (temp 2-component vector of bool) -0:142 'r040' (temp 2-component vector of bool) -0:142 isnan (temp 2-component vector of bool) -0:142 'inF0' (in 2-component vector of float) +0:142 move second child to first child ( temp 2-component vector of bool) +0:142 'r040' ( temp 2-component vector of bool) +0:142 isnan ( temp 2-component vector of bool) +0:142 'inF0' ( in 2-component vector of float) 0:143 Sequence -0:143 move second child to first child (temp 2-component vector of float) -0:143 'r041' (temp 2-component vector of float) -0:143 ldexp (temp 2-component vector of float) -0:143 'inF0' (in 2-component vector of float) -0:143 'inF1' (in 2-component vector of float) +0:143 move second child to first child ( temp 2-component vector of float) +0:143 'r041' ( temp 2-component vector of float) +0:143 ldexp ( temp 2-component vector of float) +0:143 'inF0' ( in 2-component vector of float) +0:143 'inF1' ( in 2-component vector of float) 0:144 Sequence -0:144 move second child to first child (temp 2-component vector of float) -0:144 'r039a' (temp 2-component vector of float) -0:144 mix (temp 2-component vector of float) -0:144 'inF0' (in 2-component vector of float) -0:144 'inF1' (in 2-component vector of float) -0:144 'inF2' (in 2-component vector of float) +0:144 move second child to first child ( temp 2-component vector of float) +0:144 'r039a' ( temp 2-component vector of float) +0:144 mix ( temp 2-component vector of float) +0:144 'inF0' ( in 2-component vector of float) +0:144 'inF1' ( in 2-component vector of float) +0:144 'inF2' ( in 2-component vector of float) 0:145 Sequence -0:145 move second child to first child (temp float) -0:145 'r042' (temp float) -0:145 length (temp float) -0:145 'inF0' (in 2-component vector of float) +0:145 move second child to first child ( temp float) +0:145 'r042' ( temp float) +0:145 length ( temp float) +0:145 'inF0' ( in 2-component vector of float) 0:146 Sequence -0:146 move second child to first child (temp 2-component vector of float) -0:146 'r043' (temp 2-component vector of float) -0:146 log (temp 2-component vector of float) -0:146 'inF0' (in 2-component vector of float) +0:146 move second child to first child ( temp 2-component vector of float) +0:146 'r043' ( temp 2-component vector of float) +0:146 log ( temp 2-component vector of float) +0:146 'inF0' ( in 2-component vector of float) 0:147 Sequence -0:147 move second child to first child (temp 2-component vector of float) -0:147 'r044' (temp 2-component vector of float) -0:147 vector-scale (temp 2-component vector of float) -0:147 log2 (temp 2-component vector of float) -0:147 'inF0' (in 2-component vector of float) +0:147 move second child to first child ( temp 2-component vector of float) +0:147 'r044' ( temp 2-component vector of float) +0:147 vector-scale ( temp 2-component vector of float) +0:147 log2 ( temp 2-component vector of float) +0:147 'inF0' ( in 2-component vector of float) 0:147 Constant: 0:147 0.301030 0:148 Sequence -0:148 move second child to first child (temp 2-component vector of float) -0:148 'r045' (temp 2-component vector of float) -0:148 log2 (temp 2-component vector of float) -0:148 'inF0' (in 2-component vector of float) +0:148 move second child to first child ( temp 2-component vector of float) +0:148 'r045' ( temp 2-component vector of float) +0:148 log2 ( temp 2-component vector of float) +0:148 'inF0' ( in 2-component vector of float) 0:149 Sequence -0:149 move second child to first child (temp 2-component vector of float) -0:149 'r046' (temp 2-component vector of float) -0:149 max (temp 2-component vector of float) -0:149 'inF0' (in 2-component vector of float) -0:149 'inF1' (in 2-component vector of float) +0:149 move second child to first child ( temp 2-component vector of float) +0:149 'r046' ( temp 2-component vector of float) +0:149 max ( temp 2-component vector of float) +0:149 'inF0' ( in 2-component vector of float) +0:149 'inF1' ( in 2-component vector of float) 0:150 Sequence -0:150 move second child to first child (temp 2-component vector of float) -0:150 'r047' (temp 2-component vector of float) -0:150 min (temp 2-component vector of float) -0:150 'inF0' (in 2-component vector of float) -0:150 'inF1' (in 2-component vector of float) +0:150 move second child to first child ( temp 2-component vector of float) +0:150 'r047' ( temp 2-component vector of float) +0:150 min ( temp 2-component vector of float) +0:150 'inF0' ( in 2-component vector of float) +0:150 'inF1' ( in 2-component vector of float) 0:151 Sequence -0:151 move second child to first child (temp 2-component vector of float) -0:151 'r048' (temp 2-component vector of float) -0:151 normalize (temp 2-component vector of float) -0:151 'inF0' (in 2-component vector of float) +0:151 move second child to first child ( temp 2-component vector of float) +0:151 'r048' ( temp 2-component vector of float) +0:151 normalize ( temp 2-component vector of float) +0:151 'inF0' ( in 2-component vector of float) 0:152 Sequence -0:152 move second child to first child (temp 2-component vector of float) -0:152 'r049' (temp 2-component vector of float) -0:152 pow (temp 2-component vector of float) -0:152 'inF0' (in 2-component vector of float) -0:152 'inF1' (in 2-component vector of float) +0:152 move second child to first child ( temp 2-component vector of float) +0:152 'r049' ( temp 2-component vector of float) +0:152 pow ( temp 2-component vector of float) +0:152 'inF0' ( in 2-component vector of float) +0:152 'inF1' ( in 2-component vector of float) 0:153 Sequence -0:153 move second child to first child (temp 2-component vector of float) -0:153 'r050' (temp 2-component vector of float) -0:153 radians (temp 2-component vector of float) -0:153 'inF0' (in 2-component vector of float) +0:153 move second child to first child ( temp 2-component vector of float) +0:153 'r050' ( temp 2-component vector of float) +0:153 radians ( temp 2-component vector of float) +0:153 'inF0' ( in 2-component vector of float) 0:154 Sequence -0:154 move second child to first child (temp 2-component vector of float) -0:154 'r051' (temp 2-component vector of float) -0:154 divide (temp 2-component vector of float) +0:154 move second child to first child ( temp 2-component vector of float) +0:154 'r051' ( temp 2-component vector of float) +0:154 divide ( temp 2-component vector of float) 0:154 Constant: 0:154 1.000000 -0:154 'inF0' (in 2-component vector of float) +0:154 'inF0' ( in 2-component vector of float) 0:155 Sequence -0:155 move second child to first child (temp 2-component vector of float) -0:155 'r052' (temp 2-component vector of float) -0:155 reflect (temp 2-component vector of float) -0:155 'inF0' (in 2-component vector of float) -0:155 'inF1' (in 2-component vector of float) +0:155 move second child to first child ( temp 2-component vector of float) +0:155 'r052' ( temp 2-component vector of float) +0:155 reflect ( temp 2-component vector of float) +0:155 'inF0' ( in 2-component vector of float) +0:155 'inF1' ( in 2-component vector of float) 0:156 Sequence -0:156 move second child to first child (temp 2-component vector of float) -0:156 'r053' (temp 2-component vector of float) -0:156 refract (temp 2-component vector of float) -0:156 'inF0' (in 2-component vector of float) -0:156 'inF1' (in 2-component vector of float) +0:156 move second child to first child ( temp 2-component vector of float) +0:156 'r053' ( temp 2-component vector of float) +0:156 refract ( temp 2-component vector of float) +0:156 'inF0' ( in 2-component vector of float) +0:156 'inF1' ( in 2-component vector of float) 0:156 Constant: 0:156 2.000000 0:157 Sequence -0:157 move second child to first child (temp 2-component vector of uint) -0:157 'r054' (temp 2-component vector of uint) -0:? bitFieldReverse (temp 2-component vector of uint) +0:157 move second child to first child ( temp 2-component vector of uint) +0:157 'r054' ( temp 2-component vector of uint) +0:? bitFieldReverse ( temp 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:158 Sequence -0:158 move second child to first child (temp 2-component vector of float) -0:158 'r055' (temp 2-component vector of float) -0:158 roundEven (temp 2-component vector of float) -0:158 'inF0' (in 2-component vector of float) +0:158 move second child to first child ( temp 2-component vector of float) +0:158 'r055' ( temp 2-component vector of float) +0:158 roundEven ( temp 2-component vector of float) +0:158 'inF0' ( in 2-component vector of float) 0:159 Sequence -0:159 move second child to first child (temp 2-component vector of float) -0:159 'r056' (temp 2-component vector of float) -0:159 inverse sqrt (temp 2-component vector of float) -0:159 'inF0' (in 2-component vector of float) +0:159 move second child to first child ( temp 2-component vector of float) +0:159 'r056' ( temp 2-component vector of float) +0:159 inverse sqrt ( temp 2-component vector of float) +0:159 'inF0' ( in 2-component vector of float) 0:160 Sequence -0:160 move second child to first child (temp 2-component vector of float) -0:160 'r057' (temp 2-component vector of float) -0:160 clamp (temp 2-component vector of float) -0:160 'inF0' (in 2-component vector of float) +0:160 move second child to first child ( temp 2-component vector of float) +0:160 'r057' ( temp 2-component vector of float) +0:160 clamp ( temp 2-component vector of float) +0:160 'inF0' ( in 2-component vector of float) 0:160 Constant: 0:160 0.000000 0:160 Constant: 0:160 1.000000 0:161 Sequence -0:161 move second child to first child (temp 2-component vector of float) -0:161 'r058' (temp 2-component vector of float) -0:161 Sign (temp 2-component vector of float) -0:161 'inF0' (in 2-component vector of float) +0:161 move second child to first child ( temp 2-component vector of float) +0:161 'r058' ( temp 2-component vector of float) +0:161 Sign ( temp 2-component vector of float) +0:161 'inF0' ( in 2-component vector of float) 0:162 Sequence -0:162 move second child to first child (temp 2-component vector of float) -0:162 'r059' (temp 2-component vector of float) -0:162 sine (temp 2-component vector of float) -0:162 'inF0' (in 2-component vector of float) +0:162 move second child to first child ( temp 2-component vector of float) +0:162 'r059' ( temp 2-component vector of float) +0:162 sine ( temp 2-component vector of float) +0:162 'inF0' ( in 2-component vector of float) 0:163 Sequence -0:163 move second child to first child (temp 2-component vector of float) -0:163 'inF1' (in 2-component vector of float) -0:163 sine (temp 2-component vector of float) -0:163 'inF0' (in 2-component vector of float) -0:163 move second child to first child (temp 2-component vector of float) -0:163 'inF2' (in 2-component vector of float) -0:163 cosine (temp 2-component vector of float) -0:163 'inF0' (in 2-component vector of float) +0:163 move second child to first child ( temp 2-component vector of float) +0:163 'inF1' ( in 2-component vector of float) +0:163 sine ( temp 2-component vector of float) +0:163 'inF0' ( in 2-component vector of float) +0:163 move second child to first child ( temp 2-component vector of float) +0:163 'inF2' ( in 2-component vector of float) +0:163 cosine ( temp 2-component vector of float) +0:163 'inF0' ( in 2-component vector of float) 0:164 Sequence -0:164 move second child to first child (temp 2-component vector of float) -0:164 'r060' (temp 2-component vector of float) -0:164 hyp. sine (temp 2-component vector of float) -0:164 'inF0' (in 2-component vector of float) +0:164 move second child to first child ( temp 2-component vector of float) +0:164 'r060' ( temp 2-component vector of float) +0:164 hyp. sine ( temp 2-component vector of float) +0:164 'inF0' ( in 2-component vector of float) 0:165 Sequence -0:165 move second child to first child (temp 2-component vector of float) -0:165 'r061' (temp 2-component vector of float) -0:165 smoothstep (temp 2-component vector of float) -0:165 'inF0' (in 2-component vector of float) -0:165 'inF1' (in 2-component vector of float) -0:165 'inF2' (in 2-component vector of float) +0:165 move second child to first child ( temp 2-component vector of float) +0:165 'r061' ( temp 2-component vector of float) +0:165 smoothstep ( temp 2-component vector of float) +0:165 'inF0' ( in 2-component vector of float) +0:165 'inF1' ( in 2-component vector of float) +0:165 'inF2' ( in 2-component vector of float) 0:166 Sequence -0:166 move second child to first child (temp 2-component vector of float) -0:166 'r062' (temp 2-component vector of float) -0:166 sqrt (temp 2-component vector of float) -0:166 'inF0' (in 2-component vector of float) +0:166 move second child to first child ( temp 2-component vector of float) +0:166 'r062' ( temp 2-component vector of float) +0:166 sqrt ( temp 2-component vector of float) +0:166 'inF0' ( in 2-component vector of float) 0:167 Sequence -0:167 move second child to first child (temp 2-component vector of float) -0:167 'r063' (temp 2-component vector of float) -0:167 step (temp 2-component vector of float) -0:167 'inF0' (in 2-component vector of float) -0:167 'inF1' (in 2-component vector of float) +0:167 move second child to first child ( temp 2-component vector of float) +0:167 'r063' ( temp 2-component vector of float) +0:167 step ( temp 2-component vector of float) +0:167 'inF0' ( in 2-component vector of float) +0:167 'inF1' ( in 2-component vector of float) 0:168 Sequence -0:168 move second child to first child (temp 2-component vector of float) -0:168 'r064' (temp 2-component vector of float) -0:168 tangent (temp 2-component vector of float) -0:168 'inF0' (in 2-component vector of float) +0:168 move second child to first child ( temp 2-component vector of float) +0:168 'r064' ( temp 2-component vector of float) +0:168 tangent ( temp 2-component vector of float) +0:168 'inF0' ( in 2-component vector of float) 0:169 Sequence -0:169 move second child to first child (temp 2-component vector of float) -0:169 'r065' (temp 2-component vector of float) -0:169 hyp. tangent (temp 2-component vector of float) -0:169 'inF0' (in 2-component vector of float) +0:169 move second child to first child ( temp 2-component vector of float) +0:169 'r065' ( temp 2-component vector of float) +0:169 hyp. tangent ( temp 2-component vector of float) +0:169 'inF0' ( in 2-component vector of float) 0:171 Sequence -0:171 move second child to first child (temp 2-component vector of float) -0:171 'r066' (temp 2-component vector of float) -0:171 trunc (temp 2-component vector of float) -0:171 'inF0' (in 2-component vector of float) +0:171 move second child to first child ( temp 2-component vector of float) +0:171 'r066' ( temp 2-component vector of float) +0:171 trunc ( temp 2-component vector of float) +0:171 'inF0' ( in 2-component vector of float) 0:174 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:178 'inF2' (in 3-component vector of float) -0:178 'inU0' (in 3-component vector of uint) -0:178 'inU1' (in 3-component vector of uint) +0:178 'inF0' ( in 3-component vector of float) +0:178 'inF1' ( in 3-component vector of float) +0:178 'inF2' ( in 3-component vector of float) +0:178 'inU0' ( in 3-component vector of uint) +0:178 'inU1' ( in 3-component vector of uint) 0:? Sequence 0:181 Sequence -0:181 move second child to first child (temp bool) -0:181 'r000' (temp bool) -0:181 all (temp bool) -0:181 'inF0' (in 3-component vector of float) +0:181 move second child to first child ( temp bool) +0:181 'r000' ( temp bool) +0:181 all ( temp bool) +0:181 'inF0' ( in 3-component vector of float) 0:182 Sequence -0:182 move second child to first child (temp 3-component vector of float) -0:182 'r001' (temp 3-component vector of float) -0:182 Absolute value (temp 3-component vector of float) -0:182 'inF0' (in 3-component vector of float) +0:182 move second child to first child ( temp 3-component vector of float) +0:182 'r001' ( temp 3-component vector of float) +0:182 Absolute value ( temp 3-component vector of float) +0:182 'inF0' ( in 3-component vector of float) 0:183 Sequence -0:183 move second child to first child (temp 3-component vector of float) -0:183 'r002' (temp 3-component vector of float) -0:183 arc cosine (temp 3-component vector of float) -0:183 'inF0' (in 3-component vector of float) +0:183 move second child to first child ( temp 3-component vector of float) +0:183 'r002' ( temp 3-component vector of float) +0:183 arc cosine ( temp 3-component vector of float) +0:183 'inF0' ( in 3-component vector of float) 0:184 Sequence -0:184 move second child to first child (temp bool) -0:184 'r003' (temp bool) -0:184 any (temp bool) -0:184 'inF0' (in 3-component vector of float) +0:184 move second child to first child ( temp bool) +0:184 'r003' ( temp bool) +0:184 any ( temp bool) +0:184 'inF0' ( in 3-component vector of float) 0:185 Sequence -0:185 move second child to first child (temp 3-component vector of float) -0:185 'r004' (temp 3-component vector of float) -0:185 arc sine (temp 3-component vector of float) -0:185 'inF0' (in 3-component vector of float) +0:185 move second child to first child ( temp 3-component vector of float) +0:185 'r004' ( temp 3-component vector of float) +0:185 arc sine ( temp 3-component vector of float) +0:185 'inF0' ( in 3-component vector of float) 0:186 Sequence -0:186 move second child to first child (temp 3-component vector of int) -0:186 'r005' (temp 3-component vector of int) -0:186 floatBitsToInt (temp 3-component vector of int) -0:186 'inF0' (in 3-component vector of float) +0:186 move second child to first child ( temp 3-component vector of int) +0:186 'r005' ( temp 3-component vector of int) +0:186 floatBitsToInt ( temp 3-component vector of int) +0:186 'inF0' ( in 3-component vector of float) 0:187 Sequence -0:187 move second child to first child (temp 3-component vector of uint) -0:187 'r006' (temp 3-component vector of uint) -0:187 floatBitsToUint (temp 3-component vector of uint) -0:187 'inF0' (in 3-component vector of float) +0:187 move second child to first child ( temp 3-component vector of uint) +0:187 'r006' ( temp 3-component vector of uint) +0:187 floatBitsToUint ( temp 3-component vector of uint) +0:187 'inF0' ( in 3-component vector of float) 0:188 Sequence -0:188 move second child to first child (temp 3-component vector of float) -0:188 'r007' (temp 3-component vector of float) -0:188 intBitsToFloat (temp 3-component vector of float) -0:188 'inU0' (in 3-component vector of uint) +0:188 move second child to first child ( temp 3-component vector of float) +0:188 'r007' ( temp 3-component vector of float) +0:188 intBitsToFloat ( temp 3-component vector of float) +0:188 'inU0' ( in 3-component vector of uint) 0:190 Sequence -0:190 move second child to first child (temp 3-component vector of float) -0:190 'r009' (temp 3-component vector of float) -0:190 arc tangent (temp 3-component vector of float) -0:190 'inF0' (in 3-component vector of float) +0:190 move second child to first child ( temp 3-component vector of float) +0:190 'r009' ( temp 3-component vector of float) +0:190 arc tangent ( temp 3-component vector of float) +0:190 'inF0' ( in 3-component vector of float) 0:191 Sequence -0:191 move second child to first child (temp 3-component vector of float) -0:191 'r010' (temp 3-component vector of float) -0:191 arc tangent (temp 3-component vector of float) -0:191 'inF0' (in 3-component vector of float) -0:191 'inF1' (in 3-component vector of float) +0:191 move second child to first child ( temp 3-component vector of float) +0:191 'r010' ( temp 3-component vector of float) +0:191 arc tangent ( temp 3-component vector of float) +0:191 'inF0' ( in 3-component vector of float) +0:191 'inF1' ( in 3-component vector of float) 0:192 Sequence -0:192 move second child to first child (temp 3-component vector of float) -0:192 'r011' (temp 3-component vector of float) -0:192 Ceiling (temp 3-component vector of float) -0:192 'inF0' (in 3-component vector of float) +0:192 move second child to first child ( temp 3-component vector of float) +0:192 'r011' ( temp 3-component vector of float) +0:192 Ceiling ( temp 3-component vector of float) +0:192 'inF0' ( in 3-component vector of float) 0:193 Sequence -0:193 move second child to first child (temp 3-component vector of float) -0:193 'r012' (temp 3-component vector of float) -0:193 clamp (temp 3-component vector of float) -0:193 'inF0' (in 3-component vector of float) -0:193 'inF1' (in 3-component vector of float) -0:193 'inF2' (in 3-component vector of float) -0:194 Test condition and select (temp void) +0:193 move second child to first child ( temp 3-component vector of float) +0:193 'r012' ( temp 3-component vector of float) +0:193 clamp ( temp 3-component vector of float) +0:193 'inF0' ( in 3-component vector of float) +0:193 'inF1' ( in 3-component vector of float) +0:193 'inF2' ( in 3-component vector of float) +0:194 Test condition and select ( temp void) 0:194 Condition -0:194 any (temp bool) -0:194 Compare Less Than (temp 3-component vector of bool) -0:194 'inF0' (in 3-component vector of float) +0:194 any ( temp bool) +0:194 Compare Less Than ( temp 3-component vector of bool) +0:194 'inF0' ( in 3-component vector of float) 0:194 Constant: 0:194 0.000000 0:194 0.000000 @@ -817,404 +817,404 @@ gl_FragCoord origin is upper left 0:194 true case 0:194 Branch: Kill 0:195 Sequence -0:195 move second child to first child (temp 3-component vector of float) -0:195 'r013' (temp 3-component vector of float) -0:195 cosine (temp 3-component vector of float) -0:195 'inF0' (in 3-component vector of float) +0:195 move second child to first child ( temp 3-component vector of float) +0:195 'r013' ( temp 3-component vector of float) +0:195 cosine ( temp 3-component vector of float) +0:195 'inF0' ( in 3-component vector of float) 0:196 Sequence -0:196 move second child to first child (temp 3-component vector of float) -0:196 'r014' (temp 3-component vector of float) -0:196 hyp. cosine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'r014' ( temp 3-component vector of float) +0:196 hyp. cosine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) 0:197 Sequence -0:197 move second child to first child (temp 3-component vector of uint) -0:197 'r015' (temp 3-component vector of uint) -0:? bitCount (temp 3-component vector of uint) +0:197 move second child to first child ( temp 3-component vector of uint) +0:197 'r015' ( temp 3-component vector of uint) +0:? bitCount ( temp 3-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:198 Sequence -0:198 move second child to first child (temp 3-component vector of float) -0:198 'r016' (temp 3-component vector of float) -0:198 cross-product (temp 3-component vector of float) -0:198 'inF0' (in 3-component vector of float) -0:198 'inF1' (in 3-component vector of float) +0:198 move second child to first child ( temp 3-component vector of float) +0:198 'r016' ( temp 3-component vector of float) +0:198 cross-product ( temp 3-component vector of float) +0:198 'inF0' ( in 3-component vector of float) +0:198 'inF1' ( in 3-component vector of float) 0:199 Sequence -0:199 move second child to first child (temp 3-component vector of float) -0:199 'r017' (temp 3-component vector of float) -0:199 dPdx (temp 3-component vector of float) -0:199 'inF0' (in 3-component vector of float) +0:199 move second child to first child ( temp 3-component vector of float) +0:199 'r017' ( temp 3-component vector of float) +0:199 dPdx ( temp 3-component vector of float) +0:199 'inF0' ( in 3-component vector of float) 0:200 Sequence -0:200 move second child to first child (temp 3-component vector of float) -0:200 'r018' (temp 3-component vector of float) -0:200 dPdxCoarse (temp 3-component vector of float) -0:200 'inF0' (in 3-component vector of float) +0:200 move second child to first child ( temp 3-component vector of float) +0:200 'r018' ( temp 3-component vector of float) +0:200 dPdxCoarse ( temp 3-component vector of float) +0:200 'inF0' ( in 3-component vector of float) 0:201 Sequence -0:201 move second child to first child (temp 3-component vector of float) -0:201 'r019' (temp 3-component vector of float) -0:201 dPdxFine (temp 3-component vector of float) -0:201 'inF0' (in 3-component vector of float) +0:201 move second child to first child ( temp 3-component vector of float) +0:201 'r019' ( temp 3-component vector of float) +0:201 dPdxFine ( temp 3-component vector of float) +0:201 'inF0' ( in 3-component vector of float) 0:202 Sequence -0:202 move second child to first child (temp 3-component vector of float) -0:202 'r020' (temp 3-component vector of float) -0:202 dPdy (temp 3-component vector of float) -0:202 'inF0' (in 3-component vector of float) +0:202 move second child to first child ( temp 3-component vector of float) +0:202 'r020' ( temp 3-component vector of float) +0:202 dPdy ( temp 3-component vector of float) +0:202 'inF0' ( in 3-component vector of float) 0:203 Sequence -0:203 move second child to first child (temp 3-component vector of float) -0:203 'r021' (temp 3-component vector of float) -0:203 dPdyCoarse (temp 3-component vector of float) -0:203 'inF0' (in 3-component vector of float) +0:203 move second child to first child ( temp 3-component vector of float) +0:203 'r021' ( temp 3-component vector of float) +0:203 dPdyCoarse ( temp 3-component vector of float) +0:203 'inF0' ( in 3-component vector of float) 0:204 Sequence -0:204 move second child to first child (temp 3-component vector of float) -0:204 'r022' (temp 3-component vector of float) -0:204 dPdyFine (temp 3-component vector of float) -0:204 'inF0' (in 3-component vector of float) +0:204 move second child to first child ( temp 3-component vector of float) +0:204 'r022' ( temp 3-component vector of float) +0:204 dPdyFine ( temp 3-component vector of float) +0:204 'inF0' ( in 3-component vector of float) 0:205 Sequence -0:205 move second child to first child (temp 3-component vector of float) -0:205 'r023' (temp 3-component vector of float) -0:205 degrees (temp 3-component vector of float) -0:205 'inF0' (in 3-component vector of float) +0:205 move second child to first child ( temp 3-component vector of float) +0:205 'r023' ( temp 3-component vector of float) +0:205 degrees ( temp 3-component vector of float) +0:205 'inF0' ( in 3-component vector of float) 0:206 Sequence -0:206 move second child to first child (temp float) -0:206 'r024' (temp float) -0:206 distance (temp float) -0:206 'inF0' (in 3-component vector of float) -0:206 'inF1' (in 3-component vector of float) +0:206 move second child to first child ( temp float) +0:206 'r024' ( temp float) +0:206 distance ( temp float) +0:206 'inF0' ( in 3-component vector of float) +0:206 'inF1' ( in 3-component vector of float) 0:207 Sequence -0:207 move second child to first child (temp float) -0:207 'r025' (temp float) -0:207 dot-product (temp float) -0:207 'inF0' (in 3-component vector of float) -0:207 'inF1' (in 3-component vector of float) +0:207 move second child to first child ( temp float) +0:207 'r025' ( temp float) +0:207 dot-product ( temp float) +0:207 'inF0' ( in 3-component vector of float) +0:207 'inF1' ( in 3-component vector of float) 0:211 Sequence -0:211 move second child to first child (temp 3-component vector of float) -0:211 'r029' (temp 3-component vector of float) -0:211 exp (temp 3-component vector of float) -0:211 'inF0' (in 3-component vector of float) +0:211 move second child to first child ( temp 3-component vector of float) +0:211 'r029' ( temp 3-component vector of float) +0:211 exp ( temp 3-component vector of float) +0:211 'inF0' ( in 3-component vector of float) 0:212 Sequence -0:212 move second child to first child (temp 3-component vector of float) -0:212 'r030' (temp 3-component vector of float) -0:212 exp2 (temp 3-component vector of float) -0:212 'inF0' (in 3-component vector of float) +0:212 move second child to first child ( temp 3-component vector of float) +0:212 'r030' ( temp 3-component vector of float) +0:212 exp2 ( temp 3-component vector of float) +0:212 'inF0' ( in 3-component vector of float) 0:213 Sequence -0:213 move second child to first child (temp 3-component vector of float) -0:213 'r031' (temp 3-component vector of float) -0:213 face-forward (temp 3-component vector of float) -0:213 'inF0' (in 3-component vector of float) -0:213 'inF1' (in 3-component vector of float) -0:213 'inF2' (in 3-component vector of float) +0:213 move second child to first child ( temp 3-component vector of float) +0:213 'r031' ( temp 3-component vector of float) +0:213 face-forward ( temp 3-component vector of float) +0:213 'inF0' ( in 3-component vector of float) +0:213 'inF1' ( in 3-component vector of float) +0:213 'inF2' ( in 3-component vector of float) 0:214 Sequence -0:214 move second child to first child (temp 3-component vector of uint) -0:214 'r032' (temp 3-component vector of uint) -0:? findMSB (temp 3-component vector of uint) +0:214 move second child to first child ( temp 3-component vector of uint) +0:214 'r032' ( temp 3-component vector of uint) +0:? findMSB ( temp 3-component vector of uint) 0:? Constant: 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:215 Sequence -0:215 move second child to first child (temp 3-component vector of uint) -0:215 'r033' (temp 3-component vector of uint) -0:? findLSB (temp 3-component vector of uint) +0:215 move second child to first child ( temp 3-component vector of uint) +0:215 'r033' ( temp 3-component vector of uint) +0:? findLSB ( temp 3-component vector of uint) 0:? Constant: 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:216 Sequence -0:216 move second child to first child (temp 3-component vector of float) -0:216 'r034' (temp 3-component vector of float) -0:216 Floor (temp 3-component vector of float) -0:216 'inF0' (in 3-component vector of float) +0:216 move second child to first child ( temp 3-component vector of float) +0:216 'r034' ( temp 3-component vector of float) +0:216 Floor ( temp 3-component vector of float) +0:216 'inF0' ( in 3-component vector of float) 0:218 Sequence -0:218 move second child to first child (temp 3-component vector of float) -0:218 'r036' (temp 3-component vector of float) -0:218 mod (temp 3-component vector of float) -0:218 'inF0' (in 3-component vector of float) -0:218 'inF1' (in 3-component vector of float) +0:218 move second child to first child ( temp 3-component vector of float) +0:218 'r036' ( temp 3-component vector of float) +0:218 mod ( temp 3-component vector of float) +0:218 'inF0' ( in 3-component vector of float) +0:218 'inF1' ( in 3-component vector of float) 0:219 Sequence -0:219 move second child to first child (temp 3-component vector of float) -0:219 'r037' (temp 3-component vector of float) -0:219 Fraction (temp 3-component vector of float) -0:219 'inF0' (in 3-component vector of float) +0:219 move second child to first child ( temp 3-component vector of float) +0:219 'r037' ( temp 3-component vector of float) +0:219 Fraction ( temp 3-component vector of float) +0:219 'inF0' ( in 3-component vector of float) 0:220 Sequence -0:220 move second child to first child (temp 3-component vector of float) -0:220 'r038' (temp 3-component vector of float) -0:220 frexp (temp 3-component vector of float) -0:220 'inF0' (in 3-component vector of float) -0:220 'inF1' (in 3-component vector of float) +0:220 move second child to first child ( temp 3-component vector of float) +0:220 'r038' ( temp 3-component vector of float) +0:220 frexp ( temp 3-component vector of float) +0:220 'inF0' ( in 3-component vector of float) +0:220 'inF1' ( in 3-component vector of float) 0:221 Sequence -0:221 move second child to first child (temp 3-component vector of float) -0:221 'r039' (temp 3-component vector of float) -0:221 fwidth (temp 3-component vector of float) -0:221 'inF0' (in 3-component vector of float) +0:221 move second child to first child ( temp 3-component vector of float) +0:221 'r039' ( temp 3-component vector of float) +0:221 fwidth ( temp 3-component vector of float) +0:221 'inF0' ( in 3-component vector of float) 0:222 Sequence -0:222 move second child to first child (temp 3-component vector of bool) -0:222 'r040' (temp 3-component vector of bool) -0:222 isinf (temp 3-component vector of bool) -0:222 'inF0' (in 3-component vector of float) +0:222 move second child to first child ( temp 3-component vector of bool) +0:222 'r040' ( temp 3-component vector of bool) +0:222 isinf ( temp 3-component vector of bool) +0:222 'inF0' ( in 3-component vector of float) 0:223 Sequence -0:223 move second child to first child (temp 3-component vector of bool) -0:223 'r041' (temp 3-component vector of bool) -0:223 isnan (temp 3-component vector of bool) -0:223 'inF0' (in 3-component vector of float) +0:223 move second child to first child ( temp 3-component vector of bool) +0:223 'r041' ( temp 3-component vector of bool) +0:223 isnan ( temp 3-component vector of bool) +0:223 'inF0' ( in 3-component vector of float) 0:224 Sequence -0:224 move second child to first child (temp 3-component vector of float) -0:224 'r042' (temp 3-component vector of float) -0:224 ldexp (temp 3-component vector of float) -0:224 'inF0' (in 3-component vector of float) -0:224 'inF1' (in 3-component vector of float) +0:224 move second child to first child ( temp 3-component vector of float) +0:224 'r042' ( temp 3-component vector of float) +0:224 ldexp ( temp 3-component vector of float) +0:224 'inF0' ( in 3-component vector of float) +0:224 'inF1' ( in 3-component vector of float) 0:225 Sequence -0:225 move second child to first child (temp 3-component vector of float) -0:225 'r039a' (temp 3-component vector of float) -0:225 mix (temp 3-component vector of float) -0:225 'inF0' (in 3-component vector of float) -0:225 'inF1' (in 3-component vector of float) -0:225 'inF2' (in 3-component vector of float) +0:225 move second child to first child ( temp 3-component vector of float) +0:225 'r039a' ( temp 3-component vector of float) +0:225 mix ( temp 3-component vector of float) +0:225 'inF0' ( in 3-component vector of float) +0:225 'inF1' ( in 3-component vector of float) +0:225 'inF2' ( in 3-component vector of float) 0:226 Sequence -0:226 move second child to first child (temp 3-component vector of float) -0:226 'r039b' (temp 3-component vector of float) -0:226 mix (temp 3-component vector of float) -0:226 'inF0' (in 3-component vector of float) -0:226 'inF1' (in 3-component vector of float) +0:226 move second child to first child ( temp 3-component vector of float) +0:226 'r039b' ( temp 3-component vector of float) +0:226 mix ( temp 3-component vector of float) +0:226 'inF0' ( in 3-component vector of float) +0:226 'inF1' ( in 3-component vector of float) 0:226 Constant: 0:226 0.300000 0:227 Sequence -0:227 move second child to first child (temp float) -0:227 'r043' (temp float) -0:227 length (temp float) -0:227 'inF0' (in 3-component vector of float) +0:227 move second child to first child ( temp float) +0:227 'r043' ( temp float) +0:227 length ( temp float) +0:227 'inF0' ( in 3-component vector of float) 0:228 Sequence -0:228 move second child to first child (temp 3-component vector of float) -0:228 'r044' (temp 3-component vector of float) -0:228 log (temp 3-component vector of float) -0:228 'inF0' (in 3-component vector of float) +0:228 move second child to first child ( temp 3-component vector of float) +0:228 'r044' ( temp 3-component vector of float) +0:228 log ( temp 3-component vector of float) +0:228 'inF0' ( in 3-component vector of float) 0:229 Sequence -0:229 move second child to first child (temp 3-component vector of float) -0:229 'r045' (temp 3-component vector of float) -0:229 vector-scale (temp 3-component vector of float) -0:229 log2 (temp 3-component vector of float) -0:229 'inF0' (in 3-component vector of float) +0:229 move second child to first child ( temp 3-component vector of float) +0:229 'r045' ( temp 3-component vector of float) +0:229 vector-scale ( temp 3-component vector of float) +0:229 log2 ( temp 3-component vector of float) +0:229 'inF0' ( in 3-component vector of float) 0:229 Constant: 0:229 0.301030 0:230 Sequence -0:230 move second child to first child (temp 3-component vector of float) -0:230 'r046' (temp 3-component vector of float) -0:230 log2 (temp 3-component vector of float) -0:230 'inF0' (in 3-component vector of float) +0:230 move second child to first child ( temp 3-component vector of float) +0:230 'r046' ( temp 3-component vector of float) +0:230 log2 ( temp 3-component vector of float) +0:230 'inF0' ( in 3-component vector of float) 0:231 Sequence -0:231 move second child to first child (temp 3-component vector of float) -0:231 'r047' (temp 3-component vector of float) -0:231 max (temp 3-component vector of float) -0:231 'inF0' (in 3-component vector of float) -0:231 'inF1' (in 3-component vector of float) +0:231 move second child to first child ( temp 3-component vector of float) +0:231 'r047' ( temp 3-component vector of float) +0:231 max ( temp 3-component vector of float) +0:231 'inF0' ( in 3-component vector of float) +0:231 'inF1' ( in 3-component vector of float) 0:232 Sequence -0:232 move second child to first child (temp 3-component vector of float) -0:232 'r048' (temp 3-component vector of float) -0:232 min (temp 3-component vector of float) -0:232 'inF0' (in 3-component vector of float) -0:232 'inF1' (in 3-component vector of float) +0:232 move second child to first child ( temp 3-component vector of float) +0:232 'r048' ( temp 3-component vector of float) +0:232 min ( temp 3-component vector of float) +0:232 'inF0' ( in 3-component vector of float) +0:232 'inF1' ( in 3-component vector of float) 0:233 Sequence -0:233 move second child to first child (temp 3-component vector of float) -0:233 'r049' (temp 3-component vector of float) -0:233 normalize (temp 3-component vector of float) -0:233 'inF0' (in 3-component vector of float) +0:233 move second child to first child ( temp 3-component vector of float) +0:233 'r049' ( temp 3-component vector of float) +0:233 normalize ( temp 3-component vector of float) +0:233 'inF0' ( in 3-component vector of float) 0:234 Sequence -0:234 move second child to first child (temp 3-component vector of float) -0:234 'r050' (temp 3-component vector of float) -0:234 pow (temp 3-component vector of float) -0:234 'inF0' (in 3-component vector of float) -0:234 'inF1' (in 3-component vector of float) +0:234 move second child to first child ( temp 3-component vector of float) +0:234 'r050' ( temp 3-component vector of float) +0:234 pow ( temp 3-component vector of float) +0:234 'inF0' ( in 3-component vector of float) +0:234 'inF1' ( in 3-component vector of float) 0:235 Sequence -0:235 move second child to first child (temp 3-component vector of float) -0:235 'r051' (temp 3-component vector of float) -0:235 radians (temp 3-component vector of float) -0:235 'inF0' (in 3-component vector of float) +0:235 move second child to first child ( temp 3-component vector of float) +0:235 'r051' ( temp 3-component vector of float) +0:235 radians ( temp 3-component vector of float) +0:235 'inF0' ( in 3-component vector of float) 0:236 Sequence -0:236 move second child to first child (temp 3-component vector of float) -0:236 'r052' (temp 3-component vector of float) -0:236 divide (temp 3-component vector of float) +0:236 move second child to first child ( temp 3-component vector of float) +0:236 'r052' ( temp 3-component vector of float) +0:236 divide ( temp 3-component vector of float) 0:236 Constant: 0:236 1.000000 -0:236 'inF0' (in 3-component vector of float) +0:236 'inF0' ( in 3-component vector of float) 0:237 Sequence -0:237 move second child to first child (temp 3-component vector of float) -0:237 'r053' (temp 3-component vector of float) -0:237 reflect (temp 3-component vector of float) -0:237 'inF0' (in 3-component vector of float) -0:237 'inF1' (in 3-component vector of float) +0:237 move second child to first child ( temp 3-component vector of float) +0:237 'r053' ( temp 3-component vector of float) +0:237 reflect ( temp 3-component vector of float) +0:237 'inF0' ( in 3-component vector of float) +0:237 'inF1' ( in 3-component vector of float) 0:238 Sequence -0:238 move second child to first child (temp 3-component vector of float) -0:238 'r054' (temp 3-component vector of float) -0:238 refract (temp 3-component vector of float) -0:238 'inF0' (in 3-component vector of float) -0:238 'inF1' (in 3-component vector of float) +0:238 move second child to first child ( temp 3-component vector of float) +0:238 'r054' ( temp 3-component vector of float) +0:238 refract ( temp 3-component vector of float) +0:238 'inF0' ( in 3-component vector of float) +0:238 'inF1' ( in 3-component vector of float) 0:238 Constant: 0:238 2.000000 0:239 Sequence -0:239 move second child to first child (temp 3-component vector of uint) -0:239 'r055' (temp 3-component vector of uint) -0:? bitFieldReverse (temp 3-component vector of uint) +0:239 move second child to first child ( temp 3-component vector of uint) +0:239 'r055' ( temp 3-component vector of uint) +0:? bitFieldReverse ( temp 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:240 Sequence -0:240 move second child to first child (temp 3-component vector of float) -0:240 'r056' (temp 3-component vector of float) -0:240 roundEven (temp 3-component vector of float) -0:240 'inF0' (in 3-component vector of float) +0:240 move second child to first child ( temp 3-component vector of float) +0:240 'r056' ( temp 3-component vector of float) +0:240 roundEven ( temp 3-component vector of float) +0:240 'inF0' ( in 3-component vector of float) 0:241 Sequence -0:241 move second child to first child (temp 3-component vector of float) -0:241 'r057' (temp 3-component vector of float) -0:241 inverse sqrt (temp 3-component vector of float) -0:241 'inF0' (in 3-component vector of float) +0:241 move second child to first child ( temp 3-component vector of float) +0:241 'r057' ( temp 3-component vector of float) +0:241 inverse sqrt ( temp 3-component vector of float) +0:241 'inF0' ( in 3-component vector of float) 0:242 Sequence -0:242 move second child to first child (temp 3-component vector of float) -0:242 'r058' (temp 3-component vector of float) -0:242 clamp (temp 3-component vector of float) -0:242 'inF0' (in 3-component vector of float) +0:242 move second child to first child ( temp 3-component vector of float) +0:242 'r058' ( temp 3-component vector of float) +0:242 clamp ( temp 3-component vector of float) +0:242 'inF0' ( in 3-component vector of float) 0:242 Constant: 0:242 0.000000 0:242 Constant: 0:242 1.000000 0:243 Sequence -0:243 move second child to first child (temp 3-component vector of float) -0:243 'r059' (temp 3-component vector of float) -0:243 Sign (temp 3-component vector of float) -0:243 'inF0' (in 3-component vector of float) +0:243 move second child to first child ( temp 3-component vector of float) +0:243 'r059' ( temp 3-component vector of float) +0:243 Sign ( temp 3-component vector of float) +0:243 'inF0' ( in 3-component vector of float) 0:244 Sequence -0:244 move second child to first child (temp 3-component vector of float) -0:244 'r060' (temp 3-component vector of float) -0:244 sine (temp 3-component vector of float) -0:244 'inF0' (in 3-component vector of float) +0:244 move second child to first child ( temp 3-component vector of float) +0:244 'r060' ( temp 3-component vector of float) +0:244 sine ( temp 3-component vector of float) +0:244 'inF0' ( in 3-component vector of float) 0:245 Sequence -0:245 move second child to first child (temp 3-component vector of float) -0:245 'inF1' (in 3-component vector of float) -0:245 sine (temp 3-component vector of float) -0:245 'inF0' (in 3-component vector of float) -0:245 move second child to first child (temp 3-component vector of float) -0:245 'inF2' (in 3-component vector of float) -0:245 cosine (temp 3-component vector of float) -0:245 'inF0' (in 3-component vector of float) +0:245 move second child to first child ( temp 3-component vector of float) +0:245 'inF1' ( in 3-component vector of float) +0:245 sine ( temp 3-component vector of float) +0:245 'inF0' ( in 3-component vector of float) +0:245 move second child to first child ( temp 3-component vector of float) +0:245 'inF2' ( in 3-component vector of float) +0:245 cosine ( temp 3-component vector of float) +0:245 'inF0' ( in 3-component vector of float) 0:246 Sequence -0:246 move second child to first child (temp 3-component vector of float) -0:246 'r061' (temp 3-component vector of float) -0:246 hyp. sine (temp 3-component vector of float) -0:246 'inF0' (in 3-component vector of float) +0:246 move second child to first child ( temp 3-component vector of float) +0:246 'r061' ( temp 3-component vector of float) +0:246 hyp. sine ( temp 3-component vector of float) +0:246 'inF0' ( in 3-component vector of float) 0:247 Sequence -0:247 move second child to first child (temp 3-component vector of float) -0:247 'r062' (temp 3-component vector of float) -0:247 smoothstep (temp 3-component vector of float) -0:247 'inF0' (in 3-component vector of float) -0:247 'inF1' (in 3-component vector of float) -0:247 'inF2' (in 3-component vector of float) +0:247 move second child to first child ( temp 3-component vector of float) +0:247 'r062' ( temp 3-component vector of float) +0:247 smoothstep ( temp 3-component vector of float) +0:247 'inF0' ( in 3-component vector of float) +0:247 'inF1' ( in 3-component vector of float) +0:247 'inF2' ( in 3-component vector of float) 0:248 Sequence -0:248 move second child to first child (temp 3-component vector of float) -0:248 'r063' (temp 3-component vector of float) -0:248 sqrt (temp 3-component vector of float) -0:248 'inF0' (in 3-component vector of float) +0:248 move second child to first child ( temp 3-component vector of float) +0:248 'r063' ( temp 3-component vector of float) +0:248 sqrt ( temp 3-component vector of float) +0:248 'inF0' ( in 3-component vector of float) 0:249 Sequence -0:249 move second child to first child (temp 3-component vector of float) -0:249 'r064' (temp 3-component vector of float) -0:249 step (temp 3-component vector of float) -0:249 'inF0' (in 3-component vector of float) -0:249 'inF1' (in 3-component vector of float) +0:249 move second child to first child ( temp 3-component vector of float) +0:249 'r064' ( temp 3-component vector of float) +0:249 step ( temp 3-component vector of float) +0:249 'inF0' ( in 3-component vector of float) +0:249 'inF1' ( in 3-component vector of float) 0:250 Sequence -0:250 move second child to first child (temp 3-component vector of float) -0:250 'r065' (temp 3-component vector of float) -0:250 tangent (temp 3-component vector of float) -0:250 'inF0' (in 3-component vector of float) +0:250 move second child to first child ( temp 3-component vector of float) +0:250 'r065' ( temp 3-component vector of float) +0:250 tangent ( temp 3-component vector of float) +0:250 'inF0' ( in 3-component vector of float) 0:251 Sequence -0:251 move second child to first child (temp 3-component vector of float) -0:251 'r066' (temp 3-component vector of float) -0:251 hyp. tangent (temp 3-component vector of float) -0:251 'inF0' (in 3-component vector of float) +0:251 move second child to first child ( temp 3-component vector of float) +0:251 'r066' ( temp 3-component vector of float) +0:251 hyp. tangent ( temp 3-component vector of float) +0:251 'inF0' ( in 3-component vector of float) 0:253 Sequence -0:253 move second child to first child (temp 3-component vector of float) -0:253 'r067' (temp 3-component vector of float) -0:253 trunc (temp 3-component vector of float) -0:253 'inF0' (in 3-component vector of float) +0:253 move second child to first child ( temp 3-component vector of float) +0:253 'r067' ( temp 3-component vector of float) +0:253 trunc ( temp 3-component vector of float) +0:253 'inF0' ( in 3-component vector of float) 0:256 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 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) -0:260 'inF2' (in 4-component vector of float) -0:260 'inU0' (in 4-component vector of uint) -0:260 'inU1' (in 4-component vector of uint) +0:260 'inF0' ( in 4-component vector of float) +0:260 'inF1' ( in 4-component vector of float) +0:260 'inF2' ( in 4-component vector of float) +0:260 'inU0' ( in 4-component vector of uint) +0:260 'inU1' ( in 4-component vector of uint) 0:? Sequence 0:263 Sequence -0:263 move second child to first child (temp bool) -0:263 'r000' (temp bool) -0:263 all (temp bool) -0:263 'inF0' (in 4-component vector of float) +0:263 move second child to first child ( temp bool) +0:263 'r000' ( temp bool) +0:263 all ( temp bool) +0:263 'inF0' ( in 4-component vector of float) 0:264 Sequence -0:264 move second child to first child (temp 4-component vector of float) -0:264 'r001' (temp 4-component vector of float) -0:264 Absolute value (temp 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:264 move second child to first child ( temp 4-component vector of float) +0:264 'r001' ( temp 4-component vector of float) +0:264 Absolute value ( temp 4-component vector of float) +0:264 'inF0' ( in 4-component vector of float) 0:265 Sequence -0:265 move second child to first child (temp 4-component vector of float) -0:265 'r002' (temp 4-component vector of float) -0:265 arc cosine (temp 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) +0:265 move second child to first child ( temp 4-component vector of float) +0:265 'r002' ( temp 4-component vector of float) +0:265 arc cosine ( temp 4-component vector of float) +0:265 'inF0' ( in 4-component vector of float) 0:266 Sequence -0:266 move second child to first child (temp bool) -0:266 'r003' (temp bool) -0:266 any (temp bool) -0:266 'inF0' (in 4-component vector of float) +0:266 move second child to first child ( temp bool) +0:266 'r003' ( temp bool) +0:266 any ( temp bool) +0:266 'inF0' ( in 4-component vector of float) 0:267 Sequence -0:267 move second child to first child (temp 4-component vector of float) -0:267 'r004' (temp 4-component vector of float) -0:267 arc sine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'r004' ( temp 4-component vector of float) +0:267 arc sine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) 0:268 Sequence -0:268 move second child to first child (temp 4-component vector of int) -0:268 'r005' (temp 4-component vector of int) -0:268 floatBitsToInt (temp 4-component vector of int) -0:268 'inF0' (in 4-component vector of float) +0:268 move second child to first child ( temp 4-component vector of int) +0:268 'r005' ( temp 4-component vector of int) +0:268 floatBitsToInt ( temp 4-component vector of int) +0:268 'inF0' ( in 4-component vector of float) 0:269 Sequence -0:269 move second child to first child (temp 4-component vector of uint) -0:269 'r006' (temp 4-component vector of uint) -0:269 floatBitsToUint (temp 4-component vector of uint) -0:269 'inF0' (in 4-component vector of float) +0:269 move second child to first child ( temp 4-component vector of uint) +0:269 'r006' ( temp 4-component vector of uint) +0:269 floatBitsToUint ( temp 4-component vector of uint) +0:269 'inF0' ( in 4-component vector of float) 0:270 Sequence -0:270 move second child to first child (temp 4-component vector of float) -0:270 'r007' (temp 4-component vector of float) -0:270 intBitsToFloat (temp 4-component vector of float) -0:270 'inU0' (in 4-component vector of uint) +0:270 move second child to first child ( temp 4-component vector of float) +0:270 'r007' ( temp 4-component vector of float) +0:270 intBitsToFloat ( temp 4-component vector of float) +0:270 'inU0' ( in 4-component vector of uint) 0:272 Sequence -0:272 move second child to first child (temp 4-component vector of float) -0:272 'r009' (temp 4-component vector of float) -0:272 arc tangent (temp 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) +0:272 move second child to first child ( temp 4-component vector of float) +0:272 'r009' ( temp 4-component vector of float) +0:272 arc tangent ( temp 4-component vector of float) +0:272 'inF0' ( in 4-component vector of float) 0:273 Sequence -0:273 move second child to first child (temp 4-component vector of float) -0:273 'r010' (temp 4-component vector of float) -0:273 arc tangent (temp 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:273 'inF1' (in 4-component vector of float) +0:273 move second child to first child ( temp 4-component vector of float) +0:273 'r010' ( temp 4-component vector of float) +0:273 arc tangent ( temp 4-component vector of float) +0:273 'inF0' ( in 4-component vector of float) +0:273 'inF1' ( in 4-component vector of float) 0:274 Sequence -0:274 move second child to first child (temp 4-component vector of float) -0:274 'r011' (temp 4-component vector of float) -0:274 Ceiling (temp 4-component vector of float) -0:274 'inF0' (in 4-component vector of float) +0:274 move second child to first child ( temp 4-component vector of float) +0:274 'r011' ( temp 4-component vector of float) +0:274 Ceiling ( temp 4-component vector of float) +0:274 'inF0' ( in 4-component vector of float) 0:275 Sequence -0:275 move second child to first child (temp 4-component vector of float) -0:275 'r012' (temp 4-component vector of float) -0:275 clamp (temp 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) -0:275 'inF1' (in 4-component vector of float) -0:275 'inF2' (in 4-component vector of float) -0:276 Test condition and select (temp void) +0:275 move second child to first child ( temp 4-component vector of float) +0:275 'r012' ( temp 4-component vector of float) +0:275 clamp ( temp 4-component vector of float) +0:275 'inF0' ( in 4-component vector of float) +0:275 'inF1' ( in 4-component vector of float) +0:275 'inF2' ( in 4-component vector of float) +0:276 Test condition and select ( temp void) 0:276 Condition -0:276 any (temp bool) -0:276 Compare Less Than (temp 4-component vector of bool) -0:276 'inF0' (in 4-component vector of float) +0:276 any ( temp bool) +0:276 Compare Less Than ( temp 4-component vector of bool) +0:276 'inF0' ( in 4-component vector of float) 0:276 Constant: 0:276 0.000000 0:276 0.000000 @@ -1223,391 +1223,391 @@ gl_FragCoord origin is upper left 0:276 true case 0:276 Branch: Kill 0:277 Sequence -0:277 move second child to first child (temp 4-component vector of float) -0:277 'r013' (temp 4-component vector of float) -0:277 cosine (temp 4-component vector of float) -0:277 'inF0' (in 4-component vector of float) +0:277 move second child to first child ( temp 4-component vector of float) +0:277 'r013' ( temp 4-component vector of float) +0:277 cosine ( temp 4-component vector of float) +0:277 'inF0' ( in 4-component vector of float) 0:278 Sequence -0:278 move second child to first child (temp 4-component vector of float) -0:278 'r014' (temp 4-component vector of float) -0:278 hyp. cosine (temp 4-component vector of float) -0:278 'inF0' (in 4-component vector of float) +0:278 move second child to first child ( temp 4-component vector of float) +0:278 'r014' ( temp 4-component vector of float) +0:278 hyp. cosine ( temp 4-component vector of float) +0:278 'inF0' ( in 4-component vector of float) 0:279 Sequence -0:279 move second child to first child (temp 4-component vector of uint) -0:279 'r015' (temp 4-component vector of uint) -0:? bitCount (temp 4-component vector of uint) +0:279 move second child to first child ( temp 4-component vector of uint) +0:279 'r015' ( temp 4-component vector of uint) +0:? bitCount ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:? 2 (const uint) 0:280 Sequence -0:280 move second child to first child (temp 4-component vector of float) -0:280 'r016' (temp 4-component vector of float) -0:280 dPdx (temp 4-component vector of float) -0:280 'inF0' (in 4-component vector of float) +0:280 move second child to first child ( temp 4-component vector of float) +0:280 'r016' ( temp 4-component vector of float) +0:280 dPdx ( temp 4-component vector of float) +0:280 'inF0' ( in 4-component vector of float) 0:281 Sequence -0:281 move second child to first child (temp 4-component vector of float) -0:281 'r017' (temp 4-component vector of float) -0:281 dPdxCoarse (temp 4-component vector of float) -0:281 'inF0' (in 4-component vector of float) +0:281 move second child to first child ( temp 4-component vector of float) +0:281 'r017' ( temp 4-component vector of float) +0:281 dPdxCoarse ( temp 4-component vector of float) +0:281 'inF0' ( in 4-component vector of float) 0:282 Sequence -0:282 move second child to first child (temp 4-component vector of float) -0:282 'r018' (temp 4-component vector of float) -0:282 dPdxFine (temp 4-component vector of float) -0:282 'inF0' (in 4-component vector of float) +0:282 move second child to first child ( temp 4-component vector of float) +0:282 'r018' ( temp 4-component vector of float) +0:282 dPdxFine ( temp 4-component vector of float) +0:282 'inF0' ( in 4-component vector of float) 0:283 Sequence -0:283 move second child to first child (temp 4-component vector of float) -0:283 'r019' (temp 4-component vector of float) -0:283 dPdy (temp 4-component vector of float) -0:283 'inF0' (in 4-component vector of float) +0:283 move second child to first child ( temp 4-component vector of float) +0:283 'r019' ( temp 4-component vector of float) +0:283 dPdy ( temp 4-component vector of float) +0:283 'inF0' ( in 4-component vector of float) 0:284 Sequence -0:284 move second child to first child (temp 4-component vector of float) -0:284 'r020' (temp 4-component vector of float) -0:284 dPdyCoarse (temp 4-component vector of float) -0:284 'inF0' (in 4-component vector of float) +0:284 move second child to first child ( temp 4-component vector of float) +0:284 'r020' ( temp 4-component vector of float) +0:284 dPdyCoarse ( temp 4-component vector of float) +0:284 'inF0' ( in 4-component vector of float) 0:285 Sequence -0:285 move second child to first child (temp 4-component vector of float) -0:285 'r021' (temp 4-component vector of float) -0:285 dPdyFine (temp 4-component vector of float) -0:285 'inF0' (in 4-component vector of float) +0:285 move second child to first child ( temp 4-component vector of float) +0:285 'r021' ( temp 4-component vector of float) +0:285 dPdyFine ( temp 4-component vector of float) +0:285 'inF0' ( in 4-component vector of float) 0:286 Sequence -0:286 move second child to first child (temp 4-component vector of float) -0:286 'r022' (temp 4-component vector of float) -0:286 degrees (temp 4-component vector of float) -0:286 'inF0' (in 4-component vector of float) +0:286 move second child to first child ( temp 4-component vector of float) +0:286 'r022' ( temp 4-component vector of float) +0:286 degrees ( temp 4-component vector of float) +0:286 'inF0' ( in 4-component vector of float) 0:287 Sequence -0:287 move second child to first child (temp float) -0:287 'r023' (temp float) -0:287 distance (temp float) -0:287 'inF0' (in 4-component vector of float) -0:287 'inF1' (in 4-component vector of float) +0:287 move second child to first child ( temp float) +0:287 'r023' ( temp float) +0:287 distance ( temp float) +0:287 'inF0' ( in 4-component vector of float) +0:287 'inF1' ( in 4-component vector of float) 0:288 Sequence -0:288 move second child to first child (temp float) -0:288 'r024' (temp float) -0:288 dot-product (temp float) -0:288 'inF0' (in 4-component vector of float) -0:288 'inF1' (in 4-component vector of float) +0:288 move second child to first child ( temp float) +0:288 'r024' ( temp float) +0:288 dot-product ( temp float) +0:288 'inF0' ( in 4-component vector of float) +0:288 'inF1' ( in 4-component vector of float) 0:289 Sequence -0:289 move second child to first child (temp 4-component vector of float) -0:289 'r025' (temp 4-component vector of float) -0:289 Construct vec4 (temp 4-component vector of float) +0:289 move second child to first child ( temp 4-component vector of float) +0:289 'r025' ( temp 4-component vector of float) +0:289 Construct vec4 ( temp 4-component vector of float) 0:289 Constant: 0:289 1.000000 -0:289 component-wise multiply (temp float) -0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 component-wise multiply ( temp float) +0:289 direct index ( temp float) +0:289 'inF0' ( in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) -0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF1' ( in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) -0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF0' ( in 4-component vector of float) 0:289 Constant: 0:289 2 (const int) -0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF1' ( in 4-component vector of float) 0:289 Constant: 0:289 3 (const int) 0:293 Sequence -0:293 move second child to first child (temp 4-component vector of float) -0:293 'r029' (temp 4-component vector of float) -0:293 exp (temp 4-component vector of float) -0:293 'inF0' (in 4-component vector of float) +0:293 move second child to first child ( temp 4-component vector of float) +0:293 'r029' ( temp 4-component vector of float) +0:293 exp ( temp 4-component vector of float) +0:293 'inF0' ( in 4-component vector of float) 0:294 Sequence -0:294 move second child to first child (temp 4-component vector of float) -0:294 'r030' (temp 4-component vector of float) -0:294 exp2 (temp 4-component vector of float) -0:294 'inF0' (in 4-component vector of float) +0:294 move second child to first child ( temp 4-component vector of float) +0:294 'r030' ( temp 4-component vector of float) +0:294 exp2 ( temp 4-component vector of float) +0:294 'inF0' ( in 4-component vector of float) 0:295 Sequence -0:295 move second child to first child (temp 4-component vector of float) -0:295 'r031' (temp 4-component vector of float) -0:295 face-forward (temp 4-component vector of float) -0:295 'inF0' (in 4-component vector of float) -0:295 'inF1' (in 4-component vector of float) -0:295 'inF2' (in 4-component vector of float) +0:295 move second child to first child ( temp 4-component vector of float) +0:295 'r031' ( temp 4-component vector of float) +0:295 face-forward ( temp 4-component vector of float) +0:295 'inF0' ( in 4-component vector of float) +0:295 'inF1' ( in 4-component vector of float) +0:295 'inF2' ( in 4-component vector of float) 0:296 Sequence -0:296 move second child to first child (temp 4-component vector of uint) -0:296 'r032' (temp 4-component vector of uint) -0:? findMSB (temp 4-component vector of uint) +0:296 move second child to first child ( temp 4-component vector of uint) +0:296 'r032' ( temp 4-component vector of uint) +0:? findMSB ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:? 9 (const uint) 0:? 10 (const uint) 0:297 Sequence -0:297 move second child to first child (temp 4-component vector of uint) -0:297 'r033' (temp 4-component vector of uint) -0:? findLSB (temp 4-component vector of uint) +0:297 move second child to first child ( temp 4-component vector of uint) +0:297 'r033' ( temp 4-component vector of uint) +0:? findLSB ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:? 9 (const uint) 0:? 10 (const uint) 0:298 Sequence -0:298 move second child to first child (temp 4-component vector of float) -0:298 'r034' (temp 4-component vector of float) -0:298 Floor (temp 4-component vector of float) -0:298 'inF0' (in 4-component vector of float) +0:298 move second child to first child ( temp 4-component vector of float) +0:298 'r034' ( temp 4-component vector of float) +0:298 Floor ( temp 4-component vector of float) +0:298 'inF0' ( in 4-component vector of float) 0:300 Sequence -0:300 move second child to first child (temp 4-component vector of float) -0:300 'r036' (temp 4-component vector of float) -0:300 mod (temp 4-component vector of float) -0:300 'inF0' (in 4-component vector of float) -0:300 'inF1' (in 4-component vector of float) +0:300 move second child to first child ( temp 4-component vector of float) +0:300 'r036' ( temp 4-component vector of float) +0:300 mod ( temp 4-component vector of float) +0:300 'inF0' ( in 4-component vector of float) +0:300 'inF1' ( in 4-component vector of float) 0:301 Sequence -0:301 move second child to first child (temp 4-component vector of float) -0:301 'r037' (temp 4-component vector of float) -0:301 Fraction (temp 4-component vector of float) -0:301 'inF0' (in 4-component vector of float) +0:301 move second child to first child ( temp 4-component vector of float) +0:301 'r037' ( temp 4-component vector of float) +0:301 Fraction ( temp 4-component vector of float) +0:301 'inF0' ( in 4-component vector of float) 0:302 Sequence -0:302 move second child to first child (temp 4-component vector of float) -0:302 'r038' (temp 4-component vector of float) -0:302 frexp (temp 4-component vector of float) -0:302 'inF0' (in 4-component vector of float) -0:302 'inF1' (in 4-component vector of float) +0:302 move second child to first child ( temp 4-component vector of float) +0:302 'r038' ( temp 4-component vector of float) +0:302 frexp ( temp 4-component vector of float) +0:302 'inF0' ( in 4-component vector of float) +0:302 'inF1' ( in 4-component vector of float) 0:303 Sequence -0:303 move second child to first child (temp 4-component vector of float) -0:303 'r039' (temp 4-component vector of float) -0:303 fwidth (temp 4-component vector of float) -0:303 'inF0' (in 4-component vector of float) +0:303 move second child to first child ( temp 4-component vector of float) +0:303 'r039' ( temp 4-component vector of float) +0:303 fwidth ( temp 4-component vector of float) +0:303 'inF0' ( in 4-component vector of float) 0:304 Sequence -0:304 move second child to first child (temp 4-component vector of bool) -0:304 'r040' (temp 4-component vector of bool) -0:304 isinf (temp 4-component vector of bool) -0:304 'inF0' (in 4-component vector of float) +0:304 move second child to first child ( temp 4-component vector of bool) +0:304 'r040' ( temp 4-component vector of bool) +0:304 isinf ( temp 4-component vector of bool) +0:304 'inF0' ( in 4-component vector of float) 0:305 Sequence -0:305 move second child to first child (temp 4-component vector of bool) -0:305 'r041' (temp 4-component vector of bool) -0:305 isnan (temp 4-component vector of bool) -0:305 'inF0' (in 4-component vector of float) +0:305 move second child to first child ( temp 4-component vector of bool) +0:305 'r041' ( temp 4-component vector of bool) +0:305 isnan ( temp 4-component vector of bool) +0:305 'inF0' ( in 4-component vector of float) 0:306 Sequence -0:306 move second child to first child (temp 4-component vector of float) -0:306 'r042' (temp 4-component vector of float) -0:306 ldexp (temp 4-component vector of float) -0:306 'inF0' (in 4-component vector of float) -0:306 'inF1' (in 4-component vector of float) +0:306 move second child to first child ( temp 4-component vector of float) +0:306 'r042' ( temp 4-component vector of float) +0:306 ldexp ( temp 4-component vector of float) +0:306 'inF0' ( in 4-component vector of float) +0:306 'inF1' ( in 4-component vector of float) 0:307 Sequence -0:307 move second child to first child (temp 4-component vector of float) -0:307 'r039a' (temp 4-component vector of float) -0:307 mix (temp 4-component vector of float) -0:307 'inF0' (in 4-component vector of float) -0:307 'inF1' (in 4-component vector of float) -0:307 'inF2' (in 4-component vector of float) +0:307 move second child to first child ( temp 4-component vector of float) +0:307 'r039a' ( temp 4-component vector of float) +0:307 mix ( temp 4-component vector of float) +0:307 'inF0' ( in 4-component vector of float) +0:307 'inF1' ( in 4-component vector of float) +0:307 'inF2' ( in 4-component vector of float) 0:308 Sequence -0:308 move second child to first child (temp float) -0:308 'r043' (temp float) -0:308 length (temp float) -0:308 'inF0' (in 4-component vector of float) +0:308 move second child to first child ( temp float) +0:308 'r043' ( temp float) +0:308 length ( temp float) +0:308 'inF0' ( in 4-component vector of float) 0:309 Sequence -0:309 move second child to first child (temp 4-component vector of float) -0:309 'r044' (temp 4-component vector of float) -0:309 log (temp 4-component vector of float) -0:309 'inF0' (in 4-component vector of float) +0:309 move second child to first child ( temp 4-component vector of float) +0:309 'r044' ( temp 4-component vector of float) +0:309 log ( temp 4-component vector of float) +0:309 'inF0' ( in 4-component vector of float) 0:310 Sequence -0:310 move second child to first child (temp 4-component vector of float) -0:310 'r045' (temp 4-component vector of float) -0:310 vector-scale (temp 4-component vector of float) -0:310 log2 (temp 4-component vector of float) -0:310 'inF0' (in 4-component vector of float) +0:310 move second child to first child ( temp 4-component vector of float) +0:310 'r045' ( temp 4-component vector of float) +0:310 vector-scale ( temp 4-component vector of float) +0:310 log2 ( temp 4-component vector of float) +0:310 'inF0' ( in 4-component vector of float) 0:310 Constant: 0:310 0.301030 0:311 Sequence -0:311 move second child to first child (temp 4-component vector of float) -0:311 'r046' (temp 4-component vector of float) -0:311 log2 (temp 4-component vector of float) -0:311 'inF0' (in 4-component vector of float) +0:311 move second child to first child ( temp 4-component vector of float) +0:311 'r046' ( temp 4-component vector of float) +0:311 log2 ( temp 4-component vector of float) +0:311 'inF0' ( in 4-component vector of float) 0:312 Sequence -0:312 move second child to first child (temp 4-component vector of float) -0:312 'r047' (temp 4-component vector of float) -0:312 max (temp 4-component vector of float) -0:312 'inF0' (in 4-component vector of float) -0:312 'inF1' (in 4-component vector of float) +0:312 move second child to first child ( temp 4-component vector of float) +0:312 'r047' ( temp 4-component vector of float) +0:312 max ( temp 4-component vector of float) +0:312 'inF0' ( in 4-component vector of float) +0:312 'inF1' ( in 4-component vector of float) 0:313 Sequence -0:313 move second child to first child (temp 4-component vector of float) -0:313 'r048' (temp 4-component vector of float) -0:313 min (temp 4-component vector of float) -0:313 'inF0' (in 4-component vector of float) -0:313 'inF1' (in 4-component vector of float) +0:313 move second child to first child ( temp 4-component vector of float) +0:313 'r048' ( temp 4-component vector of float) +0:313 min ( temp 4-component vector of float) +0:313 'inF0' ( in 4-component vector of float) +0:313 'inF1' ( in 4-component vector of float) 0:314 Sequence -0:314 move second child to first child (temp 4-component vector of float) -0:314 'r049' (temp 4-component vector of float) -0:314 normalize (temp 4-component vector of float) -0:314 'inF0' (in 4-component vector of float) +0:314 move second child to first child ( temp 4-component vector of float) +0:314 'r049' ( temp 4-component vector of float) +0:314 normalize ( temp 4-component vector of float) +0:314 'inF0' ( in 4-component vector of float) 0:315 Sequence -0:315 move second child to first child (temp 4-component vector of float) -0:315 'r050' (temp 4-component vector of float) -0:315 pow (temp 4-component vector of float) -0:315 'inF0' (in 4-component vector of float) -0:315 'inF1' (in 4-component vector of float) +0:315 move second child to first child ( temp 4-component vector of float) +0:315 'r050' ( temp 4-component vector of float) +0:315 pow ( temp 4-component vector of float) +0:315 'inF0' ( in 4-component vector of float) +0:315 'inF1' ( in 4-component vector of float) 0:316 Sequence -0:316 move second child to first child (temp 4-component vector of float) -0:316 'r051' (temp 4-component vector of float) -0:316 radians (temp 4-component vector of float) -0:316 'inF0' (in 4-component vector of float) +0:316 move second child to first child ( temp 4-component vector of float) +0:316 'r051' ( temp 4-component vector of float) +0:316 radians ( temp 4-component vector of float) +0:316 'inF0' ( in 4-component vector of float) 0:317 Sequence -0:317 move second child to first child (temp 4-component vector of float) -0:317 'r052' (temp 4-component vector of float) -0:317 divide (temp 4-component vector of float) +0:317 move second child to first child ( temp 4-component vector of float) +0:317 'r052' ( temp 4-component vector of float) +0:317 divide ( temp 4-component vector of float) 0:317 Constant: 0:317 1.000000 -0:317 'inF0' (in 4-component vector of float) +0:317 'inF0' ( in 4-component vector of float) 0:318 Sequence -0:318 move second child to first child (temp 4-component vector of float) -0:318 'r053' (temp 4-component vector of float) -0:318 reflect (temp 4-component vector of float) -0:318 'inF0' (in 4-component vector of float) -0:318 'inF1' (in 4-component vector of float) +0:318 move second child to first child ( temp 4-component vector of float) +0:318 'r053' ( temp 4-component vector of float) +0:318 reflect ( temp 4-component vector of float) +0:318 'inF0' ( in 4-component vector of float) +0:318 'inF1' ( in 4-component vector of float) 0:319 Sequence -0:319 move second child to first child (temp 4-component vector of float) -0:319 'r054' (temp 4-component vector of float) -0:319 refract (temp 4-component vector of float) -0:319 'inF0' (in 4-component vector of float) -0:319 'inF1' (in 4-component vector of float) +0:319 move second child to first child ( temp 4-component vector of float) +0:319 'r054' ( temp 4-component vector of float) +0:319 refract ( temp 4-component vector of float) +0:319 'inF0' ( in 4-component vector of float) +0:319 'inF1' ( in 4-component vector of float) 0:319 Constant: 0:319 2.000000 0:320 Sequence -0:320 move second child to first child (temp 4-component vector of uint) -0:320 'r055' (temp 4-component vector of uint) -0:? bitFieldReverse (temp 4-component vector of uint) +0:320 move second child to first child ( temp 4-component vector of uint) +0:320 'r055' ( temp 4-component vector of uint) +0:? bitFieldReverse ( temp 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:321 Sequence -0:321 move second child to first child (temp 4-component vector of float) -0:321 'r056' (temp 4-component vector of float) -0:321 roundEven (temp 4-component vector of float) -0:321 'inF0' (in 4-component vector of float) +0:321 move second child to first child ( temp 4-component vector of float) +0:321 'r056' ( temp 4-component vector of float) +0:321 roundEven ( temp 4-component vector of float) +0:321 'inF0' ( in 4-component vector of float) 0:322 Sequence -0:322 move second child to first child (temp 4-component vector of float) -0:322 'r057' (temp 4-component vector of float) -0:322 inverse sqrt (temp 4-component vector of float) -0:322 'inF0' (in 4-component vector of float) +0:322 move second child to first child ( temp 4-component vector of float) +0:322 'r057' ( temp 4-component vector of float) +0:322 inverse sqrt ( temp 4-component vector of float) +0:322 'inF0' ( in 4-component vector of float) 0:323 Sequence -0:323 move second child to first child (temp 4-component vector of float) -0:323 'r058' (temp 4-component vector of float) -0:323 clamp (temp 4-component vector of float) -0:323 'inF0' (in 4-component vector of float) +0:323 move second child to first child ( temp 4-component vector of float) +0:323 'r058' ( temp 4-component vector of float) +0:323 clamp ( temp 4-component vector of float) +0:323 'inF0' ( in 4-component vector of float) 0:323 Constant: 0:323 0.000000 0:323 Constant: 0:323 1.000000 0:324 Sequence -0:324 move second child to first child (temp 4-component vector of float) -0:324 'r059' (temp 4-component vector of float) -0:324 Sign (temp 4-component vector of float) -0:324 'inF0' (in 4-component vector of float) +0:324 move second child to first child ( temp 4-component vector of float) +0:324 'r059' ( temp 4-component vector of float) +0:324 Sign ( temp 4-component vector of float) +0:324 'inF0' ( in 4-component vector of float) 0:325 Sequence -0:325 move second child to first child (temp 4-component vector of float) -0:325 'r060' (temp 4-component vector of float) -0:325 sine (temp 4-component vector of float) -0:325 'inF0' (in 4-component vector of float) +0:325 move second child to first child ( temp 4-component vector of float) +0:325 'r060' ( temp 4-component vector of float) +0:325 sine ( temp 4-component vector of float) +0:325 'inF0' ( in 4-component vector of float) 0:326 Sequence -0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF1' (in 4-component vector of float) -0:326 sine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) -0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF2' (in 4-component vector of float) -0:326 cosine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 move second child to first child ( temp 4-component vector of float) +0:326 'inF1' ( in 4-component vector of float) +0:326 sine ( temp 4-component vector of float) +0:326 'inF0' ( in 4-component vector of float) +0:326 move second child to first child ( temp 4-component vector of float) +0:326 'inF2' ( in 4-component vector of float) +0:326 cosine ( temp 4-component vector of float) +0:326 'inF0' ( in 4-component vector of float) 0:327 Sequence -0:327 move second child to first child (temp 4-component vector of float) -0:327 'r061' (temp 4-component vector of float) -0:327 hyp. sine (temp 4-component vector of float) -0:327 'inF0' (in 4-component vector of float) +0:327 move second child to first child ( temp 4-component vector of float) +0:327 'r061' ( temp 4-component vector of float) +0:327 hyp. sine ( temp 4-component vector of float) +0:327 'inF0' ( in 4-component vector of float) 0:328 Sequence -0:328 move second child to first child (temp 4-component vector of float) -0:328 'r062' (temp 4-component vector of float) -0:328 smoothstep (temp 4-component vector of float) -0:328 'inF0' (in 4-component vector of float) -0:328 'inF1' (in 4-component vector of float) -0:328 'inF2' (in 4-component vector of float) +0:328 move second child to first child ( temp 4-component vector of float) +0:328 'r062' ( temp 4-component vector of float) +0:328 smoothstep ( temp 4-component vector of float) +0:328 'inF0' ( in 4-component vector of float) +0:328 'inF1' ( in 4-component vector of float) +0:328 'inF2' ( in 4-component vector of float) 0:329 Sequence -0:329 move second child to first child (temp 4-component vector of float) -0:329 'r063' (temp 4-component vector of float) -0:329 sqrt (temp 4-component vector of float) -0:329 'inF0' (in 4-component vector of float) +0:329 move second child to first child ( temp 4-component vector of float) +0:329 'r063' ( temp 4-component vector of float) +0:329 sqrt ( temp 4-component vector of float) +0:329 'inF0' ( in 4-component vector of float) 0:330 Sequence -0:330 move second child to first child (temp 4-component vector of float) -0:330 'r064' (temp 4-component vector of float) -0:330 step (temp 4-component vector of float) -0:330 'inF0' (in 4-component vector of float) -0:330 'inF1' (in 4-component vector of float) +0:330 move second child to first child ( temp 4-component vector of float) +0:330 'r064' ( temp 4-component vector of float) +0:330 step ( temp 4-component vector of float) +0:330 'inF0' ( in 4-component vector of float) +0:330 'inF1' ( in 4-component vector of float) 0:331 Sequence -0:331 move second child to first child (temp 4-component vector of float) -0:331 'r065' (temp 4-component vector of float) -0:331 tangent (temp 4-component vector of float) -0:331 'inF0' (in 4-component vector of float) +0:331 move second child to first child ( temp 4-component vector of float) +0:331 'r065' ( temp 4-component vector of float) +0:331 tangent ( temp 4-component vector of float) +0:331 'inF0' ( in 4-component vector of float) 0:332 Sequence -0:332 move second child to first child (temp 4-component vector of float) -0:332 'r066' (temp 4-component vector of float) -0:332 hyp. tangent (temp 4-component vector of float) -0:332 'inF0' (in 4-component vector of float) +0:332 move second child to first child ( temp 4-component vector of float) +0:332 'r066' ( temp 4-component vector of float) +0:332 hyp. tangent ( temp 4-component vector of float) +0:332 'inF0' ( in 4-component vector of float) 0:334 Sequence -0:334 move second child to first child (temp 4-component vector of float) -0:334 'r067' (temp 4-component vector of float) -0:334 trunc (temp 4-component vector of float) -0:334 'inF0' (in 4-component vector of float) +0:334 move second child to first child ( temp 4-component vector of float) +0:334 'r067' ( temp 4-component vector of float) +0:334 trunc ( temp 4-component vector of float) +0:334 'inF0' ( in 4-component vector of float) 0:337 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 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) -0:401 'inF2' (in 2X2 matrix of float) +0:401 'inF0' ( in 2X2 matrix of float) +0:401 'inF1' ( in 2X2 matrix of float) +0:401 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:403 Sequence -0:403 move second child to first child (temp bool) -0:403 'r000' (temp bool) -0:403 all (temp bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp bool) +0:403 'r000' ( temp bool) +0:403 all ( temp bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r001' (temp 2X2 matrix of float) -0:403 Absolute value (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 arc cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r001' ( temp 2X2 matrix of float) +0:403 Absolute value ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 arc cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp bool) -0:403 'r003' (temp bool) -0:403 any (temp bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp bool) +0:403 'r003' ( temp bool) +0:403 any ( temp bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r004' (temp 2X2 matrix of float) -0:403 arc sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r004' ( temp 2X2 matrix of float) +0:403 arc sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r005' (temp 2X2 matrix of float) -0:403 arc tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r005' ( temp 2X2 matrix of float) +0:403 arc tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r006' (temp 2X2 matrix of float) -0:403 arc tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r006' ( temp 2X2 matrix of float) +0:403 arc tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r007' (temp 2X2 matrix of float) -0:403 Ceiling (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 Test condition and select (temp void) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r007' ( temp 2X2 matrix of float) +0:403 Ceiling ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 Test condition and select ( temp void) 0:403 Condition -0:403 any (temp bool) -0:403 Compare Less Than (temp 2X2 matrix of bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 any ( temp bool) +0:403 Compare Less Than ( temp 2X2 matrix of bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.000000 0:403 0.000000 @@ -1616,286 +1616,286 @@ gl_FragCoord origin is upper left 0:403 true case 0:403 Branch: Kill 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r008' (temp 2X2 matrix of float) -0:403 clamp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r008' ( temp 2X2 matrix of float) +0:403 clamp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r009' (temp 2X2 matrix of float) -0:403 cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r009' ( temp 2X2 matrix of float) +0:403 cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r010' (temp 2X2 matrix of float) -0:403 hyp. cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r010' ( temp 2X2 matrix of float) +0:403 hyp. cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r011' (temp 2X2 matrix of float) -0:403 dPdx (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r011' ( temp 2X2 matrix of float) +0:403 dPdx ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r012' (temp 2X2 matrix of float) -0:403 dPdxCoarse (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r012' ( temp 2X2 matrix of float) +0:403 dPdxCoarse ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r013' (temp 2X2 matrix of float) -0:403 dPdxFine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r013' ( temp 2X2 matrix of float) +0:403 dPdxFine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r014' (temp 2X2 matrix of float) -0:403 dPdy (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r014' ( temp 2X2 matrix of float) +0:403 dPdy ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r015' (temp 2X2 matrix of float) -0:403 dPdyCoarse (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r015' ( temp 2X2 matrix of float) +0:403 dPdyCoarse ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r016' (temp 2X2 matrix of float) -0:403 dPdyFine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r016' ( temp 2X2 matrix of float) +0:403 dPdyFine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r017' (temp 2X2 matrix of float) -0:403 degrees (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r017' ( temp 2X2 matrix of float) +0:403 degrees ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp float) -0:403 'r018' (temp float) -0:403 determinant (temp float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp float) +0:403 'r018' ( temp float) +0:403 determinant ( temp float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r019' (temp 2X2 matrix of float) -0:403 exp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r019' ( temp 2X2 matrix of float) +0:403 exp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'R020' (temp 2X2 matrix of float) -0:403 exp2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'R020' ( temp 2X2 matrix of float) +0:403 exp2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r021' (temp 2X2 matrix of float) -0:403 Floor (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r021' ( temp 2X2 matrix of float) +0:403 Floor ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r022' (temp 2X2 matrix of float) -0:403 mod (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r022' ( temp 2X2 matrix of float) +0:403 mod ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r023' (temp 2X2 matrix of float) -0:403 Fraction (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r023' ( temp 2X2 matrix of float) +0:403 Fraction ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r024' (temp 2X2 matrix of float) -0:403 frexp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r024' ( temp 2X2 matrix of float) +0:403 frexp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r025' (temp 2X2 matrix of float) -0:403 fwidth (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r025' ( temp 2X2 matrix of float) +0:403 fwidth ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r026' (temp 2X2 matrix of float) -0:403 ldexp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r026' ( temp 2X2 matrix of float) +0:403 ldexp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r026a' (temp 2X2 matrix of float) -0:403 mix (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r026a' ( temp 2X2 matrix of float) +0:403 mix ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r027' (temp 2X2 matrix of float) -0:403 log (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r027' ( temp 2X2 matrix of float) +0:403 log ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r028' (temp 2X2 matrix of float) -0:403 matrix-scale (temp 2X2 matrix of float) -0:403 log2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r028' ( temp 2X2 matrix of float) +0:403 matrix-scale ( temp 2X2 matrix of float) +0:403 log2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.301030 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r029' (temp 2X2 matrix of float) -0:403 log2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r029' ( temp 2X2 matrix of float) +0:403 log2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r030' (temp 2X2 matrix of float) -0:403 max (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r030' ( temp 2X2 matrix of float) +0:403 max ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r031' (temp 2X2 matrix of float) -0:403 min (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r031' ( temp 2X2 matrix of float) +0:403 min ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r032' (temp 2X2 matrix of float) -0:403 pow (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r032' ( temp 2X2 matrix of float) +0:403 pow ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r033' (temp 2X2 matrix of float) -0:403 radians (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r033' ( temp 2X2 matrix of float) +0:403 radians ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r034' (temp 2X2 matrix of float) -0:403 roundEven (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r034' ( temp 2X2 matrix of float) +0:403 roundEven ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r035' (temp 2X2 matrix of float) -0:403 inverse sqrt (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r035' ( temp 2X2 matrix of float) +0:403 inverse sqrt ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r036' (temp 2X2 matrix of float) -0:403 clamp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r036' ( temp 2X2 matrix of float) +0:403 clamp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.000000 0:403 Constant: 0:403 1.000000 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r037' (temp 2X2 matrix of float) -0:403 Sign (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r037' ( temp 2X2 matrix of float) +0:403 Sign ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r038' (temp 2X2 matrix of float) -0:403 sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r038' ( temp 2X2 matrix of float) +0:403 sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) -0:403 cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) +0:403 cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r039' (temp 2X2 matrix of float) -0:403 hyp. sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r039' ( temp 2X2 matrix of float) +0:403 hyp. sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r049' (temp 2X2 matrix of float) -0:403 smoothstep (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r049' ( temp 2X2 matrix of float) +0:403 smoothstep ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r041' (temp 2X2 matrix of float) -0:403 sqrt (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r041' ( temp 2X2 matrix of float) +0:403 sqrt ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r042' (temp 2X2 matrix of float) -0:403 step (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r042' ( temp 2X2 matrix of float) +0:403 step ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r043' (temp 2X2 matrix of float) -0:403 tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r043' ( temp 2X2 matrix of float) +0:403 tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r044' (temp 2X2 matrix of float) -0:403 hyp. tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 transpose (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r044' ( temp 2X2 matrix of float) +0:403 hyp. tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 transpose ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r046' (temp 2X2 matrix of float) -0:403 trunc (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r046' ( temp 2X2 matrix of float) +0:403 trunc ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:406 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:410 'inF2' (in 3X3 matrix of float) +0:410 'inF0' ( in 3X3 matrix of float) +0:410 'inF1' ( in 3X3 matrix of float) +0:410 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:412 Sequence -0:412 move second child to first child (temp bool) -0:412 'r000' (temp bool) -0:412 all (temp bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp bool) +0:412 'r000' ( temp bool) +0:412 all ( temp bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r001' (temp 3X3 matrix of float) -0:412 Absolute value (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 arc cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r001' ( temp 3X3 matrix of float) +0:412 Absolute value ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 arc cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp bool) -0:412 'r003' (temp bool) -0:412 any (temp bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp bool) +0:412 'r003' ( temp bool) +0:412 any ( temp bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r004' (temp 3X3 matrix of float) -0:412 arc sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r004' ( temp 3X3 matrix of float) +0:412 arc sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r005' (temp 3X3 matrix of float) -0:412 arc tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r005' ( temp 3X3 matrix of float) +0:412 arc tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r006' (temp 3X3 matrix of float) -0:412 arc tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r006' ( temp 3X3 matrix of float) +0:412 arc tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r007' (temp 3X3 matrix of float) -0:412 Ceiling (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 Test condition and select (temp void) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r007' ( temp 3X3 matrix of float) +0:412 Ceiling ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 Test condition and select ( temp void) 0:412 Condition -0:412 any (temp bool) -0:412 Compare Less Than (temp 3X3 matrix of bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 any ( temp bool) +0:412 Compare Less Than ( temp 3X3 matrix of bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.000000 0:412 0.000000 @@ -1909,231 +1909,231 @@ gl_FragCoord origin is upper left 0:412 true case 0:412 Branch: Kill 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r008' (temp 3X3 matrix of float) -0:412 clamp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r008' ( temp 3X3 matrix of float) +0:412 clamp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r009' (temp 3X3 matrix of float) -0:412 cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r009' ( temp 3X3 matrix of float) +0:412 cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r010' (temp 3X3 matrix of float) -0:412 hyp. cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r010' ( temp 3X3 matrix of float) +0:412 hyp. cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r011' (temp 3X3 matrix of float) -0:412 dPdx (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r011' ( temp 3X3 matrix of float) +0:412 dPdx ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r012' (temp 3X3 matrix of float) -0:412 dPdxCoarse (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r012' ( temp 3X3 matrix of float) +0:412 dPdxCoarse ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r013' (temp 3X3 matrix of float) -0:412 dPdxFine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r013' ( temp 3X3 matrix of float) +0:412 dPdxFine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r014' (temp 3X3 matrix of float) -0:412 dPdy (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r014' ( temp 3X3 matrix of float) +0:412 dPdy ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r015' (temp 3X3 matrix of float) -0:412 dPdyCoarse (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r015' ( temp 3X3 matrix of float) +0:412 dPdyCoarse ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r016' (temp 3X3 matrix of float) -0:412 dPdyFine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r016' ( temp 3X3 matrix of float) +0:412 dPdyFine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r017' (temp 3X3 matrix of float) -0:412 degrees (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r017' ( temp 3X3 matrix of float) +0:412 degrees ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp float) -0:412 'r018' (temp float) -0:412 determinant (temp float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp float) +0:412 'r018' ( temp float) +0:412 determinant ( temp float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r019' (temp 3X3 matrix of float) -0:412 exp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r019' ( temp 3X3 matrix of float) +0:412 exp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'R020' (temp 3X3 matrix of float) -0:412 exp2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'R020' ( temp 3X3 matrix of float) +0:412 exp2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r021' (temp 3X3 matrix of float) -0:412 Floor (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r021' ( temp 3X3 matrix of float) +0:412 Floor ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r022' (temp 3X3 matrix of float) -0:412 mod (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r022' ( temp 3X3 matrix of float) +0:412 mod ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r023' (temp 3X3 matrix of float) -0:412 Fraction (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r023' ( temp 3X3 matrix of float) +0:412 Fraction ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r024' (temp 3X3 matrix of float) -0:412 frexp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r024' ( temp 3X3 matrix of float) +0:412 frexp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r025' (temp 3X3 matrix of float) -0:412 fwidth (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r025' ( temp 3X3 matrix of float) +0:412 fwidth ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r026' (temp 3X3 matrix of float) -0:412 ldexp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r026' ( temp 3X3 matrix of float) +0:412 ldexp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r026a' (temp 3X3 matrix of float) -0:412 mix (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r026a' ( temp 3X3 matrix of float) +0:412 mix ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r027' (temp 3X3 matrix of float) -0:412 log (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r027' ( temp 3X3 matrix of float) +0:412 log ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r028' (temp 3X3 matrix of float) -0:412 matrix-scale (temp 3X3 matrix of float) -0:412 log2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r028' ( temp 3X3 matrix of float) +0:412 matrix-scale ( temp 3X3 matrix of float) +0:412 log2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.301030 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r029' (temp 3X3 matrix of float) -0:412 log2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r029' ( temp 3X3 matrix of float) +0:412 log2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r030' (temp 3X3 matrix of float) -0:412 max (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r030' ( temp 3X3 matrix of float) +0:412 max ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r031' (temp 3X3 matrix of float) -0:412 min (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r031' ( temp 3X3 matrix of float) +0:412 min ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r032' (temp 3X3 matrix of float) -0:412 pow (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r032' ( temp 3X3 matrix of float) +0:412 pow ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r033' (temp 3X3 matrix of float) -0:412 radians (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r033' ( temp 3X3 matrix of float) +0:412 radians ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r034' (temp 3X3 matrix of float) -0:412 roundEven (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r034' ( temp 3X3 matrix of float) +0:412 roundEven ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r035' (temp 3X3 matrix of float) -0:412 inverse sqrt (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r035' ( temp 3X3 matrix of float) +0:412 inverse sqrt ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r036' (temp 3X3 matrix of float) -0:412 clamp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r036' ( temp 3X3 matrix of float) +0:412 clamp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.000000 0:412 Constant: 0:412 1.000000 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r037' (temp 3X3 matrix of float) -0:412 Sign (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r037' ( temp 3X3 matrix of float) +0:412 Sign ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r038' (temp 3X3 matrix of float) -0:412 sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r038' ( temp 3X3 matrix of float) +0:412 sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) -0:412 cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) +0:412 cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r039' (temp 3X3 matrix of float) -0:412 hyp. sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r039' ( temp 3X3 matrix of float) +0:412 hyp. sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r049' (temp 3X3 matrix of float) -0:412 smoothstep (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r049' ( temp 3X3 matrix of float) +0:412 smoothstep ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r041' (temp 3X3 matrix of float) -0:412 sqrt (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r041' ( temp 3X3 matrix of float) +0:412 sqrt ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r042' (temp 3X3 matrix of float) -0:412 step (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r042' ( temp 3X3 matrix of float) +0:412 step ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r043' (temp 3X3 matrix of float) -0:412 tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r043' ( temp 3X3 matrix of float) +0:412 tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r044' (temp 3X3 matrix of float) -0:412 hyp. tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 transpose (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r044' ( temp 3X3 matrix of float) +0:412 hyp. tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 transpose ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r046' (temp 3X3 matrix of float) -0:412 trunc (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r046' ( temp 3X3 matrix of float) +0:412 trunc ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:415 Branch: Return with expression 0:? Constant: 0:? 3.000000 @@ -2145,55 +2145,55 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:419 'inF2' (in 4X4 matrix of float) +0:419 'inF0' ( in 4X4 matrix of float) +0:419 'inF1' ( in 4X4 matrix of float) +0:419 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:421 Sequence -0:421 move second child to first child (temp bool) -0:421 'r000' (temp bool) -0:421 all (temp bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp bool) +0:421 'r000' ( temp bool) +0:421 all ( temp bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r001' (temp 4X4 matrix of float) -0:421 Absolute value (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 arc cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r001' ( temp 4X4 matrix of float) +0:421 Absolute value ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 arc cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp bool) -0:421 'r003' (temp bool) -0:421 any (temp bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp bool) +0:421 'r003' ( temp bool) +0:421 any ( temp bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r004' (temp 4X4 matrix of float) -0:421 arc sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r004' ( temp 4X4 matrix of float) +0:421 arc sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r005' (temp 4X4 matrix of float) -0:421 arc tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r005' ( temp 4X4 matrix of float) +0:421 arc tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r006' (temp 4X4 matrix of float) -0:421 arc tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r006' ( temp 4X4 matrix of float) +0:421 arc tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r007' (temp 4X4 matrix of float) -0:421 Ceiling (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 Test condition and select (temp void) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r007' ( temp 4X4 matrix of float) +0:421 Ceiling ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 Test condition and select ( temp void) 0:421 Condition -0:421 any (temp bool) -0:421 Compare Less Than (temp 4X4 matrix of bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 any ( temp bool) +0:421 Compare Less Than ( temp 4X4 matrix of bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.000000 0:421 0.000000 @@ -2214,231 +2214,231 @@ gl_FragCoord origin is upper left 0:421 true case 0:421 Branch: Kill 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r008' (temp 4X4 matrix of float) -0:421 clamp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r008' ( temp 4X4 matrix of float) +0:421 clamp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r009' (temp 4X4 matrix of float) -0:421 cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r009' ( temp 4X4 matrix of float) +0:421 cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r010' (temp 4X4 matrix of float) -0:421 hyp. cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r010' ( temp 4X4 matrix of float) +0:421 hyp. cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r011' (temp 4X4 matrix of float) -0:421 dPdx (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r011' ( temp 4X4 matrix of float) +0:421 dPdx ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r012' (temp 4X4 matrix of float) -0:421 dPdxCoarse (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r012' ( temp 4X4 matrix of float) +0:421 dPdxCoarse ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r013' (temp 4X4 matrix of float) -0:421 dPdxFine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r013' ( temp 4X4 matrix of float) +0:421 dPdxFine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r014' (temp 4X4 matrix of float) -0:421 dPdy (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r014' ( temp 4X4 matrix of float) +0:421 dPdy ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r015' (temp 4X4 matrix of float) -0:421 dPdyCoarse (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r015' ( temp 4X4 matrix of float) +0:421 dPdyCoarse ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r016' (temp 4X4 matrix of float) -0:421 dPdyFine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r016' ( temp 4X4 matrix of float) +0:421 dPdyFine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r017' (temp 4X4 matrix of float) -0:421 degrees (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r017' ( temp 4X4 matrix of float) +0:421 degrees ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp float) -0:421 'r018' (temp float) -0:421 determinant (temp float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp float) +0:421 'r018' ( temp float) +0:421 determinant ( temp float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r019' (temp 4X4 matrix of float) -0:421 exp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r019' ( temp 4X4 matrix of float) +0:421 exp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'R020' (temp 4X4 matrix of float) -0:421 exp2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'R020' ( temp 4X4 matrix of float) +0:421 exp2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r021' (temp 4X4 matrix of float) -0:421 Floor (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r021' ( temp 4X4 matrix of float) +0:421 Floor ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r022' (temp 4X4 matrix of float) -0:421 mod (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r022' ( temp 4X4 matrix of float) +0:421 mod ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r023' (temp 4X4 matrix of float) -0:421 Fraction (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r023' ( temp 4X4 matrix of float) +0:421 Fraction ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r024' (temp 4X4 matrix of float) -0:421 frexp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r024' ( temp 4X4 matrix of float) +0:421 frexp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r025' (temp 4X4 matrix of float) -0:421 fwidth (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r025' ( temp 4X4 matrix of float) +0:421 fwidth ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r026' (temp 4X4 matrix of float) -0:421 ldexp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r026' ( temp 4X4 matrix of float) +0:421 ldexp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r026a' (temp 4X4 matrix of float) -0:421 mix (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r026a' ( temp 4X4 matrix of float) +0:421 mix ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r027' (temp 4X4 matrix of float) -0:421 log (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r027' ( temp 4X4 matrix of float) +0:421 log ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r028' (temp 4X4 matrix of float) -0:421 matrix-scale (temp 4X4 matrix of float) -0:421 log2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r028' ( temp 4X4 matrix of float) +0:421 matrix-scale ( temp 4X4 matrix of float) +0:421 log2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.301030 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r029' (temp 4X4 matrix of float) -0:421 log2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r029' ( temp 4X4 matrix of float) +0:421 log2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r030' (temp 4X4 matrix of float) -0:421 max (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r030' ( temp 4X4 matrix of float) +0:421 max ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r031' (temp 4X4 matrix of float) -0:421 min (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r031' ( temp 4X4 matrix of float) +0:421 min ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r032' (temp 4X4 matrix of float) -0:421 pow (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r032' ( temp 4X4 matrix of float) +0:421 pow ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r033' (temp 4X4 matrix of float) -0:421 radians (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r033' ( temp 4X4 matrix of float) +0:421 radians ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r034' (temp 4X4 matrix of float) -0:421 roundEven (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r034' ( temp 4X4 matrix of float) +0:421 roundEven ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r035' (temp 4X4 matrix of float) -0:421 inverse sqrt (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r035' ( temp 4X4 matrix of float) +0:421 inverse sqrt ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r036' (temp 4X4 matrix of float) -0:421 clamp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r036' ( temp 4X4 matrix of float) +0:421 clamp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.000000 0:421 Constant: 0:421 1.000000 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r037' (temp 4X4 matrix of float) -0:421 Sign (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r037' ( temp 4X4 matrix of float) +0:421 Sign ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r038' (temp 4X4 matrix of float) -0:421 sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r038' ( temp 4X4 matrix of float) +0:421 sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) -0:421 cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) +0:421 cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r039' (temp 4X4 matrix of float) -0:421 hyp. sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r039' ( temp 4X4 matrix of float) +0:421 hyp. sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r049' (temp 4X4 matrix of float) -0:421 smoothstep (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r049' ( temp 4X4 matrix of float) +0:421 smoothstep ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r041' (temp 4X4 matrix of float) -0:421 sqrt (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r041' ( temp 4X4 matrix of float) +0:421 sqrt ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r042' (temp 4X4 matrix of float) -0:421 step (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r042' ( temp 4X4 matrix of float) +0:421 step ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r043' (temp 4X4 matrix of float) -0:421 tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r043' ( temp 4X4 matrix of float) +0:421 tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r044' (temp 4X4 matrix of float) -0:421 hyp. tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 transpose (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r044' ( temp 4X4 matrix of float) +0:421 hyp. tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 transpose ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r046' (temp 4X4 matrix of float) -0:421 trunc (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r046' ( temp 4X4 matrix of float) +0:421 trunc ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:424 Branch: Return with expression 0:? Constant: 0:? 4.000000 @@ -2457,315 +2457,315 @@ 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; (temp 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) -0:442 'inFV0' (in 2-component vector of float) -0:442 'inFV1' (in 2-component vector of float) -0:442 'inFM0' (in 2X2 matrix of float) -0:442 'inFM1' (in 2X2 matrix of float) +0:442 'inF0' ( in float) +0:442 'inF1' ( in float) +0:442 'inFV0' ( in 2-component vector of float) +0:442 'inFV1' ( in 2-component vector of float) +0:442 'inFM0' ( in 2X2 matrix of float) +0:442 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:443 Sequence -0:443 move second child to first child (temp float) -0:443 'r0' (temp float) -0:443 component-wise multiply (temp float) -0:443 'inF1' (in float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp float) +0:443 'r0' ( temp float) +0:443 component-wise multiply ( temp float) +0:443 'inF1' ( in float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r1' (temp 2-component vector of float) -0:443 vector-scale (temp 2-component vector of float) -0:443 'inF0' (in float) -0:443 'inFV0' (in 2-component vector of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r1' ( temp 2-component vector of float) +0:443 vector-scale ( temp 2-component vector of float) +0:443 'inF0' ( in float) +0:443 'inFV0' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r2' (temp 2-component vector of float) -0:443 vector-scale (temp 2-component vector of float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r2' ( temp 2-component vector of float) +0:443 vector-scale ( temp 2-component vector of float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp float) -0:443 'r3' (temp float) -0:443 dot-product (temp float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inFV1' (in 2-component vector of float) +0:443 move second child to first child ( temp float) +0:443 'r3' ( temp float) +0:443 dot-product ( temp float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inFV1' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r4' (temp 2-component vector of float) -0:443 vector-times-matrix (temp 2-component vector of float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inFM0' (in 2X2 matrix of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r4' ( temp 2-component vector of float) +0:443 vector-times-matrix ( temp 2-component vector of float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inFM0' ( in 2X2 matrix of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r5' (temp 2-component vector of float) -0:443 matrix-times-vector (temp 2-component vector of float) -0:443 'inFM0' (in 2X2 matrix of float) -0:443 'inFV0' (in 2-component vector of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r5' ( temp 2-component vector of float) +0:443 matrix-times-vector ( temp 2-component vector of float) +0:443 'inFM0' ( in 2X2 matrix of float) +0:443 'inFV0' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r6' (temp 2X2 matrix of float) -0:443 matrix-scale (temp 2X2 matrix of float) -0:443 'inF0' (in float) -0:443 'inFM0' (in 2X2 matrix of float) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r6' ( temp 2X2 matrix of float) +0:443 matrix-scale ( temp 2X2 matrix of float) +0:443 'inF0' ( in float) +0:443 'inFM0' ( in 2X2 matrix of float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r7' (temp 2X2 matrix of float) -0:443 matrix-scale (temp 2X2 matrix of float) -0:443 'inFM0' (in 2X2 matrix of float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r7' ( temp 2X2 matrix of float) +0:443 matrix-scale ( temp 2X2 matrix of float) +0:443 'inFM0' ( in 2X2 matrix of float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r8' (temp 2X2 matrix of float) -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; (temp void) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r8' ( temp 2X2 matrix of float) +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; ( temp void) 0:449 Function Parameters: -0:449 'inF0' (in float) -0:449 'inF1' (in float) -0:449 'inFV0' (in 3-component vector of float) -0:449 'inFV1' (in 3-component vector of float) -0:449 'inFM0' (in 3X3 matrix of float) -0:449 'inFM1' (in 3X3 matrix of float) +0:449 'inF0' ( in float) +0:449 'inF1' ( in float) +0:449 'inFV0' ( in 3-component vector of float) +0:449 'inFV1' ( in 3-component vector of float) +0:449 'inFM0' ( in 3X3 matrix of float) +0:449 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:450 Sequence -0:450 move second child to first child (temp float) -0:450 'r0' (temp float) -0:450 component-wise multiply (temp float) -0:450 'inF1' (in float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp float) +0:450 'r0' ( temp float) +0:450 component-wise multiply ( temp float) +0:450 'inF1' ( in float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r1' (temp 3-component vector of float) -0:450 vector-scale (temp 3-component vector of float) -0:450 'inF0' (in float) -0:450 'inFV0' (in 3-component vector of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r1' ( temp 3-component vector of float) +0:450 vector-scale ( temp 3-component vector of float) +0:450 'inF0' ( in float) +0:450 'inFV0' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r2' (temp 3-component vector of float) -0:450 vector-scale (temp 3-component vector of float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r2' ( temp 3-component vector of float) +0:450 vector-scale ( temp 3-component vector of float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp float) -0:450 'r3' (temp float) -0:450 dot-product (temp float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inFV1' (in 3-component vector of float) +0:450 move second child to first child ( temp float) +0:450 'r3' ( temp float) +0:450 dot-product ( temp float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inFV1' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r4' (temp 3-component vector of float) -0:450 vector-times-matrix (temp 3-component vector of float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inFM0' (in 3X3 matrix of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r4' ( temp 3-component vector of float) +0:450 vector-times-matrix ( temp 3-component vector of float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inFM0' ( in 3X3 matrix of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r5' (temp 3-component vector of float) -0:450 matrix-times-vector (temp 3-component vector of float) -0:450 'inFM0' (in 3X3 matrix of float) -0:450 'inFV0' (in 3-component vector of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r5' ( temp 3-component vector of float) +0:450 matrix-times-vector ( temp 3-component vector of float) +0:450 'inFM0' ( in 3X3 matrix of float) +0:450 'inFV0' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r6' (temp 3X3 matrix of float) -0:450 matrix-scale (temp 3X3 matrix of float) -0:450 'inF0' (in float) -0:450 'inFM0' (in 3X3 matrix of float) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r6' ( temp 3X3 matrix of float) +0:450 matrix-scale ( temp 3X3 matrix of float) +0:450 'inF0' ( in float) +0:450 'inFM0' ( in 3X3 matrix of float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r7' (temp 3X3 matrix of float) -0:450 matrix-scale (temp 3X3 matrix of float) -0:450 'inFM0' (in 3X3 matrix of float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r7' ( temp 3X3 matrix of float) +0:450 matrix-scale ( temp 3X3 matrix of float) +0:450 'inFM0' ( in 3X3 matrix of float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r8' (temp 3X3 matrix of float) -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; (temp void) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r8' ( temp 3X3 matrix of float) +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; ( temp void) 0:456 Function Parameters: -0:456 'inF0' (in float) -0:456 'inF1' (in float) -0:456 'inFV0' (in 4-component vector of float) -0:456 'inFV1' (in 4-component vector of float) -0:456 'inFM0' (in 4X4 matrix of float) -0:456 'inFM1' (in 4X4 matrix of float) +0:456 'inF0' ( in float) +0:456 'inF1' ( in float) +0:456 'inFV0' ( in 4-component vector of float) +0:456 'inFV1' ( in 4-component vector of float) +0:456 'inFM0' ( in 4X4 matrix of float) +0:456 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:457 Sequence -0:457 move second child to first child (temp float) -0:457 'r0' (temp float) -0:457 component-wise multiply (temp float) -0:457 'inF1' (in float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp float) +0:457 'r0' ( temp float) +0:457 component-wise multiply ( temp float) +0:457 'inF1' ( in float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r1' (temp 4-component vector of float) -0:457 vector-scale (temp 4-component vector of float) -0:457 'inF0' (in float) -0:457 'inFV0' (in 4-component vector of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r1' ( temp 4-component vector of float) +0:457 vector-scale ( temp 4-component vector of float) +0:457 'inF0' ( in float) +0:457 'inFV0' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r2' (temp 4-component vector of float) -0:457 vector-scale (temp 4-component vector of float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r2' ( temp 4-component vector of float) +0:457 vector-scale ( temp 4-component vector of float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp float) -0:457 'r3' (temp float) -0:457 dot-product (temp float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inFV1' (in 4-component vector of float) +0:457 move second child to first child ( temp float) +0:457 'r3' ( temp float) +0:457 dot-product ( temp float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inFV1' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r4' (temp 4-component vector of float) -0:457 vector-times-matrix (temp 4-component vector of float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inFM0' (in 4X4 matrix of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r4' ( temp 4-component vector of float) +0:457 vector-times-matrix ( temp 4-component vector of float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inFM0' ( in 4X4 matrix of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r5' (temp 4-component vector of float) -0:457 matrix-times-vector (temp 4-component vector of float) -0:457 'inFM0' (in 4X4 matrix of float) -0:457 'inFV0' (in 4-component vector of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r5' ( temp 4-component vector of float) +0:457 matrix-times-vector ( temp 4-component vector of float) +0:457 'inFM0' ( in 4X4 matrix of float) +0:457 'inFV0' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r6' (temp 4X4 matrix of float) -0:457 matrix-scale (temp 4X4 matrix of float) -0:457 'inF0' (in float) -0:457 'inFM0' (in 4X4 matrix of float) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r6' ( temp 4X4 matrix of float) +0:457 matrix-scale ( temp 4X4 matrix of float) +0:457 'inF0' ( in float) +0:457 'inFM0' ( in 4X4 matrix of float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r7' (temp 4X4 matrix of float) -0:457 matrix-scale (temp 4X4 matrix of float) -0:457 'inFM0' (in 4X4 matrix of float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r7' ( temp 4X4 matrix of float) +0:457 matrix-scale ( temp 4X4 matrix of float) +0:457 'inFM0' ( in 4X4 matrix of float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r8' (temp 4X4 matrix of float) -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; (temp void) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r8' ( temp 4X4 matrix of float) +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; ( temp void) 0:466 Function Parameters: -0:466 'inF0' (in float) -0:466 'inF1' (in float) -0:466 'inFV2' (in 2-component vector of float) -0:466 'inFV3' (in 3-component vector of float) -0:466 'inFM2x3' (in 2X3 matrix of float) -0:466 'inFM3x2' (in 3X2 matrix of float) -0:466 'inFM3x3' (in 3X3 matrix of float) -0:466 'inFM3x4' (in 3X4 matrix of float) -0:466 'inFM2x4' (in 2X4 matrix of float) +0:466 'inF0' ( in float) +0:466 'inF1' ( in float) +0:466 'inFV2' ( in 2-component vector of float) +0:466 'inFV3' ( in 3-component vector of float) +0:466 'inFM2x3' ( in 2X3 matrix of float) +0:466 'inFM3x2' ( in 3X2 matrix of float) +0:466 'inFM3x3' ( in 3X3 matrix of float) +0:466 'inFM3x4' ( in 3X4 matrix of float) +0:466 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:467 Sequence -0:467 move second child to first child (temp float) -0:467 'r00' (temp float) -0:467 component-wise multiply (temp float) -0:467 'inF1' (in float) -0:467 'inF0' (in float) +0:467 move second child to first child ( temp float) +0:467 'r00' ( temp float) +0:467 component-wise multiply ( temp float) +0:467 'inF1' ( in float) +0:467 'inF0' ( in float) 0:468 Sequence -0:468 move second child to first child (temp 2-component vector of float) -0:468 'r01' (temp 2-component vector of float) -0:468 vector-scale (temp 2-component vector of float) -0:468 'inF0' (in float) -0:468 'inFV2' (in 2-component vector of float) +0:468 move second child to first child ( temp 2-component vector of float) +0:468 'r01' ( temp 2-component vector of float) +0:468 vector-scale ( temp 2-component vector of float) +0:468 'inF0' ( in float) +0:468 'inFV2' ( in 2-component vector of float) 0:469 Sequence -0:469 move second child to first child (temp 3-component vector of float) -0:469 'r02' (temp 3-component vector of float) -0:469 vector-scale (temp 3-component vector of float) -0:469 'inF0' (in float) -0:469 'inFV3' (in 3-component vector of float) +0:469 move second child to first child ( temp 3-component vector of float) +0:469 'r02' ( temp 3-component vector of float) +0:469 vector-scale ( temp 3-component vector of float) +0:469 'inF0' ( in float) +0:469 'inFV3' ( in 3-component vector of float) 0:470 Sequence -0:470 move second child to first child (temp 2-component vector of float) -0:470 'r03' (temp 2-component vector of float) -0:470 vector-scale (temp 2-component vector of float) -0:470 'inFV2' (in 2-component vector of float) -0:470 'inF0' (in float) +0:470 move second child to first child ( temp 2-component vector of float) +0:470 'r03' ( temp 2-component vector of float) +0:470 vector-scale ( temp 2-component vector of float) +0:470 'inFV2' ( in 2-component vector of float) +0:470 'inF0' ( in float) 0:471 Sequence -0:471 move second child to first child (temp 3-component vector of float) -0:471 'r04' (temp 3-component vector of float) -0:471 vector-scale (temp 3-component vector of float) -0:471 'inFV3' (in 3-component vector of float) -0:471 'inF0' (in float) +0:471 move second child to first child ( temp 3-component vector of float) +0:471 'r04' ( temp 3-component vector of float) +0:471 vector-scale ( temp 3-component vector of float) +0:471 'inFV3' ( in 3-component vector of float) +0:471 'inF0' ( in float) 0:472 Sequence -0:472 move second child to first child (temp float) -0:472 'r05' (temp float) -0:472 dot-product (temp float) -0:472 'inFV2' (in 2-component vector of float) -0:472 'inFV2' (in 2-component vector of float) +0:472 move second child to first child ( temp float) +0:472 'r05' ( temp float) +0:472 dot-product ( temp float) +0:472 'inFV2' ( in 2-component vector of float) +0:472 'inFV2' ( in 2-component vector of float) 0:473 Sequence -0:473 move second child to first child (temp float) -0:473 'r06' (temp float) -0:473 dot-product (temp float) -0:473 'inFV3' (in 3-component vector of float) -0:473 'inFV3' (in 3-component vector of float) +0:473 move second child to first child ( temp float) +0:473 'r06' ( temp float) +0:473 dot-product ( temp float) +0:473 'inFV3' ( in 3-component vector of float) +0:473 'inFV3' ( in 3-component vector of float) 0:474 Sequence -0:474 move second child to first child (temp 3-component vector of float) -0:474 'r07' (temp 3-component vector of float) -0:474 matrix-times-vector (temp 3-component vector of float) -0:474 'inFM2x3' (in 2X3 matrix of float) -0:474 'inFV2' (in 2-component vector of float) +0:474 move second child to first child ( temp 3-component vector of float) +0:474 'r07' ( temp 3-component vector of float) +0:474 matrix-times-vector ( temp 3-component vector of float) +0:474 'inFM2x3' ( in 2X3 matrix of float) +0:474 'inFV2' ( in 2-component vector of float) 0:475 Sequence -0:475 move second child to first child (temp 2-component vector of float) -0:475 'r08' (temp 2-component vector of float) -0:475 matrix-times-vector (temp 2-component vector of float) -0:475 'inFM3x2' (in 3X2 matrix of float) -0:475 'inFV3' (in 3-component vector of float) +0:475 move second child to first child ( temp 2-component vector of float) +0:475 'r08' ( temp 2-component vector of float) +0:475 matrix-times-vector ( temp 2-component vector of float) +0:475 'inFM3x2' ( in 3X2 matrix of float) +0:475 'inFV3' ( in 3-component vector of float) 0:476 Sequence -0:476 move second child to first child (temp 2-component vector of float) -0:476 'r09' (temp 2-component vector of float) -0:476 vector-times-matrix (temp 2-component vector of float) -0:476 'inFV3' (in 3-component vector of float) -0:476 'inFM2x3' (in 2X3 matrix of float) +0:476 move second child to first child ( temp 2-component vector of float) +0:476 'r09' ( temp 2-component vector of float) +0:476 vector-times-matrix ( temp 2-component vector of float) +0:476 'inFV3' ( in 3-component vector of float) +0:476 'inFM2x3' ( in 2X3 matrix of float) 0:477 Sequence -0:477 move second child to first child (temp 3-component vector of float) -0:477 'r10' (temp 3-component vector of float) -0:477 vector-times-matrix (temp 3-component vector of float) -0:477 'inFV2' (in 2-component vector of float) -0:477 'inFM3x2' (in 3X2 matrix of float) +0:477 move second child to first child ( temp 3-component vector of float) +0:477 'r10' ( temp 3-component vector of float) +0:477 vector-times-matrix ( temp 3-component vector of float) +0:477 'inFV2' ( in 2-component vector of float) +0:477 'inFM3x2' ( in 3X2 matrix of float) 0:478 Sequence -0:478 move second child to first child (temp 2X3 matrix of float) -0:478 'r11' (temp 2X3 matrix of float) -0:478 matrix-scale (temp 2X3 matrix of float) -0:478 'inF0' (in float) -0:478 'inFM2x3' (in 2X3 matrix of float) +0:478 move second child to first child ( temp 2X3 matrix of float) +0:478 'r11' ( temp 2X3 matrix of float) +0:478 matrix-scale ( temp 2X3 matrix of float) +0:478 'inF0' ( in float) +0:478 'inFM2x3' ( in 2X3 matrix of float) 0:479 Sequence -0:479 move second child to first child (temp 3X2 matrix of float) -0:479 'r12' (temp 3X2 matrix of float) -0:479 matrix-scale (temp 3X2 matrix of float) -0:479 'inF0' (in float) -0:479 'inFM3x2' (in 3X2 matrix of float) +0:479 move second child to first child ( temp 3X2 matrix of float) +0:479 'r12' ( temp 3X2 matrix of float) +0:479 matrix-scale ( temp 3X2 matrix of float) +0:479 'inF0' ( in float) +0:479 'inFM3x2' ( in 3X2 matrix of float) 0:480 Sequence -0:480 move second child to first child (temp 2X2 matrix of float) -0:480 'r13' (temp 2X2 matrix of float) -0:480 matrix-multiply (temp 2X2 matrix of float) -0:480 'inFM3x2' (in 3X2 matrix of float) -0:480 'inFM2x3' (in 2X3 matrix of float) +0:480 move second child to first child ( temp 2X2 matrix of float) +0:480 'r13' ( temp 2X2 matrix of float) +0:480 matrix-multiply ( temp 2X2 matrix of float) +0:480 'inFM3x2' ( in 3X2 matrix of float) +0:480 'inFM2x3' ( in 2X3 matrix of float) 0:481 Sequence -0:481 move second child to first child (temp 2X3 matrix of float) -0:481 'r14' (temp 2X3 matrix of float) -0:481 matrix-multiply (temp 2X3 matrix of float) -0:481 'inFM3x3' (in 3X3 matrix of float) -0:481 'inFM2x3' (in 2X3 matrix of float) +0:481 move second child to first child ( temp 2X3 matrix of float) +0:481 'r14' ( temp 2X3 matrix of float) +0:481 matrix-multiply ( temp 2X3 matrix of float) +0:481 'inFM3x3' ( in 3X3 matrix of float) +0:481 'inFM2x3' ( in 2X3 matrix of float) 0:482 Sequence -0:482 move second child to first child (temp 2X4 matrix of float) -0:482 'r15' (temp 2X4 matrix of float) -0:482 matrix-multiply (temp 2X4 matrix of float) -0:482 'inFM3x4' (in 3X4 matrix of float) -0:482 'inFM2x3' (in 2X3 matrix of float) +0:482 move second child to first child ( temp 2X4 matrix of float) +0:482 'r15' ( temp 2X4 matrix of float) +0:482 matrix-multiply ( temp 2X4 matrix of float) +0:482 'inFM3x4' ( in 3X4 matrix of float) +0:482 'inFM2x3' ( in 2X3 matrix of float) 0:483 Sequence -0:483 move second child to first child (temp 3X4 matrix of float) -0:483 'r16' (temp 3X4 matrix of float) -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( (temp structure{temp 4-component vector of float color}) +0:483 move second child to first child ( temp 3X4 matrix of float) +0:483 'r16' ( temp 3X4 matrix of float) +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( ( 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) -0:491 color: direct index for structure (temp 4-component vector of float) -0:491 'ps_output' (temp structure{temp 4-component vector of float color}) +0:491 move second child to first child ( temp 4-component vector of float) +0:491 color: direct index for structure ( temp 4-component vector of float) +0:491 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:491 Constant: 0:491 0 (const int) 0:491 Constant: @@ -2774,31 +2774,31 @@ gl_FragCoord origin is upper left 0:491 1.000000 0:491 1.000000 0:492 Branch: Return with expression -0:492 'ps_output' (temp structure{temp 4-component vector of float color}) -0:489 Function Definition: main( (temp void) +0:492 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:489 Function Definition: main( ( temp void) 0:489 Function Parameters: 0:? Sequence 0:489 Sequence -0:489 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:489 color: direct index for structure (temp 4-component vector of float) -0:489 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:489 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:489 color: direct index for structure ( temp 4-component vector of float) +0:489 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:489 Constant: 0:489 0 (const int) 0:? Linker Objects -0:? 'gs_ua' (shared uint) -0:? 'gs_ub' (shared uint) -0:? 'gs_uc' (shared uint) -0:? 'gs_ua2' (shared 2-component vector of uint) -0:? 'gs_ub2' (shared 2-component vector of uint) -0:? 'gs_uc2' (shared 2-component vector of uint) -0:? 'gs_ua3' (shared 3-component vector of uint) -0:? 'gs_ub3' (shared 3-component vector of uint) -0:? 'gs_uc3' (shared 3-component vector of uint) -0:? 'gs_ua4' (shared 4-component vector of uint) -0:? 'gs_ub4' (shared 4-component vector of uint) -0:? 'gs_uc4' (shared 4-component vector of uint) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'gs_ua' ( shared uint) +0:? 'gs_ub' ( shared uint) +0:? 'gs_uc' ( shared uint) +0:? 'gs_ua2' ( shared 2-component vector of uint) +0:? 'gs_ub2' ( shared 2-component vector of uint) +0:? 'gs_uc2' ( shared 2-component vector of uint) +0:? 'gs_ua3' ( shared 3-component vector of uint) +0:? 'gs_ub3' ( shared 3-component vector of uint) +0:? 'gs_uc3' ( shared 3-component vector of uint) +0:? 'gs_ua4' ( shared 4-component vector of uint) +0:? 'gs_ub4' ( shared 4-component vector of uint) +0:? 'gs_uc4' ( shared 4-component vector of uint) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -2807,814 +2807,814 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:17 'inF2' (in float) -0:17 'inU0' (in uint) -0:17 'inU1' (in uint) +0:17 'inF0' ( in float) +0:17 'inF1' ( in float) +0:17 'inF2' ( in float) +0:17 'inU0' ( in uint) +0:17 'inU1' ( in uint) 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp bool) -0:20 'r000' (temp bool) -0:20 all (temp bool) -0:20 'inF0' (in float) +0:20 move second child to first child ( temp bool) +0:20 'r000' ( temp bool) +0:20 all ( temp bool) +0:20 'inF0' ( in float) 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'r001' (temp float) -0:21 Absolute value (temp float) -0:21 'inF0' (in float) +0:21 move second child to first child ( temp float) +0:21 'r001' ( temp float) +0:21 Absolute value ( temp float) +0:21 'inF0' ( in float) 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'r002' (temp float) -0:22 arc cosine (temp float) -0:22 'inF0' (in float) +0:22 move second child to first child ( temp float) +0:22 'r002' ( temp float) +0:22 arc cosine ( temp float) +0:22 'inF0' ( in float) 0:23 Sequence -0:23 move second child to first child (temp bool) -0:23 'r003' (temp bool) -0:23 any (temp bool) -0:23 'inF0' (in float) +0:23 move second child to first child ( temp bool) +0:23 'r003' ( temp bool) +0:23 any ( temp bool) +0:23 'inF0' ( in float) 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'r004' (temp float) -0:24 arc sine (temp float) -0:24 'inF0' (in float) +0:24 move second child to first child ( temp float) +0:24 'r004' ( temp float) +0:24 arc sine ( temp float) +0:24 'inF0' ( in float) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r005' (temp int) -0:25 floatBitsToInt (temp int) -0:25 'inF0' (in float) +0:25 move second child to first child ( temp int) +0:25 'r005' ( temp int) +0:25 floatBitsToInt ( temp int) +0:25 'inF0' ( in float) 0:26 Sequence -0:26 move second child to first child (temp uint) -0:26 'r006' (temp uint) -0:26 floatBitsToUint (temp uint) -0:26 'inF0' (in float) +0:26 move second child to first child ( temp uint) +0:26 'r006' ( temp uint) +0:26 floatBitsToUint ( temp uint) +0:26 'inF0' ( in float) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'r007' (temp float) -0:27 intBitsToFloat (temp float) -0:27 'inU0' (in uint) +0:27 move second child to first child ( temp float) +0:27 'r007' ( temp float) +0:27 intBitsToFloat ( temp float) +0:27 'inU0' ( in uint) 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'r009' (temp float) -0:29 arc tangent (temp float) -0:29 'inF0' (in float) +0:29 move second child to first child ( temp float) +0:29 'r009' ( temp float) +0:29 arc tangent ( temp float) +0:29 'inF0' ( in float) 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'r010' (temp float) -0:30 arc tangent (temp float) -0:30 'inF0' (in float) -0:30 'inF1' (in float) +0:30 move second child to first child ( temp float) +0:30 'r010' ( temp float) +0:30 arc tangent ( temp float) +0:30 'inF0' ( in float) +0:30 'inF1' ( in float) 0:31 Sequence -0:31 move second child to first child (temp float) -0:31 'r011' (temp float) -0:31 Ceiling (temp float) -0:31 'inF0' (in float) +0:31 move second child to first child ( temp float) +0:31 'r011' ( temp float) +0:31 Ceiling ( temp float) +0:31 'inF0' ( in float) 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'r012' (temp float) -0:32 clamp (temp float) -0:32 'inF0' (in float) -0:32 'inF1' (in float) -0:32 'inF2' (in float) -0:33 Test condition and select (temp void) +0:32 move second child to first child ( temp float) +0:32 'r012' ( temp float) +0:32 clamp ( temp float) +0:32 'inF0' ( in float) +0:32 'inF1' ( in float) +0:32 'inF2' ( in float) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Less Than (temp bool) -0:33 'inF0' (in float) +0:33 Compare Less Than ( temp bool) +0:33 'inF0' ( in float) 0:33 Constant: 0:33 0.000000 0:33 true case 0:33 Branch: Kill 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'r014' (temp float) -0:34 cosine (temp float) -0:34 'inF0' (in float) +0:34 move second child to first child ( temp float) +0:34 'r014' ( temp float) +0:34 cosine ( temp float) +0:34 'inF0' ( in float) 0:35 Sequence -0:35 move second child to first child (temp float) -0:35 'r015' (temp float) -0:35 hyp. cosine (temp float) -0:35 'inF0' (in float) +0:35 move second child to first child ( temp float) +0:35 'r015' ( temp float) +0:35 hyp. cosine ( temp float) +0:35 'inF0' ( in float) 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'r016' (temp int) -0:36 bitCount (temp int) +0:36 move second child to first child ( temp int) +0:36 'r016' ( temp int) +0:36 bitCount ( temp int) 0:36 Constant: 0:36 7 (const int) 0:37 Sequence -0:37 move second child to first child (temp float) -0:37 'r017' (temp float) -0:37 dPdx (temp float) -0:37 'inF0' (in float) +0:37 move second child to first child ( temp float) +0:37 'r017' ( temp float) +0:37 dPdx ( temp float) +0:37 'inF0' ( in float) 0:38 Sequence -0:38 move second child to first child (temp float) -0:38 'r018' (temp float) -0:38 dPdxCoarse (temp float) -0:38 'inF0' (in float) +0:38 move second child to first child ( temp float) +0:38 'r018' ( temp float) +0:38 dPdxCoarse ( temp float) +0:38 'inF0' ( in float) 0:39 Sequence -0:39 move second child to first child (temp float) -0:39 'r019' (temp float) -0:39 dPdxFine (temp float) -0:39 'inF0' (in float) +0:39 move second child to first child ( temp float) +0:39 'r019' ( temp float) +0:39 dPdxFine ( temp float) +0:39 'inF0' ( in float) 0:40 Sequence -0:40 move second child to first child (temp float) -0:40 'r020' (temp float) -0:40 dPdy (temp float) -0:40 'inF0' (in float) +0:40 move second child to first child ( temp float) +0:40 'r020' ( temp float) +0:40 dPdy ( temp float) +0:40 'inF0' ( in float) 0:41 Sequence -0:41 move second child to first child (temp float) -0:41 'r021' (temp float) -0:41 dPdyCoarse (temp float) -0:41 'inF0' (in float) +0:41 move second child to first child ( temp float) +0:41 'r021' ( temp float) +0:41 dPdyCoarse ( temp float) +0:41 'inF0' ( in float) 0:42 Sequence -0:42 move second child to first child (temp float) -0:42 'r022' (temp float) -0:42 dPdyFine (temp float) -0:42 'inF0' (in float) +0:42 move second child to first child ( temp float) +0:42 'r022' ( temp float) +0:42 dPdyFine ( temp float) +0:42 'inF0' ( in float) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r023' (temp float) -0:43 degrees (temp float) -0:43 'inF0' (in float) +0:43 move second child to first child ( temp float) +0:43 'r023' ( temp float) +0:43 degrees ( temp float) +0:43 'inF0' ( in float) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r027' (temp float) -0:47 exp (temp float) -0:47 'inF0' (in float) +0:47 move second child to first child ( temp float) +0:47 'r027' ( temp float) +0:47 exp ( temp float) +0:47 'inF0' ( in float) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r028' (temp float) -0:48 exp2 (temp float) -0:48 'inF0' (in float) +0:48 move second child to first child ( temp float) +0:48 'r028' ( temp float) +0:48 exp2 ( temp float) +0:48 'inF0' ( in float) 0:49 Sequence -0:49 move second child to first child (temp uint) -0:49 'r029' (temp uint) -0:49 Convert int to uint (temp uint) -0:49 findMSB (temp int) +0:49 move second child to first child ( temp uint) +0:49 'r029' ( temp uint) +0:49 Convert int to uint ( temp uint) +0:49 findMSB ( temp int) 0:49 Constant: 0:49 7 (const int) 0:50 Sequence -0:50 move second child to first child (temp uint) -0:50 'r030' (temp uint) -0:50 Convert int to uint (temp uint) -0:50 findLSB (temp int) +0:50 move second child to first child ( temp uint) +0:50 'r030' ( temp uint) +0:50 Convert int to uint ( temp uint) +0:50 findLSB ( temp int) 0:50 Constant: 0:50 7 (const int) 0:51 Sequence -0:51 move second child to first child (temp float) -0:51 'r031' (temp float) -0:51 Floor (temp float) -0:51 'inF0' (in float) +0:51 move second child to first child ( temp float) +0:51 'r031' ( temp float) +0:51 Floor ( temp float) +0:51 'inF0' ( in float) 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r033' (temp float) -0:53 mod (temp float) -0:53 'inF0' (in float) -0:53 'inF1' (in float) +0:53 move second child to first child ( temp float) +0:53 'r033' ( temp float) +0:53 mod ( temp float) +0:53 'inF0' ( in float) +0:53 'inF1' ( in float) 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r034' (temp float) -0:54 Fraction (temp float) -0:54 'inF0' (in float) +0:54 move second child to first child ( temp float) +0:54 'r034' ( temp float) +0:54 Fraction ( temp float) +0:54 'inF0' ( in float) 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r035' (temp float) -0:55 frexp (temp float) -0:55 'inF0' (in float) -0:55 'inF1' (in float) +0:55 move second child to first child ( temp float) +0:55 'r035' ( temp float) +0:55 frexp ( temp float) +0:55 'inF0' ( in float) +0:55 'inF1' ( in float) 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'r036' (temp float) -0:56 fwidth (temp float) -0:56 'inF0' (in float) +0:56 move second child to first child ( temp float) +0:56 'r036' ( temp float) +0:56 fwidth ( temp float) +0:56 'inF0' ( in float) 0:57 Sequence -0:57 move second child to first child (temp bool) -0:57 'r037' (temp bool) -0:57 isinf (temp bool) -0:57 'inF0' (in float) +0:57 move second child to first child ( temp bool) +0:57 'r037' ( temp bool) +0:57 isinf ( temp bool) +0:57 'inF0' ( in float) 0:58 Sequence -0:58 move second child to first child (temp bool) -0:58 'r038' (temp bool) -0:58 isnan (temp bool) -0:58 'inF0' (in float) +0:58 move second child to first child ( temp bool) +0:58 'r038' ( temp bool) +0:58 isnan ( temp bool) +0:58 'inF0' ( in float) 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'r039' (temp float) -0:59 ldexp (temp float) -0:59 'inF0' (in float) -0:59 'inF1' (in float) +0:59 move second child to first child ( temp float) +0:59 'r039' ( temp float) +0:59 ldexp ( temp float) +0:59 'inF0' ( in float) +0:59 'inF1' ( in float) 0:60 Sequence -0:60 move second child to first child (temp float) -0:60 'r039a' (temp float) -0:60 mix (temp float) -0:60 'inF0' (in float) -0:60 'inF1' (in float) -0:60 'inF2' (in float) +0:60 move second child to first child ( temp float) +0:60 'r039a' ( temp float) +0:60 mix ( temp float) +0:60 'inF0' ( in float) +0:60 'inF1' ( in float) +0:60 'inF2' ( in float) 0:61 Sequence -0:61 move second child to first child (temp float) -0:61 'r040' (temp float) -0:61 log (temp float) -0:61 'inF0' (in float) +0:61 move second child to first child ( temp float) +0:61 'r040' ( temp float) +0:61 log ( temp float) +0:61 'inF0' ( in float) 0:62 Sequence -0:62 move second child to first child (temp float) -0:62 'r041' (temp float) -0:62 component-wise multiply (temp float) -0:62 log2 (temp float) -0:62 'inF0' (in float) +0:62 move second child to first child ( temp float) +0:62 'r041' ( temp float) +0:62 component-wise multiply ( temp float) +0:62 log2 ( temp float) +0:62 'inF0' ( in float) 0:62 Constant: 0:62 0.301030 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 'r042' (temp float) -0:63 log2 (temp float) -0:63 'inF0' (in float) +0:63 move second child to first child ( temp float) +0:63 'r042' ( temp float) +0:63 log2 ( temp float) +0:63 'inF0' ( in float) 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'r043' (temp float) -0:64 max (temp float) -0:64 'inF0' (in float) -0:64 'inF1' (in float) +0:64 move second child to first child ( temp float) +0:64 'r043' ( temp float) +0:64 max ( temp float) +0:64 'inF0' ( in float) +0:64 'inF1' ( in float) 0:65 Sequence -0:65 move second child to first child (temp float) -0:65 'r044' (temp float) -0:65 min (temp float) -0:65 'inF0' (in float) -0:65 'inF1' (in float) +0:65 move second child to first child ( temp float) +0:65 'r044' ( temp float) +0:65 min ( temp float) +0:65 'inF0' ( in float) +0:65 'inF1' ( in float) 0:66 Sequence -0:66 move second child to first child (temp float) -0:66 'r045' (temp float) -0:66 pow (temp float) -0:66 'inF0' (in float) -0:66 'inF1' (in float) +0:66 move second child to first child ( temp float) +0:66 'r045' ( temp float) +0:66 pow ( temp float) +0:66 'inF0' ( in float) +0:66 'inF1' ( in float) 0:67 Sequence -0:67 move second child to first child (temp float) -0:67 'r046' (temp float) -0:67 radians (temp float) -0:67 'inF0' (in float) +0:67 move second child to first child ( temp float) +0:67 'r046' ( temp float) +0:67 radians ( temp float) +0:67 'inF0' ( in float) 0:68 Sequence -0:68 move second child to first child (temp float) -0:68 'r047' (temp float) -0:68 divide (temp float) +0:68 move second child to first child ( temp float) +0:68 'r047' ( temp float) +0:68 divide ( temp float) 0:68 Constant: 0:68 1.000000 -0:68 'inF0' (in float) +0:68 'inF0' ( in float) 0:69 Sequence -0:69 move second child to first child (temp uint) -0:69 'r048' (temp uint) -0:69 Convert int to uint (temp uint) -0:69 bitFieldReverse (temp int) +0:69 move second child to first child ( temp uint) +0:69 'r048' ( temp uint) +0:69 Convert int to uint ( temp uint) +0:69 bitFieldReverse ( temp int) 0:69 Constant: 0:69 2 (const int) 0:70 Sequence -0:70 move second child to first child (temp float) -0:70 'r049' (temp float) -0:70 roundEven (temp float) -0:70 'inF0' (in float) +0:70 move second child to first child ( temp float) +0:70 'r049' ( temp float) +0:70 roundEven ( temp float) +0:70 'inF0' ( in float) 0:71 Sequence -0:71 move second child to first child (temp float) -0:71 'r050' (temp float) -0:71 inverse sqrt (temp float) -0:71 'inF0' (in float) +0:71 move second child to first child ( temp float) +0:71 'r050' ( temp float) +0:71 inverse sqrt ( temp float) +0:71 'inF0' ( in float) 0:72 Sequence -0:72 move second child to first child (temp float) -0:72 'r051' (temp float) -0:72 clamp (temp float) -0:72 'inF0' (in float) +0:72 move second child to first child ( temp float) +0:72 'r051' ( temp float) +0:72 clamp ( temp float) +0:72 'inF0' ( in float) 0:72 Constant: 0:72 0.000000 0:72 Constant: 0:72 1.000000 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'r052' (temp float) -0:73 Sign (temp float) -0:73 'inF0' (in float) +0:73 move second child to first child ( temp float) +0:73 'r052' ( temp float) +0:73 Sign ( temp float) +0:73 'inF0' ( in float) 0:74 Sequence -0:74 move second child to first child (temp float) -0:74 'r053' (temp float) -0:74 sine (temp float) -0:74 'inF0' (in float) +0:74 move second child to first child ( temp float) +0:74 'r053' ( temp float) +0:74 sine ( temp float) +0:74 'inF0' ( in float) 0:75 Sequence -0:75 move second child to first child (temp float) -0:75 'inF1' (in float) -0:75 sine (temp float) -0:75 'inF0' (in float) -0:75 move second child to first child (temp float) -0:75 'inF2' (in float) -0:75 cosine (temp float) -0:75 'inF0' (in float) +0:75 move second child to first child ( temp float) +0:75 'inF1' ( in float) +0:75 sine ( temp float) +0:75 'inF0' ( in float) +0:75 move second child to first child ( temp float) +0:75 'inF2' ( in float) +0:75 cosine ( temp float) +0:75 'inF0' ( in float) 0:76 Sequence -0:76 move second child to first child (temp float) -0:76 'r055' (temp float) -0:76 hyp. sine (temp float) -0:76 'inF0' (in float) +0:76 move second child to first child ( temp float) +0:76 'r055' ( temp float) +0:76 hyp. sine ( temp float) +0:76 'inF0' ( in float) 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'r056' (temp float) -0:77 smoothstep (temp float) -0:77 'inF0' (in float) -0:77 'inF1' (in float) -0:77 'inF2' (in float) +0:77 move second child to first child ( temp float) +0:77 'r056' ( temp float) +0:77 smoothstep ( temp float) +0:77 'inF0' ( in float) +0:77 'inF1' ( in float) +0:77 'inF2' ( in float) 0:78 Sequence -0:78 move second child to first child (temp float) -0:78 'r057' (temp float) -0:78 sqrt (temp float) -0:78 'inF0' (in float) +0:78 move second child to first child ( temp float) +0:78 'r057' ( temp float) +0:78 sqrt ( temp float) +0:78 'inF0' ( in float) 0:79 Sequence -0:79 move second child to first child (temp float) -0:79 'r058' (temp float) -0:79 step (temp float) -0:79 'inF0' (in float) -0:79 'inF1' (in float) +0:79 move second child to first child ( temp float) +0:79 'r058' ( temp float) +0:79 step ( temp float) +0:79 'inF0' ( in float) +0:79 'inF1' ( in float) 0:80 Sequence -0:80 move second child to first child (temp float) -0:80 'r059' (temp float) -0:80 tangent (temp float) -0:80 'inF0' (in float) +0:80 move second child to first child ( temp float) +0:80 'r059' ( temp float) +0:80 tangent ( temp float) +0:80 'inF0' ( in float) 0:81 Sequence -0:81 move second child to first child (temp float) -0:81 'r060' (temp float) -0:81 hyp. tangent (temp float) -0:81 'inF0' (in float) +0:81 move second child to first child ( temp float) +0:81 'r060' ( temp float) +0:81 hyp. tangent ( temp float) +0:81 'inF0' ( in float) 0:83 Sequence -0:83 move second child to first child (temp float) -0:83 'r061' (temp float) -0:83 trunc (temp float) -0:83 'inF0' (in float) +0:83 move second child to first child ( temp float) +0:83 'r061' ( temp float) +0:83 trunc ( temp float) +0:83 'inF0' ( in float) 0:85 Branch: Return with expression 0:85 Constant: 0:85 0.000000 -0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 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) -0:89 'inF2' (in 1-component vector of float) +0:89 'inF0' ( in 1-component vector of float) +0:89 'inF1' ( in 1-component vector of float) +0:89 'inF2' ( in 1-component vector of float) 0:? Sequence 0:91 Branch: Return with expression 0:91 Constant: 0:91 0.000000 -0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:95 'inF2' (in 2-component vector of float) -0:95 'inU0' (in 2-component vector of uint) -0:95 'inU1' (in 2-component vector of uint) +0:95 'inF0' ( in 2-component vector of float) +0:95 'inF1' ( in 2-component vector of float) +0:95 'inF2' ( in 2-component vector of float) +0:95 'inU0' ( in 2-component vector of uint) +0:95 'inU1' ( in 2-component vector of uint) 0:? Sequence 0:98 Sequence -0:98 move second child to first child (temp bool) -0:98 'r000' (temp bool) -0:98 all (temp bool) -0:98 'inF0' (in 2-component vector of float) +0:98 move second child to first child ( temp bool) +0:98 'r000' ( temp bool) +0:98 all ( temp bool) +0:98 'inF0' ( in 2-component vector of float) 0:99 Sequence -0:99 move second child to first child (temp 2-component vector of float) -0:99 'r001' (temp 2-component vector of float) -0:99 Absolute value (temp 2-component vector of float) -0:99 'inF0' (in 2-component vector of float) +0:99 move second child to first child ( temp 2-component vector of float) +0:99 'r001' ( temp 2-component vector of float) +0:99 Absolute value ( temp 2-component vector of float) +0:99 'inF0' ( in 2-component vector of float) 0:100 Sequence -0:100 move second child to first child (temp 2-component vector of float) -0:100 'r002' (temp 2-component vector of float) -0:100 arc cosine (temp 2-component vector of float) -0:100 'inF0' (in 2-component vector of float) +0:100 move second child to first child ( temp 2-component vector of float) +0:100 'r002' ( temp 2-component vector of float) +0:100 arc cosine ( temp 2-component vector of float) +0:100 'inF0' ( in 2-component vector of float) 0:101 Sequence -0:101 move second child to first child (temp bool) -0:101 'r003' (temp bool) -0:101 any (temp bool) -0:101 'inF0' (in 2-component vector of float) +0:101 move second child to first child ( temp bool) +0:101 'r003' ( temp bool) +0:101 any ( temp bool) +0:101 'inF0' ( in 2-component vector of float) 0:102 Sequence -0:102 move second child to first child (temp 2-component vector of float) -0:102 'r004' (temp 2-component vector of float) -0:102 arc sine (temp 2-component vector of float) -0:102 'inF0' (in 2-component vector of float) +0:102 move second child to first child ( temp 2-component vector of float) +0:102 'r004' ( temp 2-component vector of float) +0:102 arc sine ( temp 2-component vector of float) +0:102 'inF0' ( in 2-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 2-component vector of int) -0:103 'r005' (temp 2-component vector of int) -0:103 floatBitsToInt (temp 2-component vector of int) -0:103 'inF0' (in 2-component vector of float) +0:103 move second child to first child ( temp 2-component vector of int) +0:103 'r005' ( temp 2-component vector of int) +0:103 floatBitsToInt ( temp 2-component vector of int) +0:103 'inF0' ( in 2-component vector of float) 0:104 Sequence -0:104 move second child to first child (temp 2-component vector of uint) -0:104 'r006' (temp 2-component vector of uint) -0:104 floatBitsToUint (temp 2-component vector of uint) -0:104 'inF0' (in 2-component vector of float) +0:104 move second child to first child ( temp 2-component vector of uint) +0:104 'r006' ( temp 2-component vector of uint) +0:104 floatBitsToUint ( temp 2-component vector of uint) +0:104 'inF0' ( in 2-component vector of float) 0:105 Sequence -0:105 move second child to first child (temp 2-component vector of float) -0:105 'r007' (temp 2-component vector of float) -0:105 intBitsToFloat (temp 2-component vector of float) -0:105 'inU0' (in 2-component vector of uint) +0:105 move second child to first child ( temp 2-component vector of float) +0:105 'r007' ( temp 2-component vector of float) +0:105 intBitsToFloat ( temp 2-component vector of float) +0:105 'inU0' ( in 2-component vector of uint) 0:107 Sequence -0:107 move second child to first child (temp 2-component vector of float) -0:107 'r009' (temp 2-component vector of float) -0:107 arc tangent (temp 2-component vector of float) -0:107 'inF0' (in 2-component vector of float) +0:107 move second child to first child ( temp 2-component vector of float) +0:107 'r009' ( temp 2-component vector of float) +0:107 arc tangent ( temp 2-component vector of float) +0:107 'inF0' ( in 2-component vector of float) 0:108 Sequence -0:108 move second child to first child (temp 2-component vector of float) -0:108 'r010' (temp 2-component vector of float) -0:108 arc tangent (temp 2-component vector of float) -0:108 'inF0' (in 2-component vector of float) -0:108 'inF1' (in 2-component vector of float) +0:108 move second child to first child ( temp 2-component vector of float) +0:108 'r010' ( temp 2-component vector of float) +0:108 arc tangent ( temp 2-component vector of float) +0:108 'inF0' ( in 2-component vector of float) +0:108 'inF1' ( in 2-component vector of float) 0:109 Sequence -0:109 move second child to first child (temp 2-component vector of float) -0:109 'r011' (temp 2-component vector of float) -0:109 Ceiling (temp 2-component vector of float) -0:109 'inF0' (in 2-component vector of float) +0:109 move second child to first child ( temp 2-component vector of float) +0:109 'r011' ( temp 2-component vector of float) +0:109 Ceiling ( temp 2-component vector of float) +0:109 'inF0' ( in 2-component vector of float) 0:110 Sequence -0:110 move second child to first child (temp 2-component vector of float) -0:110 'r012' (temp 2-component vector of float) -0:110 clamp (temp 2-component vector of float) -0:110 'inF0' (in 2-component vector of float) -0:110 'inF1' (in 2-component vector of float) -0:110 'inF2' (in 2-component vector of float) -0:111 Test condition and select (temp void) +0:110 move second child to first child ( temp 2-component vector of float) +0:110 'r012' ( temp 2-component vector of float) +0:110 clamp ( temp 2-component vector of float) +0:110 'inF0' ( in 2-component vector of float) +0:110 'inF1' ( in 2-component vector of float) +0:110 'inF2' ( in 2-component vector of float) +0:111 Test condition and select ( temp void) 0:111 Condition -0:111 any (temp bool) -0:111 Compare Less Than (temp 2-component vector of bool) -0:111 'inF0' (in 2-component vector of float) +0:111 any ( temp bool) +0:111 Compare Less Than ( temp 2-component vector of bool) +0:111 'inF0' ( in 2-component vector of float) 0:111 Constant: 0:111 0.000000 0:111 0.000000 0:111 true case 0:111 Branch: Kill 0:112 Sequence -0:112 move second child to first child (temp 2-component vector of float) -0:112 'r013' (temp 2-component vector of float) -0:112 cosine (temp 2-component vector of float) -0:112 'inF0' (in 2-component vector of float) +0:112 move second child to first child ( temp 2-component vector of float) +0:112 'r013' ( temp 2-component vector of float) +0:112 cosine ( temp 2-component vector of float) +0:112 'inF0' ( in 2-component vector of float) 0:113 Sequence -0:113 move second child to first child (temp 2-component vector of float) -0:113 'r015' (temp 2-component vector of float) -0:113 hyp. cosine (temp 2-component vector of float) -0:113 'inF0' (in 2-component vector of float) +0:113 move second child to first child ( temp 2-component vector of float) +0:113 'r015' ( temp 2-component vector of float) +0:113 hyp. cosine ( temp 2-component vector of float) +0:113 'inF0' ( in 2-component vector of float) 0:114 Sequence -0:114 move second child to first child (temp 2-component vector of int) -0:114 'r016' (temp 2-component vector of int) -0:? bitCount (temp 2-component vector of int) +0:114 move second child to first child ( temp 2-component vector of int) +0:114 'r016' ( temp 2-component vector of int) +0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:115 Sequence -0:115 move second child to first child (temp 2-component vector of float) -0:115 'r017' (temp 2-component vector of float) -0:115 dPdx (temp 2-component vector of float) -0:115 'inF0' (in 2-component vector of float) +0:115 move second child to first child ( temp 2-component vector of float) +0:115 'r017' ( temp 2-component vector of float) +0:115 dPdx ( temp 2-component vector of float) +0:115 'inF0' ( in 2-component vector of float) 0:116 Sequence -0:116 move second child to first child (temp 2-component vector of float) -0:116 'r018' (temp 2-component vector of float) -0:116 dPdxCoarse (temp 2-component vector of float) -0:116 'inF0' (in 2-component vector of float) +0:116 move second child to first child ( temp 2-component vector of float) +0:116 'r018' ( temp 2-component vector of float) +0:116 dPdxCoarse ( temp 2-component vector of float) +0:116 'inF0' ( in 2-component vector of float) 0:117 Sequence -0:117 move second child to first child (temp 2-component vector of float) -0:117 'r019' (temp 2-component vector of float) -0:117 dPdxFine (temp 2-component vector of float) -0:117 'inF0' (in 2-component vector of float) +0:117 move second child to first child ( temp 2-component vector of float) +0:117 'r019' ( temp 2-component vector of float) +0:117 dPdxFine ( temp 2-component vector of float) +0:117 'inF0' ( in 2-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp 2-component vector of float) -0:118 'r020' (temp 2-component vector of float) -0:118 dPdy (temp 2-component vector of float) -0:118 'inF0' (in 2-component vector of float) +0:118 move second child to first child ( temp 2-component vector of float) +0:118 'r020' ( temp 2-component vector of float) +0:118 dPdy ( temp 2-component vector of float) +0:118 'inF0' ( in 2-component vector of float) 0:119 Sequence -0:119 move second child to first child (temp 2-component vector of float) -0:119 'r021' (temp 2-component vector of float) -0:119 dPdyCoarse (temp 2-component vector of float) -0:119 'inF0' (in 2-component vector of float) +0:119 move second child to first child ( temp 2-component vector of float) +0:119 'r021' ( temp 2-component vector of float) +0:119 dPdyCoarse ( temp 2-component vector of float) +0:119 'inF0' ( in 2-component vector of float) 0:120 Sequence -0:120 move second child to first child (temp 2-component vector of float) -0:120 'r022' (temp 2-component vector of float) -0:120 dPdyFine (temp 2-component vector of float) -0:120 'inF0' (in 2-component vector of float) +0:120 move second child to first child ( temp 2-component vector of float) +0:120 'r022' ( temp 2-component vector of float) +0:120 dPdyFine ( temp 2-component vector of float) +0:120 'inF0' ( in 2-component vector of float) 0:121 Sequence -0:121 move second child to first child (temp 2-component vector of float) -0:121 'r023' (temp 2-component vector of float) -0:121 degrees (temp 2-component vector of float) -0:121 'inF0' (in 2-component vector of float) +0:121 move second child to first child ( temp 2-component vector of float) +0:121 'r023' ( temp 2-component vector of float) +0:121 degrees ( temp 2-component vector of float) +0:121 'inF0' ( in 2-component vector of float) 0:125 Sequence -0:125 move second child to first child (temp float) -0:125 'r026' (temp float) -0:125 distance (temp float) -0:125 'inF0' (in 2-component vector of float) -0:125 'inF1' (in 2-component vector of float) +0:125 move second child to first child ( temp float) +0:125 'r026' ( temp float) +0:125 distance ( temp float) +0:125 'inF0' ( in 2-component vector of float) +0:125 'inF1' ( in 2-component vector of float) 0:126 Sequence -0:126 move second child to first child (temp float) -0:126 'r027' (temp float) -0:126 dot-product (temp float) -0:126 'inF0' (in 2-component vector of float) -0:126 'inF1' (in 2-component vector of float) +0:126 move second child to first child ( temp float) +0:126 'r027' ( temp float) +0:126 dot-product ( temp float) +0:126 'inF0' ( in 2-component vector of float) +0:126 'inF1' ( in 2-component vector of float) 0:130 Sequence -0:130 move second child to first child (temp 2-component vector of float) -0:130 'r028' (temp 2-component vector of float) -0:130 exp (temp 2-component vector of float) -0:130 'inF0' (in 2-component vector of float) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'r028' ( temp 2-component vector of float) +0:130 exp ( temp 2-component vector of float) +0:130 'inF0' ( in 2-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp 2-component vector of float) -0:131 'r029' (temp 2-component vector of float) -0:131 exp2 (temp 2-component vector of float) -0:131 'inF0' (in 2-component vector of float) +0:131 move second child to first child ( temp 2-component vector of float) +0:131 'r029' ( temp 2-component vector of float) +0:131 exp2 ( temp 2-component vector of float) +0:131 'inF0' ( in 2-component vector of float) 0:132 Sequence -0:132 move second child to first child (temp 2-component vector of float) -0:132 'r030' (temp 2-component vector of float) -0:132 face-forward (temp 2-component vector of float) -0:132 'inF0' (in 2-component vector of float) -0:132 'inF1' (in 2-component vector of float) -0:132 'inF2' (in 2-component vector of float) +0:132 move second child to first child ( temp 2-component vector of float) +0:132 'r030' ( temp 2-component vector of float) +0:132 face-forward ( temp 2-component vector of float) +0:132 'inF0' ( in 2-component vector of float) +0:132 'inF1' ( in 2-component vector of float) +0:132 'inF2' ( in 2-component vector of float) 0:133 Sequence -0:133 move second child to first child (temp 2-component vector of uint) -0:133 'r031' (temp 2-component vector of uint) -0:? findMSB (temp 2-component vector of uint) +0:133 move second child to first child ( temp 2-component vector of uint) +0:133 'r031' ( temp 2-component vector of uint) +0:? findMSB ( temp 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:134 Sequence -0:134 move second child to first child (temp 2-component vector of uint) -0:134 'r032' (temp 2-component vector of uint) -0:? findLSB (temp 2-component vector of uint) +0:134 move second child to first child ( temp 2-component vector of uint) +0:134 'r032' ( temp 2-component vector of uint) +0:? findLSB ( temp 2-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:135 Sequence -0:135 move second child to first child (temp 2-component vector of float) -0:135 'r033' (temp 2-component vector of float) -0:135 Floor (temp 2-component vector of float) -0:135 'inF0' (in 2-component vector of float) +0:135 move second child to first child ( temp 2-component vector of float) +0:135 'r033' ( temp 2-component vector of float) +0:135 Floor ( temp 2-component vector of float) +0:135 'inF0' ( in 2-component vector of float) 0:137 Sequence -0:137 move second child to first child (temp 2-component vector of float) -0:137 'r035' (temp 2-component vector of float) -0:137 mod (temp 2-component vector of float) -0:137 'inF0' (in 2-component vector of float) -0:137 'inF1' (in 2-component vector of float) +0:137 move second child to first child ( temp 2-component vector of float) +0:137 'r035' ( temp 2-component vector of float) +0:137 mod ( temp 2-component vector of float) +0:137 'inF0' ( in 2-component vector of float) +0:137 'inF1' ( in 2-component vector of float) 0:138 Sequence -0:138 move second child to first child (temp 2-component vector of float) -0:138 'r036' (temp 2-component vector of float) -0:138 Fraction (temp 2-component vector of float) -0:138 'inF0' (in 2-component vector of float) +0:138 move second child to first child ( temp 2-component vector of float) +0:138 'r036' ( temp 2-component vector of float) +0:138 Fraction ( temp 2-component vector of float) +0:138 'inF0' ( in 2-component vector of float) 0:139 Sequence -0:139 move second child to first child (temp 2-component vector of float) -0:139 'r037' (temp 2-component vector of float) -0:139 frexp (temp 2-component vector of float) -0:139 'inF0' (in 2-component vector of float) -0:139 'inF1' (in 2-component vector of float) +0:139 move second child to first child ( temp 2-component vector of float) +0:139 'r037' ( temp 2-component vector of float) +0:139 frexp ( temp 2-component vector of float) +0:139 'inF0' ( in 2-component vector of float) +0:139 'inF1' ( in 2-component vector of float) 0:140 Sequence -0:140 move second child to first child (temp 2-component vector of float) -0:140 'r038' (temp 2-component vector of float) -0:140 fwidth (temp 2-component vector of float) -0:140 'inF0' (in 2-component vector of float) +0:140 move second child to first child ( temp 2-component vector of float) +0:140 'r038' ( temp 2-component vector of float) +0:140 fwidth ( temp 2-component vector of float) +0:140 'inF0' ( in 2-component vector of float) 0:141 Sequence -0:141 move second child to first child (temp 2-component vector of bool) -0:141 'r039' (temp 2-component vector of bool) -0:141 isinf (temp 2-component vector of bool) -0:141 'inF0' (in 2-component vector of float) +0:141 move second child to first child ( temp 2-component vector of bool) +0:141 'r039' ( temp 2-component vector of bool) +0:141 isinf ( temp 2-component vector of bool) +0:141 'inF0' ( in 2-component vector of float) 0:142 Sequence -0:142 move second child to first child (temp 2-component vector of bool) -0:142 'r040' (temp 2-component vector of bool) -0:142 isnan (temp 2-component vector of bool) -0:142 'inF0' (in 2-component vector of float) +0:142 move second child to first child ( temp 2-component vector of bool) +0:142 'r040' ( temp 2-component vector of bool) +0:142 isnan ( temp 2-component vector of bool) +0:142 'inF0' ( in 2-component vector of float) 0:143 Sequence -0:143 move second child to first child (temp 2-component vector of float) -0:143 'r041' (temp 2-component vector of float) -0:143 ldexp (temp 2-component vector of float) -0:143 'inF0' (in 2-component vector of float) -0:143 'inF1' (in 2-component vector of float) +0:143 move second child to first child ( temp 2-component vector of float) +0:143 'r041' ( temp 2-component vector of float) +0:143 ldexp ( temp 2-component vector of float) +0:143 'inF0' ( in 2-component vector of float) +0:143 'inF1' ( in 2-component vector of float) 0:144 Sequence -0:144 move second child to first child (temp 2-component vector of float) -0:144 'r039a' (temp 2-component vector of float) -0:144 mix (temp 2-component vector of float) -0:144 'inF0' (in 2-component vector of float) -0:144 'inF1' (in 2-component vector of float) -0:144 'inF2' (in 2-component vector of float) +0:144 move second child to first child ( temp 2-component vector of float) +0:144 'r039a' ( temp 2-component vector of float) +0:144 mix ( temp 2-component vector of float) +0:144 'inF0' ( in 2-component vector of float) +0:144 'inF1' ( in 2-component vector of float) +0:144 'inF2' ( in 2-component vector of float) 0:145 Sequence -0:145 move second child to first child (temp float) -0:145 'r042' (temp float) -0:145 length (temp float) -0:145 'inF0' (in 2-component vector of float) +0:145 move second child to first child ( temp float) +0:145 'r042' ( temp float) +0:145 length ( temp float) +0:145 'inF0' ( in 2-component vector of float) 0:146 Sequence -0:146 move second child to first child (temp 2-component vector of float) -0:146 'r043' (temp 2-component vector of float) -0:146 log (temp 2-component vector of float) -0:146 'inF0' (in 2-component vector of float) +0:146 move second child to first child ( temp 2-component vector of float) +0:146 'r043' ( temp 2-component vector of float) +0:146 log ( temp 2-component vector of float) +0:146 'inF0' ( in 2-component vector of float) 0:147 Sequence -0:147 move second child to first child (temp 2-component vector of float) -0:147 'r044' (temp 2-component vector of float) -0:147 vector-scale (temp 2-component vector of float) -0:147 log2 (temp 2-component vector of float) -0:147 'inF0' (in 2-component vector of float) +0:147 move second child to first child ( temp 2-component vector of float) +0:147 'r044' ( temp 2-component vector of float) +0:147 vector-scale ( temp 2-component vector of float) +0:147 log2 ( temp 2-component vector of float) +0:147 'inF0' ( in 2-component vector of float) 0:147 Constant: 0:147 0.301030 0:148 Sequence -0:148 move second child to first child (temp 2-component vector of float) -0:148 'r045' (temp 2-component vector of float) -0:148 log2 (temp 2-component vector of float) -0:148 'inF0' (in 2-component vector of float) +0:148 move second child to first child ( temp 2-component vector of float) +0:148 'r045' ( temp 2-component vector of float) +0:148 log2 ( temp 2-component vector of float) +0:148 'inF0' ( in 2-component vector of float) 0:149 Sequence -0:149 move second child to first child (temp 2-component vector of float) -0:149 'r046' (temp 2-component vector of float) -0:149 max (temp 2-component vector of float) -0:149 'inF0' (in 2-component vector of float) -0:149 'inF1' (in 2-component vector of float) +0:149 move second child to first child ( temp 2-component vector of float) +0:149 'r046' ( temp 2-component vector of float) +0:149 max ( temp 2-component vector of float) +0:149 'inF0' ( in 2-component vector of float) +0:149 'inF1' ( in 2-component vector of float) 0:150 Sequence -0:150 move second child to first child (temp 2-component vector of float) -0:150 'r047' (temp 2-component vector of float) -0:150 min (temp 2-component vector of float) -0:150 'inF0' (in 2-component vector of float) -0:150 'inF1' (in 2-component vector of float) +0:150 move second child to first child ( temp 2-component vector of float) +0:150 'r047' ( temp 2-component vector of float) +0:150 min ( temp 2-component vector of float) +0:150 'inF0' ( in 2-component vector of float) +0:150 'inF1' ( in 2-component vector of float) 0:151 Sequence -0:151 move second child to first child (temp 2-component vector of float) -0:151 'r048' (temp 2-component vector of float) -0:151 normalize (temp 2-component vector of float) -0:151 'inF0' (in 2-component vector of float) +0:151 move second child to first child ( temp 2-component vector of float) +0:151 'r048' ( temp 2-component vector of float) +0:151 normalize ( temp 2-component vector of float) +0:151 'inF0' ( in 2-component vector of float) 0:152 Sequence -0:152 move second child to first child (temp 2-component vector of float) -0:152 'r049' (temp 2-component vector of float) -0:152 pow (temp 2-component vector of float) -0:152 'inF0' (in 2-component vector of float) -0:152 'inF1' (in 2-component vector of float) +0:152 move second child to first child ( temp 2-component vector of float) +0:152 'r049' ( temp 2-component vector of float) +0:152 pow ( temp 2-component vector of float) +0:152 'inF0' ( in 2-component vector of float) +0:152 'inF1' ( in 2-component vector of float) 0:153 Sequence -0:153 move second child to first child (temp 2-component vector of float) -0:153 'r050' (temp 2-component vector of float) -0:153 radians (temp 2-component vector of float) -0:153 'inF0' (in 2-component vector of float) +0:153 move second child to first child ( temp 2-component vector of float) +0:153 'r050' ( temp 2-component vector of float) +0:153 radians ( temp 2-component vector of float) +0:153 'inF0' ( in 2-component vector of float) 0:154 Sequence -0:154 move second child to first child (temp 2-component vector of float) -0:154 'r051' (temp 2-component vector of float) -0:154 divide (temp 2-component vector of float) +0:154 move second child to first child ( temp 2-component vector of float) +0:154 'r051' ( temp 2-component vector of float) +0:154 divide ( temp 2-component vector of float) 0:154 Constant: 0:154 1.000000 -0:154 'inF0' (in 2-component vector of float) +0:154 'inF0' ( in 2-component vector of float) 0:155 Sequence -0:155 move second child to first child (temp 2-component vector of float) -0:155 'r052' (temp 2-component vector of float) -0:155 reflect (temp 2-component vector of float) -0:155 'inF0' (in 2-component vector of float) -0:155 'inF1' (in 2-component vector of float) +0:155 move second child to first child ( temp 2-component vector of float) +0:155 'r052' ( temp 2-component vector of float) +0:155 reflect ( temp 2-component vector of float) +0:155 'inF0' ( in 2-component vector of float) +0:155 'inF1' ( in 2-component vector of float) 0:156 Sequence -0:156 move second child to first child (temp 2-component vector of float) -0:156 'r053' (temp 2-component vector of float) -0:156 refract (temp 2-component vector of float) -0:156 'inF0' (in 2-component vector of float) -0:156 'inF1' (in 2-component vector of float) +0:156 move second child to first child ( temp 2-component vector of float) +0:156 'r053' ( temp 2-component vector of float) +0:156 refract ( temp 2-component vector of float) +0:156 'inF0' ( in 2-component vector of float) +0:156 'inF1' ( in 2-component vector of float) 0:156 Constant: 0:156 2.000000 0:157 Sequence -0:157 move second child to first child (temp 2-component vector of uint) -0:157 'r054' (temp 2-component vector of uint) -0:? bitFieldReverse (temp 2-component vector of uint) +0:157 move second child to first child ( temp 2-component vector of uint) +0:157 'r054' ( temp 2-component vector of uint) +0:? bitFieldReverse ( temp 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:158 Sequence -0:158 move second child to first child (temp 2-component vector of float) -0:158 'r055' (temp 2-component vector of float) -0:158 roundEven (temp 2-component vector of float) -0:158 'inF0' (in 2-component vector of float) +0:158 move second child to first child ( temp 2-component vector of float) +0:158 'r055' ( temp 2-component vector of float) +0:158 roundEven ( temp 2-component vector of float) +0:158 'inF0' ( in 2-component vector of float) 0:159 Sequence -0:159 move second child to first child (temp 2-component vector of float) -0:159 'r056' (temp 2-component vector of float) -0:159 inverse sqrt (temp 2-component vector of float) -0:159 'inF0' (in 2-component vector of float) +0:159 move second child to first child ( temp 2-component vector of float) +0:159 'r056' ( temp 2-component vector of float) +0:159 inverse sqrt ( temp 2-component vector of float) +0:159 'inF0' ( in 2-component vector of float) 0:160 Sequence -0:160 move second child to first child (temp 2-component vector of float) -0:160 'r057' (temp 2-component vector of float) -0:160 clamp (temp 2-component vector of float) -0:160 'inF0' (in 2-component vector of float) +0:160 move second child to first child ( temp 2-component vector of float) +0:160 'r057' ( temp 2-component vector of float) +0:160 clamp ( temp 2-component vector of float) +0:160 'inF0' ( in 2-component vector of float) 0:160 Constant: 0:160 0.000000 0:160 Constant: 0:160 1.000000 0:161 Sequence -0:161 move second child to first child (temp 2-component vector of float) -0:161 'r058' (temp 2-component vector of float) -0:161 Sign (temp 2-component vector of float) -0:161 'inF0' (in 2-component vector of float) +0:161 move second child to first child ( temp 2-component vector of float) +0:161 'r058' ( temp 2-component vector of float) +0:161 Sign ( temp 2-component vector of float) +0:161 'inF0' ( in 2-component vector of float) 0:162 Sequence -0:162 move second child to first child (temp 2-component vector of float) -0:162 'r059' (temp 2-component vector of float) -0:162 sine (temp 2-component vector of float) -0:162 'inF0' (in 2-component vector of float) +0:162 move second child to first child ( temp 2-component vector of float) +0:162 'r059' ( temp 2-component vector of float) +0:162 sine ( temp 2-component vector of float) +0:162 'inF0' ( in 2-component vector of float) 0:163 Sequence -0:163 move second child to first child (temp 2-component vector of float) -0:163 'inF1' (in 2-component vector of float) -0:163 sine (temp 2-component vector of float) -0:163 'inF0' (in 2-component vector of float) -0:163 move second child to first child (temp 2-component vector of float) -0:163 'inF2' (in 2-component vector of float) -0:163 cosine (temp 2-component vector of float) -0:163 'inF0' (in 2-component vector of float) +0:163 move second child to first child ( temp 2-component vector of float) +0:163 'inF1' ( in 2-component vector of float) +0:163 sine ( temp 2-component vector of float) +0:163 'inF0' ( in 2-component vector of float) +0:163 move second child to first child ( temp 2-component vector of float) +0:163 'inF2' ( in 2-component vector of float) +0:163 cosine ( temp 2-component vector of float) +0:163 'inF0' ( in 2-component vector of float) 0:164 Sequence -0:164 move second child to first child (temp 2-component vector of float) -0:164 'r060' (temp 2-component vector of float) -0:164 hyp. sine (temp 2-component vector of float) -0:164 'inF0' (in 2-component vector of float) +0:164 move second child to first child ( temp 2-component vector of float) +0:164 'r060' ( temp 2-component vector of float) +0:164 hyp. sine ( temp 2-component vector of float) +0:164 'inF0' ( in 2-component vector of float) 0:165 Sequence -0:165 move second child to first child (temp 2-component vector of float) -0:165 'r061' (temp 2-component vector of float) -0:165 smoothstep (temp 2-component vector of float) -0:165 'inF0' (in 2-component vector of float) -0:165 'inF1' (in 2-component vector of float) -0:165 'inF2' (in 2-component vector of float) +0:165 move second child to first child ( temp 2-component vector of float) +0:165 'r061' ( temp 2-component vector of float) +0:165 smoothstep ( temp 2-component vector of float) +0:165 'inF0' ( in 2-component vector of float) +0:165 'inF1' ( in 2-component vector of float) +0:165 'inF2' ( in 2-component vector of float) 0:166 Sequence -0:166 move second child to first child (temp 2-component vector of float) -0:166 'r062' (temp 2-component vector of float) -0:166 sqrt (temp 2-component vector of float) -0:166 'inF0' (in 2-component vector of float) +0:166 move second child to first child ( temp 2-component vector of float) +0:166 'r062' ( temp 2-component vector of float) +0:166 sqrt ( temp 2-component vector of float) +0:166 'inF0' ( in 2-component vector of float) 0:167 Sequence -0:167 move second child to first child (temp 2-component vector of float) -0:167 'r063' (temp 2-component vector of float) -0:167 step (temp 2-component vector of float) -0:167 'inF0' (in 2-component vector of float) -0:167 'inF1' (in 2-component vector of float) +0:167 move second child to first child ( temp 2-component vector of float) +0:167 'r063' ( temp 2-component vector of float) +0:167 step ( temp 2-component vector of float) +0:167 'inF0' ( in 2-component vector of float) +0:167 'inF1' ( in 2-component vector of float) 0:168 Sequence -0:168 move second child to first child (temp 2-component vector of float) -0:168 'r064' (temp 2-component vector of float) -0:168 tangent (temp 2-component vector of float) -0:168 'inF0' (in 2-component vector of float) +0:168 move second child to first child ( temp 2-component vector of float) +0:168 'r064' ( temp 2-component vector of float) +0:168 tangent ( temp 2-component vector of float) +0:168 'inF0' ( in 2-component vector of float) 0:169 Sequence -0:169 move second child to first child (temp 2-component vector of float) -0:169 'r065' (temp 2-component vector of float) -0:169 hyp. tangent (temp 2-component vector of float) -0:169 'inF0' (in 2-component vector of float) +0:169 move second child to first child ( temp 2-component vector of float) +0:169 'r065' ( temp 2-component vector of float) +0:169 hyp. tangent ( temp 2-component vector of float) +0:169 'inF0' ( in 2-component vector of float) 0:171 Sequence -0:171 move second child to first child (temp 2-component vector of float) -0:171 'r066' (temp 2-component vector of float) -0:171 trunc (temp 2-component vector of float) -0:171 'inF0' (in 2-component vector of float) +0:171 move second child to first child ( temp 2-component vector of float) +0:171 'r066' ( temp 2-component vector of float) +0:171 trunc ( temp 2-component vector of float) +0:171 'inF0' ( in 2-component vector of float) 0:174 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:178 'inF2' (in 3-component vector of float) -0:178 'inU0' (in 3-component vector of uint) -0:178 'inU1' (in 3-component vector of uint) +0:178 'inF0' ( in 3-component vector of float) +0:178 'inF1' ( in 3-component vector of float) +0:178 'inF2' ( in 3-component vector of float) +0:178 'inU0' ( in 3-component vector of uint) +0:178 'inU1' ( in 3-component vector of uint) 0:? Sequence 0:181 Sequence -0:181 move second child to first child (temp bool) -0:181 'r000' (temp bool) -0:181 all (temp bool) -0:181 'inF0' (in 3-component vector of float) +0:181 move second child to first child ( temp bool) +0:181 'r000' ( temp bool) +0:181 all ( temp bool) +0:181 'inF0' ( in 3-component vector of float) 0:182 Sequence -0:182 move second child to first child (temp 3-component vector of float) -0:182 'r001' (temp 3-component vector of float) -0:182 Absolute value (temp 3-component vector of float) -0:182 'inF0' (in 3-component vector of float) +0:182 move second child to first child ( temp 3-component vector of float) +0:182 'r001' ( temp 3-component vector of float) +0:182 Absolute value ( temp 3-component vector of float) +0:182 'inF0' ( in 3-component vector of float) 0:183 Sequence -0:183 move second child to first child (temp 3-component vector of float) -0:183 'r002' (temp 3-component vector of float) -0:183 arc cosine (temp 3-component vector of float) -0:183 'inF0' (in 3-component vector of float) +0:183 move second child to first child ( temp 3-component vector of float) +0:183 'r002' ( temp 3-component vector of float) +0:183 arc cosine ( temp 3-component vector of float) +0:183 'inF0' ( in 3-component vector of float) 0:184 Sequence -0:184 move second child to first child (temp bool) -0:184 'r003' (temp bool) -0:184 any (temp bool) -0:184 'inF0' (in 3-component vector of float) +0:184 move second child to first child ( temp bool) +0:184 'r003' ( temp bool) +0:184 any ( temp bool) +0:184 'inF0' ( in 3-component vector of float) 0:185 Sequence -0:185 move second child to first child (temp 3-component vector of float) -0:185 'r004' (temp 3-component vector of float) -0:185 arc sine (temp 3-component vector of float) -0:185 'inF0' (in 3-component vector of float) +0:185 move second child to first child ( temp 3-component vector of float) +0:185 'r004' ( temp 3-component vector of float) +0:185 arc sine ( temp 3-component vector of float) +0:185 'inF0' ( in 3-component vector of float) 0:186 Sequence -0:186 move second child to first child (temp 3-component vector of int) -0:186 'r005' (temp 3-component vector of int) -0:186 floatBitsToInt (temp 3-component vector of int) -0:186 'inF0' (in 3-component vector of float) +0:186 move second child to first child ( temp 3-component vector of int) +0:186 'r005' ( temp 3-component vector of int) +0:186 floatBitsToInt ( temp 3-component vector of int) +0:186 'inF0' ( in 3-component vector of float) 0:187 Sequence -0:187 move second child to first child (temp 3-component vector of uint) -0:187 'r006' (temp 3-component vector of uint) -0:187 floatBitsToUint (temp 3-component vector of uint) -0:187 'inF0' (in 3-component vector of float) +0:187 move second child to first child ( temp 3-component vector of uint) +0:187 'r006' ( temp 3-component vector of uint) +0:187 floatBitsToUint ( temp 3-component vector of uint) +0:187 'inF0' ( in 3-component vector of float) 0:188 Sequence -0:188 move second child to first child (temp 3-component vector of float) -0:188 'r007' (temp 3-component vector of float) -0:188 intBitsToFloat (temp 3-component vector of float) -0:188 'inU0' (in 3-component vector of uint) +0:188 move second child to first child ( temp 3-component vector of float) +0:188 'r007' ( temp 3-component vector of float) +0:188 intBitsToFloat ( temp 3-component vector of float) +0:188 'inU0' ( in 3-component vector of uint) 0:190 Sequence -0:190 move second child to first child (temp 3-component vector of float) -0:190 'r009' (temp 3-component vector of float) -0:190 arc tangent (temp 3-component vector of float) -0:190 'inF0' (in 3-component vector of float) +0:190 move second child to first child ( temp 3-component vector of float) +0:190 'r009' ( temp 3-component vector of float) +0:190 arc tangent ( temp 3-component vector of float) +0:190 'inF0' ( in 3-component vector of float) 0:191 Sequence -0:191 move second child to first child (temp 3-component vector of float) -0:191 'r010' (temp 3-component vector of float) -0:191 arc tangent (temp 3-component vector of float) -0:191 'inF0' (in 3-component vector of float) -0:191 'inF1' (in 3-component vector of float) +0:191 move second child to first child ( temp 3-component vector of float) +0:191 'r010' ( temp 3-component vector of float) +0:191 arc tangent ( temp 3-component vector of float) +0:191 'inF0' ( in 3-component vector of float) +0:191 'inF1' ( in 3-component vector of float) 0:192 Sequence -0:192 move second child to first child (temp 3-component vector of float) -0:192 'r011' (temp 3-component vector of float) -0:192 Ceiling (temp 3-component vector of float) -0:192 'inF0' (in 3-component vector of float) +0:192 move second child to first child ( temp 3-component vector of float) +0:192 'r011' ( temp 3-component vector of float) +0:192 Ceiling ( temp 3-component vector of float) +0:192 'inF0' ( in 3-component vector of float) 0:193 Sequence -0:193 move second child to first child (temp 3-component vector of float) -0:193 'r012' (temp 3-component vector of float) -0:193 clamp (temp 3-component vector of float) -0:193 'inF0' (in 3-component vector of float) -0:193 'inF1' (in 3-component vector of float) -0:193 'inF2' (in 3-component vector of float) -0:194 Test condition and select (temp void) +0:193 move second child to first child ( temp 3-component vector of float) +0:193 'r012' ( temp 3-component vector of float) +0:193 clamp ( temp 3-component vector of float) +0:193 'inF0' ( in 3-component vector of float) +0:193 'inF1' ( in 3-component vector of float) +0:193 'inF2' ( in 3-component vector of float) +0:194 Test condition and select ( temp void) 0:194 Condition -0:194 any (temp bool) -0:194 Compare Less Than (temp 3-component vector of bool) -0:194 'inF0' (in 3-component vector of float) +0:194 any ( temp bool) +0:194 Compare Less Than ( temp 3-component vector of bool) +0:194 'inF0' ( in 3-component vector of float) 0:194 Constant: 0:194 0.000000 0:194 0.000000 @@ -3622,404 +3622,404 @@ gl_FragCoord origin is upper left 0:194 true case 0:194 Branch: Kill 0:195 Sequence -0:195 move second child to first child (temp 3-component vector of float) -0:195 'r013' (temp 3-component vector of float) -0:195 cosine (temp 3-component vector of float) -0:195 'inF0' (in 3-component vector of float) +0:195 move second child to first child ( temp 3-component vector of float) +0:195 'r013' ( temp 3-component vector of float) +0:195 cosine ( temp 3-component vector of float) +0:195 'inF0' ( in 3-component vector of float) 0:196 Sequence -0:196 move second child to first child (temp 3-component vector of float) -0:196 'r014' (temp 3-component vector of float) -0:196 hyp. cosine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'r014' ( temp 3-component vector of float) +0:196 hyp. cosine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) 0:197 Sequence -0:197 move second child to first child (temp 3-component vector of uint) -0:197 'r015' (temp 3-component vector of uint) -0:? bitCount (temp 3-component vector of uint) +0:197 move second child to first child ( temp 3-component vector of uint) +0:197 'r015' ( temp 3-component vector of uint) +0:? bitCount ( temp 3-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:198 Sequence -0:198 move second child to first child (temp 3-component vector of float) -0:198 'r016' (temp 3-component vector of float) -0:198 cross-product (temp 3-component vector of float) -0:198 'inF0' (in 3-component vector of float) -0:198 'inF1' (in 3-component vector of float) +0:198 move second child to first child ( temp 3-component vector of float) +0:198 'r016' ( temp 3-component vector of float) +0:198 cross-product ( temp 3-component vector of float) +0:198 'inF0' ( in 3-component vector of float) +0:198 'inF1' ( in 3-component vector of float) 0:199 Sequence -0:199 move second child to first child (temp 3-component vector of float) -0:199 'r017' (temp 3-component vector of float) -0:199 dPdx (temp 3-component vector of float) -0:199 'inF0' (in 3-component vector of float) +0:199 move second child to first child ( temp 3-component vector of float) +0:199 'r017' ( temp 3-component vector of float) +0:199 dPdx ( temp 3-component vector of float) +0:199 'inF0' ( in 3-component vector of float) 0:200 Sequence -0:200 move second child to first child (temp 3-component vector of float) -0:200 'r018' (temp 3-component vector of float) -0:200 dPdxCoarse (temp 3-component vector of float) -0:200 'inF0' (in 3-component vector of float) +0:200 move second child to first child ( temp 3-component vector of float) +0:200 'r018' ( temp 3-component vector of float) +0:200 dPdxCoarse ( temp 3-component vector of float) +0:200 'inF0' ( in 3-component vector of float) 0:201 Sequence -0:201 move second child to first child (temp 3-component vector of float) -0:201 'r019' (temp 3-component vector of float) -0:201 dPdxFine (temp 3-component vector of float) -0:201 'inF0' (in 3-component vector of float) +0:201 move second child to first child ( temp 3-component vector of float) +0:201 'r019' ( temp 3-component vector of float) +0:201 dPdxFine ( temp 3-component vector of float) +0:201 'inF0' ( in 3-component vector of float) 0:202 Sequence -0:202 move second child to first child (temp 3-component vector of float) -0:202 'r020' (temp 3-component vector of float) -0:202 dPdy (temp 3-component vector of float) -0:202 'inF0' (in 3-component vector of float) +0:202 move second child to first child ( temp 3-component vector of float) +0:202 'r020' ( temp 3-component vector of float) +0:202 dPdy ( temp 3-component vector of float) +0:202 'inF0' ( in 3-component vector of float) 0:203 Sequence -0:203 move second child to first child (temp 3-component vector of float) -0:203 'r021' (temp 3-component vector of float) -0:203 dPdyCoarse (temp 3-component vector of float) -0:203 'inF0' (in 3-component vector of float) +0:203 move second child to first child ( temp 3-component vector of float) +0:203 'r021' ( temp 3-component vector of float) +0:203 dPdyCoarse ( temp 3-component vector of float) +0:203 'inF0' ( in 3-component vector of float) 0:204 Sequence -0:204 move second child to first child (temp 3-component vector of float) -0:204 'r022' (temp 3-component vector of float) -0:204 dPdyFine (temp 3-component vector of float) -0:204 'inF0' (in 3-component vector of float) +0:204 move second child to first child ( temp 3-component vector of float) +0:204 'r022' ( temp 3-component vector of float) +0:204 dPdyFine ( temp 3-component vector of float) +0:204 'inF0' ( in 3-component vector of float) 0:205 Sequence -0:205 move second child to first child (temp 3-component vector of float) -0:205 'r023' (temp 3-component vector of float) -0:205 degrees (temp 3-component vector of float) -0:205 'inF0' (in 3-component vector of float) +0:205 move second child to first child ( temp 3-component vector of float) +0:205 'r023' ( temp 3-component vector of float) +0:205 degrees ( temp 3-component vector of float) +0:205 'inF0' ( in 3-component vector of float) 0:206 Sequence -0:206 move second child to first child (temp float) -0:206 'r024' (temp float) -0:206 distance (temp float) -0:206 'inF0' (in 3-component vector of float) -0:206 'inF1' (in 3-component vector of float) +0:206 move second child to first child ( temp float) +0:206 'r024' ( temp float) +0:206 distance ( temp float) +0:206 'inF0' ( in 3-component vector of float) +0:206 'inF1' ( in 3-component vector of float) 0:207 Sequence -0:207 move second child to first child (temp float) -0:207 'r025' (temp float) -0:207 dot-product (temp float) -0:207 'inF0' (in 3-component vector of float) -0:207 'inF1' (in 3-component vector of float) +0:207 move second child to first child ( temp float) +0:207 'r025' ( temp float) +0:207 dot-product ( temp float) +0:207 'inF0' ( in 3-component vector of float) +0:207 'inF1' ( in 3-component vector of float) 0:211 Sequence -0:211 move second child to first child (temp 3-component vector of float) -0:211 'r029' (temp 3-component vector of float) -0:211 exp (temp 3-component vector of float) -0:211 'inF0' (in 3-component vector of float) +0:211 move second child to first child ( temp 3-component vector of float) +0:211 'r029' ( temp 3-component vector of float) +0:211 exp ( temp 3-component vector of float) +0:211 'inF0' ( in 3-component vector of float) 0:212 Sequence -0:212 move second child to first child (temp 3-component vector of float) -0:212 'r030' (temp 3-component vector of float) -0:212 exp2 (temp 3-component vector of float) -0:212 'inF0' (in 3-component vector of float) +0:212 move second child to first child ( temp 3-component vector of float) +0:212 'r030' ( temp 3-component vector of float) +0:212 exp2 ( temp 3-component vector of float) +0:212 'inF0' ( in 3-component vector of float) 0:213 Sequence -0:213 move second child to first child (temp 3-component vector of float) -0:213 'r031' (temp 3-component vector of float) -0:213 face-forward (temp 3-component vector of float) -0:213 'inF0' (in 3-component vector of float) -0:213 'inF1' (in 3-component vector of float) -0:213 'inF2' (in 3-component vector of float) +0:213 move second child to first child ( temp 3-component vector of float) +0:213 'r031' ( temp 3-component vector of float) +0:213 face-forward ( temp 3-component vector of float) +0:213 'inF0' ( in 3-component vector of float) +0:213 'inF1' ( in 3-component vector of float) +0:213 'inF2' ( in 3-component vector of float) 0:214 Sequence -0:214 move second child to first child (temp 3-component vector of uint) -0:214 'r032' (temp 3-component vector of uint) -0:? findMSB (temp 3-component vector of uint) +0:214 move second child to first child ( temp 3-component vector of uint) +0:214 'r032' ( temp 3-component vector of uint) +0:? findMSB ( temp 3-component vector of uint) 0:? Constant: 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:215 Sequence -0:215 move second child to first child (temp 3-component vector of uint) -0:215 'r033' (temp 3-component vector of uint) -0:? findLSB (temp 3-component vector of uint) +0:215 move second child to first child ( temp 3-component vector of uint) +0:215 'r033' ( temp 3-component vector of uint) +0:? findLSB ( temp 3-component vector of uint) 0:? Constant: 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:216 Sequence -0:216 move second child to first child (temp 3-component vector of float) -0:216 'r034' (temp 3-component vector of float) -0:216 Floor (temp 3-component vector of float) -0:216 'inF0' (in 3-component vector of float) +0:216 move second child to first child ( temp 3-component vector of float) +0:216 'r034' ( temp 3-component vector of float) +0:216 Floor ( temp 3-component vector of float) +0:216 'inF0' ( in 3-component vector of float) 0:218 Sequence -0:218 move second child to first child (temp 3-component vector of float) -0:218 'r036' (temp 3-component vector of float) -0:218 mod (temp 3-component vector of float) -0:218 'inF0' (in 3-component vector of float) -0:218 'inF1' (in 3-component vector of float) +0:218 move second child to first child ( temp 3-component vector of float) +0:218 'r036' ( temp 3-component vector of float) +0:218 mod ( temp 3-component vector of float) +0:218 'inF0' ( in 3-component vector of float) +0:218 'inF1' ( in 3-component vector of float) 0:219 Sequence -0:219 move second child to first child (temp 3-component vector of float) -0:219 'r037' (temp 3-component vector of float) -0:219 Fraction (temp 3-component vector of float) -0:219 'inF0' (in 3-component vector of float) +0:219 move second child to first child ( temp 3-component vector of float) +0:219 'r037' ( temp 3-component vector of float) +0:219 Fraction ( temp 3-component vector of float) +0:219 'inF0' ( in 3-component vector of float) 0:220 Sequence -0:220 move second child to first child (temp 3-component vector of float) -0:220 'r038' (temp 3-component vector of float) -0:220 frexp (temp 3-component vector of float) -0:220 'inF0' (in 3-component vector of float) -0:220 'inF1' (in 3-component vector of float) +0:220 move second child to first child ( temp 3-component vector of float) +0:220 'r038' ( temp 3-component vector of float) +0:220 frexp ( temp 3-component vector of float) +0:220 'inF0' ( in 3-component vector of float) +0:220 'inF1' ( in 3-component vector of float) 0:221 Sequence -0:221 move second child to first child (temp 3-component vector of float) -0:221 'r039' (temp 3-component vector of float) -0:221 fwidth (temp 3-component vector of float) -0:221 'inF0' (in 3-component vector of float) +0:221 move second child to first child ( temp 3-component vector of float) +0:221 'r039' ( temp 3-component vector of float) +0:221 fwidth ( temp 3-component vector of float) +0:221 'inF0' ( in 3-component vector of float) 0:222 Sequence -0:222 move second child to first child (temp 3-component vector of bool) -0:222 'r040' (temp 3-component vector of bool) -0:222 isinf (temp 3-component vector of bool) -0:222 'inF0' (in 3-component vector of float) +0:222 move second child to first child ( temp 3-component vector of bool) +0:222 'r040' ( temp 3-component vector of bool) +0:222 isinf ( temp 3-component vector of bool) +0:222 'inF0' ( in 3-component vector of float) 0:223 Sequence -0:223 move second child to first child (temp 3-component vector of bool) -0:223 'r041' (temp 3-component vector of bool) -0:223 isnan (temp 3-component vector of bool) -0:223 'inF0' (in 3-component vector of float) +0:223 move second child to first child ( temp 3-component vector of bool) +0:223 'r041' ( temp 3-component vector of bool) +0:223 isnan ( temp 3-component vector of bool) +0:223 'inF0' ( in 3-component vector of float) 0:224 Sequence -0:224 move second child to first child (temp 3-component vector of float) -0:224 'r042' (temp 3-component vector of float) -0:224 ldexp (temp 3-component vector of float) -0:224 'inF0' (in 3-component vector of float) -0:224 'inF1' (in 3-component vector of float) +0:224 move second child to first child ( temp 3-component vector of float) +0:224 'r042' ( temp 3-component vector of float) +0:224 ldexp ( temp 3-component vector of float) +0:224 'inF0' ( in 3-component vector of float) +0:224 'inF1' ( in 3-component vector of float) 0:225 Sequence -0:225 move second child to first child (temp 3-component vector of float) -0:225 'r039a' (temp 3-component vector of float) -0:225 mix (temp 3-component vector of float) -0:225 'inF0' (in 3-component vector of float) -0:225 'inF1' (in 3-component vector of float) -0:225 'inF2' (in 3-component vector of float) +0:225 move second child to first child ( temp 3-component vector of float) +0:225 'r039a' ( temp 3-component vector of float) +0:225 mix ( temp 3-component vector of float) +0:225 'inF0' ( in 3-component vector of float) +0:225 'inF1' ( in 3-component vector of float) +0:225 'inF2' ( in 3-component vector of float) 0:226 Sequence -0:226 move second child to first child (temp 3-component vector of float) -0:226 'r039b' (temp 3-component vector of float) -0:226 mix (temp 3-component vector of float) -0:226 'inF0' (in 3-component vector of float) -0:226 'inF1' (in 3-component vector of float) +0:226 move second child to first child ( temp 3-component vector of float) +0:226 'r039b' ( temp 3-component vector of float) +0:226 mix ( temp 3-component vector of float) +0:226 'inF0' ( in 3-component vector of float) +0:226 'inF1' ( in 3-component vector of float) 0:226 Constant: 0:226 0.300000 0:227 Sequence -0:227 move second child to first child (temp float) -0:227 'r043' (temp float) -0:227 length (temp float) -0:227 'inF0' (in 3-component vector of float) +0:227 move second child to first child ( temp float) +0:227 'r043' ( temp float) +0:227 length ( temp float) +0:227 'inF0' ( in 3-component vector of float) 0:228 Sequence -0:228 move second child to first child (temp 3-component vector of float) -0:228 'r044' (temp 3-component vector of float) -0:228 log (temp 3-component vector of float) -0:228 'inF0' (in 3-component vector of float) +0:228 move second child to first child ( temp 3-component vector of float) +0:228 'r044' ( temp 3-component vector of float) +0:228 log ( temp 3-component vector of float) +0:228 'inF0' ( in 3-component vector of float) 0:229 Sequence -0:229 move second child to first child (temp 3-component vector of float) -0:229 'r045' (temp 3-component vector of float) -0:229 vector-scale (temp 3-component vector of float) -0:229 log2 (temp 3-component vector of float) -0:229 'inF0' (in 3-component vector of float) +0:229 move second child to first child ( temp 3-component vector of float) +0:229 'r045' ( temp 3-component vector of float) +0:229 vector-scale ( temp 3-component vector of float) +0:229 log2 ( temp 3-component vector of float) +0:229 'inF0' ( in 3-component vector of float) 0:229 Constant: 0:229 0.301030 0:230 Sequence -0:230 move second child to first child (temp 3-component vector of float) -0:230 'r046' (temp 3-component vector of float) -0:230 log2 (temp 3-component vector of float) -0:230 'inF0' (in 3-component vector of float) +0:230 move second child to first child ( temp 3-component vector of float) +0:230 'r046' ( temp 3-component vector of float) +0:230 log2 ( temp 3-component vector of float) +0:230 'inF0' ( in 3-component vector of float) 0:231 Sequence -0:231 move second child to first child (temp 3-component vector of float) -0:231 'r047' (temp 3-component vector of float) -0:231 max (temp 3-component vector of float) -0:231 'inF0' (in 3-component vector of float) -0:231 'inF1' (in 3-component vector of float) +0:231 move second child to first child ( temp 3-component vector of float) +0:231 'r047' ( temp 3-component vector of float) +0:231 max ( temp 3-component vector of float) +0:231 'inF0' ( in 3-component vector of float) +0:231 'inF1' ( in 3-component vector of float) 0:232 Sequence -0:232 move second child to first child (temp 3-component vector of float) -0:232 'r048' (temp 3-component vector of float) -0:232 min (temp 3-component vector of float) -0:232 'inF0' (in 3-component vector of float) -0:232 'inF1' (in 3-component vector of float) +0:232 move second child to first child ( temp 3-component vector of float) +0:232 'r048' ( temp 3-component vector of float) +0:232 min ( temp 3-component vector of float) +0:232 'inF0' ( in 3-component vector of float) +0:232 'inF1' ( in 3-component vector of float) 0:233 Sequence -0:233 move second child to first child (temp 3-component vector of float) -0:233 'r049' (temp 3-component vector of float) -0:233 normalize (temp 3-component vector of float) -0:233 'inF0' (in 3-component vector of float) +0:233 move second child to first child ( temp 3-component vector of float) +0:233 'r049' ( temp 3-component vector of float) +0:233 normalize ( temp 3-component vector of float) +0:233 'inF0' ( in 3-component vector of float) 0:234 Sequence -0:234 move second child to first child (temp 3-component vector of float) -0:234 'r050' (temp 3-component vector of float) -0:234 pow (temp 3-component vector of float) -0:234 'inF0' (in 3-component vector of float) -0:234 'inF1' (in 3-component vector of float) +0:234 move second child to first child ( temp 3-component vector of float) +0:234 'r050' ( temp 3-component vector of float) +0:234 pow ( temp 3-component vector of float) +0:234 'inF0' ( in 3-component vector of float) +0:234 'inF1' ( in 3-component vector of float) 0:235 Sequence -0:235 move second child to first child (temp 3-component vector of float) -0:235 'r051' (temp 3-component vector of float) -0:235 radians (temp 3-component vector of float) -0:235 'inF0' (in 3-component vector of float) +0:235 move second child to first child ( temp 3-component vector of float) +0:235 'r051' ( temp 3-component vector of float) +0:235 radians ( temp 3-component vector of float) +0:235 'inF0' ( in 3-component vector of float) 0:236 Sequence -0:236 move second child to first child (temp 3-component vector of float) -0:236 'r052' (temp 3-component vector of float) -0:236 divide (temp 3-component vector of float) +0:236 move second child to first child ( temp 3-component vector of float) +0:236 'r052' ( temp 3-component vector of float) +0:236 divide ( temp 3-component vector of float) 0:236 Constant: 0:236 1.000000 -0:236 'inF0' (in 3-component vector of float) +0:236 'inF0' ( in 3-component vector of float) 0:237 Sequence -0:237 move second child to first child (temp 3-component vector of float) -0:237 'r053' (temp 3-component vector of float) -0:237 reflect (temp 3-component vector of float) -0:237 'inF0' (in 3-component vector of float) -0:237 'inF1' (in 3-component vector of float) +0:237 move second child to first child ( temp 3-component vector of float) +0:237 'r053' ( temp 3-component vector of float) +0:237 reflect ( temp 3-component vector of float) +0:237 'inF0' ( in 3-component vector of float) +0:237 'inF1' ( in 3-component vector of float) 0:238 Sequence -0:238 move second child to first child (temp 3-component vector of float) -0:238 'r054' (temp 3-component vector of float) -0:238 refract (temp 3-component vector of float) -0:238 'inF0' (in 3-component vector of float) -0:238 'inF1' (in 3-component vector of float) +0:238 move second child to first child ( temp 3-component vector of float) +0:238 'r054' ( temp 3-component vector of float) +0:238 refract ( temp 3-component vector of float) +0:238 'inF0' ( in 3-component vector of float) +0:238 'inF1' ( in 3-component vector of float) 0:238 Constant: 0:238 2.000000 0:239 Sequence -0:239 move second child to first child (temp 3-component vector of uint) -0:239 'r055' (temp 3-component vector of uint) -0:? bitFieldReverse (temp 3-component vector of uint) +0:239 move second child to first child ( temp 3-component vector of uint) +0:239 'r055' ( temp 3-component vector of uint) +0:? bitFieldReverse ( temp 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:240 Sequence -0:240 move second child to first child (temp 3-component vector of float) -0:240 'r056' (temp 3-component vector of float) -0:240 roundEven (temp 3-component vector of float) -0:240 'inF0' (in 3-component vector of float) +0:240 move second child to first child ( temp 3-component vector of float) +0:240 'r056' ( temp 3-component vector of float) +0:240 roundEven ( temp 3-component vector of float) +0:240 'inF0' ( in 3-component vector of float) 0:241 Sequence -0:241 move second child to first child (temp 3-component vector of float) -0:241 'r057' (temp 3-component vector of float) -0:241 inverse sqrt (temp 3-component vector of float) -0:241 'inF0' (in 3-component vector of float) +0:241 move second child to first child ( temp 3-component vector of float) +0:241 'r057' ( temp 3-component vector of float) +0:241 inverse sqrt ( temp 3-component vector of float) +0:241 'inF0' ( in 3-component vector of float) 0:242 Sequence -0:242 move second child to first child (temp 3-component vector of float) -0:242 'r058' (temp 3-component vector of float) -0:242 clamp (temp 3-component vector of float) -0:242 'inF0' (in 3-component vector of float) +0:242 move second child to first child ( temp 3-component vector of float) +0:242 'r058' ( temp 3-component vector of float) +0:242 clamp ( temp 3-component vector of float) +0:242 'inF0' ( in 3-component vector of float) 0:242 Constant: 0:242 0.000000 0:242 Constant: 0:242 1.000000 0:243 Sequence -0:243 move second child to first child (temp 3-component vector of float) -0:243 'r059' (temp 3-component vector of float) -0:243 Sign (temp 3-component vector of float) -0:243 'inF0' (in 3-component vector of float) +0:243 move second child to first child ( temp 3-component vector of float) +0:243 'r059' ( temp 3-component vector of float) +0:243 Sign ( temp 3-component vector of float) +0:243 'inF0' ( in 3-component vector of float) 0:244 Sequence -0:244 move second child to first child (temp 3-component vector of float) -0:244 'r060' (temp 3-component vector of float) -0:244 sine (temp 3-component vector of float) -0:244 'inF0' (in 3-component vector of float) +0:244 move second child to first child ( temp 3-component vector of float) +0:244 'r060' ( temp 3-component vector of float) +0:244 sine ( temp 3-component vector of float) +0:244 'inF0' ( in 3-component vector of float) 0:245 Sequence -0:245 move second child to first child (temp 3-component vector of float) -0:245 'inF1' (in 3-component vector of float) -0:245 sine (temp 3-component vector of float) -0:245 'inF0' (in 3-component vector of float) -0:245 move second child to first child (temp 3-component vector of float) -0:245 'inF2' (in 3-component vector of float) -0:245 cosine (temp 3-component vector of float) -0:245 'inF0' (in 3-component vector of float) +0:245 move second child to first child ( temp 3-component vector of float) +0:245 'inF1' ( in 3-component vector of float) +0:245 sine ( temp 3-component vector of float) +0:245 'inF0' ( in 3-component vector of float) +0:245 move second child to first child ( temp 3-component vector of float) +0:245 'inF2' ( in 3-component vector of float) +0:245 cosine ( temp 3-component vector of float) +0:245 'inF0' ( in 3-component vector of float) 0:246 Sequence -0:246 move second child to first child (temp 3-component vector of float) -0:246 'r061' (temp 3-component vector of float) -0:246 hyp. sine (temp 3-component vector of float) -0:246 'inF0' (in 3-component vector of float) +0:246 move second child to first child ( temp 3-component vector of float) +0:246 'r061' ( temp 3-component vector of float) +0:246 hyp. sine ( temp 3-component vector of float) +0:246 'inF0' ( in 3-component vector of float) 0:247 Sequence -0:247 move second child to first child (temp 3-component vector of float) -0:247 'r062' (temp 3-component vector of float) -0:247 smoothstep (temp 3-component vector of float) -0:247 'inF0' (in 3-component vector of float) -0:247 'inF1' (in 3-component vector of float) -0:247 'inF2' (in 3-component vector of float) +0:247 move second child to first child ( temp 3-component vector of float) +0:247 'r062' ( temp 3-component vector of float) +0:247 smoothstep ( temp 3-component vector of float) +0:247 'inF0' ( in 3-component vector of float) +0:247 'inF1' ( in 3-component vector of float) +0:247 'inF2' ( in 3-component vector of float) 0:248 Sequence -0:248 move second child to first child (temp 3-component vector of float) -0:248 'r063' (temp 3-component vector of float) -0:248 sqrt (temp 3-component vector of float) -0:248 'inF0' (in 3-component vector of float) +0:248 move second child to first child ( temp 3-component vector of float) +0:248 'r063' ( temp 3-component vector of float) +0:248 sqrt ( temp 3-component vector of float) +0:248 'inF0' ( in 3-component vector of float) 0:249 Sequence -0:249 move second child to first child (temp 3-component vector of float) -0:249 'r064' (temp 3-component vector of float) -0:249 step (temp 3-component vector of float) -0:249 'inF0' (in 3-component vector of float) -0:249 'inF1' (in 3-component vector of float) +0:249 move second child to first child ( temp 3-component vector of float) +0:249 'r064' ( temp 3-component vector of float) +0:249 step ( temp 3-component vector of float) +0:249 'inF0' ( in 3-component vector of float) +0:249 'inF1' ( in 3-component vector of float) 0:250 Sequence -0:250 move second child to first child (temp 3-component vector of float) -0:250 'r065' (temp 3-component vector of float) -0:250 tangent (temp 3-component vector of float) -0:250 'inF0' (in 3-component vector of float) +0:250 move second child to first child ( temp 3-component vector of float) +0:250 'r065' ( temp 3-component vector of float) +0:250 tangent ( temp 3-component vector of float) +0:250 'inF0' ( in 3-component vector of float) 0:251 Sequence -0:251 move second child to first child (temp 3-component vector of float) -0:251 'r066' (temp 3-component vector of float) -0:251 hyp. tangent (temp 3-component vector of float) -0:251 'inF0' (in 3-component vector of float) +0:251 move second child to first child ( temp 3-component vector of float) +0:251 'r066' ( temp 3-component vector of float) +0:251 hyp. tangent ( temp 3-component vector of float) +0:251 'inF0' ( in 3-component vector of float) 0:253 Sequence -0:253 move second child to first child (temp 3-component vector of float) -0:253 'r067' (temp 3-component vector of float) -0:253 trunc (temp 3-component vector of float) -0:253 'inF0' (in 3-component vector of float) +0:253 move second child to first child ( temp 3-component vector of float) +0:253 'r067' ( temp 3-component vector of float) +0:253 trunc ( temp 3-component vector of float) +0:253 'inF0' ( in 3-component vector of float) 0:256 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 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) -0:260 'inF2' (in 4-component vector of float) -0:260 'inU0' (in 4-component vector of uint) -0:260 'inU1' (in 4-component vector of uint) +0:260 'inF0' ( in 4-component vector of float) +0:260 'inF1' ( in 4-component vector of float) +0:260 'inF2' ( in 4-component vector of float) +0:260 'inU0' ( in 4-component vector of uint) +0:260 'inU1' ( in 4-component vector of uint) 0:? Sequence 0:263 Sequence -0:263 move second child to first child (temp bool) -0:263 'r000' (temp bool) -0:263 all (temp bool) -0:263 'inF0' (in 4-component vector of float) +0:263 move second child to first child ( temp bool) +0:263 'r000' ( temp bool) +0:263 all ( temp bool) +0:263 'inF0' ( in 4-component vector of float) 0:264 Sequence -0:264 move second child to first child (temp 4-component vector of float) -0:264 'r001' (temp 4-component vector of float) -0:264 Absolute value (temp 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:264 move second child to first child ( temp 4-component vector of float) +0:264 'r001' ( temp 4-component vector of float) +0:264 Absolute value ( temp 4-component vector of float) +0:264 'inF0' ( in 4-component vector of float) 0:265 Sequence -0:265 move second child to first child (temp 4-component vector of float) -0:265 'r002' (temp 4-component vector of float) -0:265 arc cosine (temp 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) +0:265 move second child to first child ( temp 4-component vector of float) +0:265 'r002' ( temp 4-component vector of float) +0:265 arc cosine ( temp 4-component vector of float) +0:265 'inF0' ( in 4-component vector of float) 0:266 Sequence -0:266 move second child to first child (temp bool) -0:266 'r003' (temp bool) -0:266 any (temp bool) -0:266 'inF0' (in 4-component vector of float) +0:266 move second child to first child ( temp bool) +0:266 'r003' ( temp bool) +0:266 any ( temp bool) +0:266 'inF0' ( in 4-component vector of float) 0:267 Sequence -0:267 move second child to first child (temp 4-component vector of float) -0:267 'r004' (temp 4-component vector of float) -0:267 arc sine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'r004' ( temp 4-component vector of float) +0:267 arc sine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) 0:268 Sequence -0:268 move second child to first child (temp 4-component vector of int) -0:268 'r005' (temp 4-component vector of int) -0:268 floatBitsToInt (temp 4-component vector of int) -0:268 'inF0' (in 4-component vector of float) +0:268 move second child to first child ( temp 4-component vector of int) +0:268 'r005' ( temp 4-component vector of int) +0:268 floatBitsToInt ( temp 4-component vector of int) +0:268 'inF0' ( in 4-component vector of float) 0:269 Sequence -0:269 move second child to first child (temp 4-component vector of uint) -0:269 'r006' (temp 4-component vector of uint) -0:269 floatBitsToUint (temp 4-component vector of uint) -0:269 'inF0' (in 4-component vector of float) +0:269 move second child to first child ( temp 4-component vector of uint) +0:269 'r006' ( temp 4-component vector of uint) +0:269 floatBitsToUint ( temp 4-component vector of uint) +0:269 'inF0' ( in 4-component vector of float) 0:270 Sequence -0:270 move second child to first child (temp 4-component vector of float) -0:270 'r007' (temp 4-component vector of float) -0:270 intBitsToFloat (temp 4-component vector of float) -0:270 'inU0' (in 4-component vector of uint) +0:270 move second child to first child ( temp 4-component vector of float) +0:270 'r007' ( temp 4-component vector of float) +0:270 intBitsToFloat ( temp 4-component vector of float) +0:270 'inU0' ( in 4-component vector of uint) 0:272 Sequence -0:272 move second child to first child (temp 4-component vector of float) -0:272 'r009' (temp 4-component vector of float) -0:272 arc tangent (temp 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) +0:272 move second child to first child ( temp 4-component vector of float) +0:272 'r009' ( temp 4-component vector of float) +0:272 arc tangent ( temp 4-component vector of float) +0:272 'inF0' ( in 4-component vector of float) 0:273 Sequence -0:273 move second child to first child (temp 4-component vector of float) -0:273 'r010' (temp 4-component vector of float) -0:273 arc tangent (temp 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:273 'inF1' (in 4-component vector of float) +0:273 move second child to first child ( temp 4-component vector of float) +0:273 'r010' ( temp 4-component vector of float) +0:273 arc tangent ( temp 4-component vector of float) +0:273 'inF0' ( in 4-component vector of float) +0:273 'inF1' ( in 4-component vector of float) 0:274 Sequence -0:274 move second child to first child (temp 4-component vector of float) -0:274 'r011' (temp 4-component vector of float) -0:274 Ceiling (temp 4-component vector of float) -0:274 'inF0' (in 4-component vector of float) +0:274 move second child to first child ( temp 4-component vector of float) +0:274 'r011' ( temp 4-component vector of float) +0:274 Ceiling ( temp 4-component vector of float) +0:274 'inF0' ( in 4-component vector of float) 0:275 Sequence -0:275 move second child to first child (temp 4-component vector of float) -0:275 'r012' (temp 4-component vector of float) -0:275 clamp (temp 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) -0:275 'inF1' (in 4-component vector of float) -0:275 'inF2' (in 4-component vector of float) -0:276 Test condition and select (temp void) +0:275 move second child to first child ( temp 4-component vector of float) +0:275 'r012' ( temp 4-component vector of float) +0:275 clamp ( temp 4-component vector of float) +0:275 'inF0' ( in 4-component vector of float) +0:275 'inF1' ( in 4-component vector of float) +0:275 'inF2' ( in 4-component vector of float) +0:276 Test condition and select ( temp void) 0:276 Condition -0:276 any (temp bool) -0:276 Compare Less Than (temp 4-component vector of bool) -0:276 'inF0' (in 4-component vector of float) +0:276 any ( temp bool) +0:276 Compare Less Than ( temp 4-component vector of bool) +0:276 'inF0' ( in 4-component vector of float) 0:276 Constant: 0:276 0.000000 0:276 0.000000 @@ -4028,391 +4028,391 @@ gl_FragCoord origin is upper left 0:276 true case 0:276 Branch: Kill 0:277 Sequence -0:277 move second child to first child (temp 4-component vector of float) -0:277 'r013' (temp 4-component vector of float) -0:277 cosine (temp 4-component vector of float) -0:277 'inF0' (in 4-component vector of float) +0:277 move second child to first child ( temp 4-component vector of float) +0:277 'r013' ( temp 4-component vector of float) +0:277 cosine ( temp 4-component vector of float) +0:277 'inF0' ( in 4-component vector of float) 0:278 Sequence -0:278 move second child to first child (temp 4-component vector of float) -0:278 'r014' (temp 4-component vector of float) -0:278 hyp. cosine (temp 4-component vector of float) -0:278 'inF0' (in 4-component vector of float) +0:278 move second child to first child ( temp 4-component vector of float) +0:278 'r014' ( temp 4-component vector of float) +0:278 hyp. cosine ( temp 4-component vector of float) +0:278 'inF0' ( in 4-component vector of float) 0:279 Sequence -0:279 move second child to first child (temp 4-component vector of uint) -0:279 'r015' (temp 4-component vector of uint) -0:? bitCount (temp 4-component vector of uint) +0:279 move second child to first child ( temp 4-component vector of uint) +0:279 'r015' ( temp 4-component vector of uint) +0:? bitCount ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 3 (const uint) 0:? 5 (const uint) 0:? 2 (const uint) 0:280 Sequence -0:280 move second child to first child (temp 4-component vector of float) -0:280 'r016' (temp 4-component vector of float) -0:280 dPdx (temp 4-component vector of float) -0:280 'inF0' (in 4-component vector of float) +0:280 move second child to first child ( temp 4-component vector of float) +0:280 'r016' ( temp 4-component vector of float) +0:280 dPdx ( temp 4-component vector of float) +0:280 'inF0' ( in 4-component vector of float) 0:281 Sequence -0:281 move second child to first child (temp 4-component vector of float) -0:281 'r017' (temp 4-component vector of float) -0:281 dPdxCoarse (temp 4-component vector of float) -0:281 'inF0' (in 4-component vector of float) +0:281 move second child to first child ( temp 4-component vector of float) +0:281 'r017' ( temp 4-component vector of float) +0:281 dPdxCoarse ( temp 4-component vector of float) +0:281 'inF0' ( in 4-component vector of float) 0:282 Sequence -0:282 move second child to first child (temp 4-component vector of float) -0:282 'r018' (temp 4-component vector of float) -0:282 dPdxFine (temp 4-component vector of float) -0:282 'inF0' (in 4-component vector of float) +0:282 move second child to first child ( temp 4-component vector of float) +0:282 'r018' ( temp 4-component vector of float) +0:282 dPdxFine ( temp 4-component vector of float) +0:282 'inF0' ( in 4-component vector of float) 0:283 Sequence -0:283 move second child to first child (temp 4-component vector of float) -0:283 'r019' (temp 4-component vector of float) -0:283 dPdy (temp 4-component vector of float) -0:283 'inF0' (in 4-component vector of float) +0:283 move second child to first child ( temp 4-component vector of float) +0:283 'r019' ( temp 4-component vector of float) +0:283 dPdy ( temp 4-component vector of float) +0:283 'inF0' ( in 4-component vector of float) 0:284 Sequence -0:284 move second child to first child (temp 4-component vector of float) -0:284 'r020' (temp 4-component vector of float) -0:284 dPdyCoarse (temp 4-component vector of float) -0:284 'inF0' (in 4-component vector of float) +0:284 move second child to first child ( temp 4-component vector of float) +0:284 'r020' ( temp 4-component vector of float) +0:284 dPdyCoarse ( temp 4-component vector of float) +0:284 'inF0' ( in 4-component vector of float) 0:285 Sequence -0:285 move second child to first child (temp 4-component vector of float) -0:285 'r021' (temp 4-component vector of float) -0:285 dPdyFine (temp 4-component vector of float) -0:285 'inF0' (in 4-component vector of float) +0:285 move second child to first child ( temp 4-component vector of float) +0:285 'r021' ( temp 4-component vector of float) +0:285 dPdyFine ( temp 4-component vector of float) +0:285 'inF0' ( in 4-component vector of float) 0:286 Sequence -0:286 move second child to first child (temp 4-component vector of float) -0:286 'r022' (temp 4-component vector of float) -0:286 degrees (temp 4-component vector of float) -0:286 'inF0' (in 4-component vector of float) +0:286 move second child to first child ( temp 4-component vector of float) +0:286 'r022' ( temp 4-component vector of float) +0:286 degrees ( temp 4-component vector of float) +0:286 'inF0' ( in 4-component vector of float) 0:287 Sequence -0:287 move second child to first child (temp float) -0:287 'r023' (temp float) -0:287 distance (temp float) -0:287 'inF0' (in 4-component vector of float) -0:287 'inF1' (in 4-component vector of float) +0:287 move second child to first child ( temp float) +0:287 'r023' ( temp float) +0:287 distance ( temp float) +0:287 'inF0' ( in 4-component vector of float) +0:287 'inF1' ( in 4-component vector of float) 0:288 Sequence -0:288 move second child to first child (temp float) -0:288 'r024' (temp float) -0:288 dot-product (temp float) -0:288 'inF0' (in 4-component vector of float) -0:288 'inF1' (in 4-component vector of float) +0:288 move second child to first child ( temp float) +0:288 'r024' ( temp float) +0:288 dot-product ( temp float) +0:288 'inF0' ( in 4-component vector of float) +0:288 'inF1' ( in 4-component vector of float) 0:289 Sequence -0:289 move second child to first child (temp 4-component vector of float) -0:289 'r025' (temp 4-component vector of float) -0:289 Construct vec4 (temp 4-component vector of float) +0:289 move second child to first child ( temp 4-component vector of float) +0:289 'r025' ( temp 4-component vector of float) +0:289 Construct vec4 ( temp 4-component vector of float) 0:289 Constant: 0:289 1.000000 -0:289 component-wise multiply (temp float) -0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 component-wise multiply ( temp float) +0:289 direct index ( temp float) +0:289 'inF0' ( in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) -0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF1' ( in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) -0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF0' ( in 4-component vector of float) 0:289 Constant: 0:289 2 (const int) -0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 direct index ( temp float) +0:289 'inF1' ( in 4-component vector of float) 0:289 Constant: 0:289 3 (const int) 0:293 Sequence -0:293 move second child to first child (temp 4-component vector of float) -0:293 'r029' (temp 4-component vector of float) -0:293 exp (temp 4-component vector of float) -0:293 'inF0' (in 4-component vector of float) +0:293 move second child to first child ( temp 4-component vector of float) +0:293 'r029' ( temp 4-component vector of float) +0:293 exp ( temp 4-component vector of float) +0:293 'inF0' ( in 4-component vector of float) 0:294 Sequence -0:294 move second child to first child (temp 4-component vector of float) -0:294 'r030' (temp 4-component vector of float) -0:294 exp2 (temp 4-component vector of float) -0:294 'inF0' (in 4-component vector of float) +0:294 move second child to first child ( temp 4-component vector of float) +0:294 'r030' ( temp 4-component vector of float) +0:294 exp2 ( temp 4-component vector of float) +0:294 'inF0' ( in 4-component vector of float) 0:295 Sequence -0:295 move second child to first child (temp 4-component vector of float) -0:295 'r031' (temp 4-component vector of float) -0:295 face-forward (temp 4-component vector of float) -0:295 'inF0' (in 4-component vector of float) -0:295 'inF1' (in 4-component vector of float) -0:295 'inF2' (in 4-component vector of float) +0:295 move second child to first child ( temp 4-component vector of float) +0:295 'r031' ( temp 4-component vector of float) +0:295 face-forward ( temp 4-component vector of float) +0:295 'inF0' ( in 4-component vector of float) +0:295 'inF1' ( in 4-component vector of float) +0:295 'inF2' ( in 4-component vector of float) 0:296 Sequence -0:296 move second child to first child (temp 4-component vector of uint) -0:296 'r032' (temp 4-component vector of uint) -0:? findMSB (temp 4-component vector of uint) +0:296 move second child to first child ( temp 4-component vector of uint) +0:296 'r032' ( temp 4-component vector of uint) +0:? findMSB ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:? 9 (const uint) 0:? 10 (const uint) 0:297 Sequence -0:297 move second child to first child (temp 4-component vector of uint) -0:297 'r033' (temp 4-component vector of uint) -0:? findLSB (temp 4-component vector of uint) +0:297 move second child to first child ( temp 4-component vector of uint) +0:297 'r033' ( temp 4-component vector of uint) +0:? findLSB ( temp 4-component vector of uint) 0:? Constant: 0:? 7 (const uint) 0:? 8 (const uint) 0:? 9 (const uint) 0:? 10 (const uint) 0:298 Sequence -0:298 move second child to first child (temp 4-component vector of float) -0:298 'r034' (temp 4-component vector of float) -0:298 Floor (temp 4-component vector of float) -0:298 'inF0' (in 4-component vector of float) +0:298 move second child to first child ( temp 4-component vector of float) +0:298 'r034' ( temp 4-component vector of float) +0:298 Floor ( temp 4-component vector of float) +0:298 'inF0' ( in 4-component vector of float) 0:300 Sequence -0:300 move second child to first child (temp 4-component vector of float) -0:300 'r036' (temp 4-component vector of float) -0:300 mod (temp 4-component vector of float) -0:300 'inF0' (in 4-component vector of float) -0:300 'inF1' (in 4-component vector of float) +0:300 move second child to first child ( temp 4-component vector of float) +0:300 'r036' ( temp 4-component vector of float) +0:300 mod ( temp 4-component vector of float) +0:300 'inF0' ( in 4-component vector of float) +0:300 'inF1' ( in 4-component vector of float) 0:301 Sequence -0:301 move second child to first child (temp 4-component vector of float) -0:301 'r037' (temp 4-component vector of float) -0:301 Fraction (temp 4-component vector of float) -0:301 'inF0' (in 4-component vector of float) +0:301 move second child to first child ( temp 4-component vector of float) +0:301 'r037' ( temp 4-component vector of float) +0:301 Fraction ( temp 4-component vector of float) +0:301 'inF0' ( in 4-component vector of float) 0:302 Sequence -0:302 move second child to first child (temp 4-component vector of float) -0:302 'r038' (temp 4-component vector of float) -0:302 frexp (temp 4-component vector of float) -0:302 'inF0' (in 4-component vector of float) -0:302 'inF1' (in 4-component vector of float) +0:302 move second child to first child ( temp 4-component vector of float) +0:302 'r038' ( temp 4-component vector of float) +0:302 frexp ( temp 4-component vector of float) +0:302 'inF0' ( in 4-component vector of float) +0:302 'inF1' ( in 4-component vector of float) 0:303 Sequence -0:303 move second child to first child (temp 4-component vector of float) -0:303 'r039' (temp 4-component vector of float) -0:303 fwidth (temp 4-component vector of float) -0:303 'inF0' (in 4-component vector of float) +0:303 move second child to first child ( temp 4-component vector of float) +0:303 'r039' ( temp 4-component vector of float) +0:303 fwidth ( temp 4-component vector of float) +0:303 'inF0' ( in 4-component vector of float) 0:304 Sequence -0:304 move second child to first child (temp 4-component vector of bool) -0:304 'r040' (temp 4-component vector of bool) -0:304 isinf (temp 4-component vector of bool) -0:304 'inF0' (in 4-component vector of float) +0:304 move second child to first child ( temp 4-component vector of bool) +0:304 'r040' ( temp 4-component vector of bool) +0:304 isinf ( temp 4-component vector of bool) +0:304 'inF0' ( in 4-component vector of float) 0:305 Sequence -0:305 move second child to first child (temp 4-component vector of bool) -0:305 'r041' (temp 4-component vector of bool) -0:305 isnan (temp 4-component vector of bool) -0:305 'inF0' (in 4-component vector of float) +0:305 move second child to first child ( temp 4-component vector of bool) +0:305 'r041' ( temp 4-component vector of bool) +0:305 isnan ( temp 4-component vector of bool) +0:305 'inF0' ( in 4-component vector of float) 0:306 Sequence -0:306 move second child to first child (temp 4-component vector of float) -0:306 'r042' (temp 4-component vector of float) -0:306 ldexp (temp 4-component vector of float) -0:306 'inF0' (in 4-component vector of float) -0:306 'inF1' (in 4-component vector of float) +0:306 move second child to first child ( temp 4-component vector of float) +0:306 'r042' ( temp 4-component vector of float) +0:306 ldexp ( temp 4-component vector of float) +0:306 'inF0' ( in 4-component vector of float) +0:306 'inF1' ( in 4-component vector of float) 0:307 Sequence -0:307 move second child to first child (temp 4-component vector of float) -0:307 'r039a' (temp 4-component vector of float) -0:307 mix (temp 4-component vector of float) -0:307 'inF0' (in 4-component vector of float) -0:307 'inF1' (in 4-component vector of float) -0:307 'inF2' (in 4-component vector of float) +0:307 move second child to first child ( temp 4-component vector of float) +0:307 'r039a' ( temp 4-component vector of float) +0:307 mix ( temp 4-component vector of float) +0:307 'inF0' ( in 4-component vector of float) +0:307 'inF1' ( in 4-component vector of float) +0:307 'inF2' ( in 4-component vector of float) 0:308 Sequence -0:308 move second child to first child (temp float) -0:308 'r043' (temp float) -0:308 length (temp float) -0:308 'inF0' (in 4-component vector of float) +0:308 move second child to first child ( temp float) +0:308 'r043' ( temp float) +0:308 length ( temp float) +0:308 'inF0' ( in 4-component vector of float) 0:309 Sequence -0:309 move second child to first child (temp 4-component vector of float) -0:309 'r044' (temp 4-component vector of float) -0:309 log (temp 4-component vector of float) -0:309 'inF0' (in 4-component vector of float) +0:309 move second child to first child ( temp 4-component vector of float) +0:309 'r044' ( temp 4-component vector of float) +0:309 log ( temp 4-component vector of float) +0:309 'inF0' ( in 4-component vector of float) 0:310 Sequence -0:310 move second child to first child (temp 4-component vector of float) -0:310 'r045' (temp 4-component vector of float) -0:310 vector-scale (temp 4-component vector of float) -0:310 log2 (temp 4-component vector of float) -0:310 'inF0' (in 4-component vector of float) +0:310 move second child to first child ( temp 4-component vector of float) +0:310 'r045' ( temp 4-component vector of float) +0:310 vector-scale ( temp 4-component vector of float) +0:310 log2 ( temp 4-component vector of float) +0:310 'inF0' ( in 4-component vector of float) 0:310 Constant: 0:310 0.301030 0:311 Sequence -0:311 move second child to first child (temp 4-component vector of float) -0:311 'r046' (temp 4-component vector of float) -0:311 log2 (temp 4-component vector of float) -0:311 'inF0' (in 4-component vector of float) +0:311 move second child to first child ( temp 4-component vector of float) +0:311 'r046' ( temp 4-component vector of float) +0:311 log2 ( temp 4-component vector of float) +0:311 'inF0' ( in 4-component vector of float) 0:312 Sequence -0:312 move second child to first child (temp 4-component vector of float) -0:312 'r047' (temp 4-component vector of float) -0:312 max (temp 4-component vector of float) -0:312 'inF0' (in 4-component vector of float) -0:312 'inF1' (in 4-component vector of float) +0:312 move second child to first child ( temp 4-component vector of float) +0:312 'r047' ( temp 4-component vector of float) +0:312 max ( temp 4-component vector of float) +0:312 'inF0' ( in 4-component vector of float) +0:312 'inF1' ( in 4-component vector of float) 0:313 Sequence -0:313 move second child to first child (temp 4-component vector of float) -0:313 'r048' (temp 4-component vector of float) -0:313 min (temp 4-component vector of float) -0:313 'inF0' (in 4-component vector of float) -0:313 'inF1' (in 4-component vector of float) +0:313 move second child to first child ( temp 4-component vector of float) +0:313 'r048' ( temp 4-component vector of float) +0:313 min ( temp 4-component vector of float) +0:313 'inF0' ( in 4-component vector of float) +0:313 'inF1' ( in 4-component vector of float) 0:314 Sequence -0:314 move second child to first child (temp 4-component vector of float) -0:314 'r049' (temp 4-component vector of float) -0:314 normalize (temp 4-component vector of float) -0:314 'inF0' (in 4-component vector of float) +0:314 move second child to first child ( temp 4-component vector of float) +0:314 'r049' ( temp 4-component vector of float) +0:314 normalize ( temp 4-component vector of float) +0:314 'inF0' ( in 4-component vector of float) 0:315 Sequence -0:315 move second child to first child (temp 4-component vector of float) -0:315 'r050' (temp 4-component vector of float) -0:315 pow (temp 4-component vector of float) -0:315 'inF0' (in 4-component vector of float) -0:315 'inF1' (in 4-component vector of float) +0:315 move second child to first child ( temp 4-component vector of float) +0:315 'r050' ( temp 4-component vector of float) +0:315 pow ( temp 4-component vector of float) +0:315 'inF0' ( in 4-component vector of float) +0:315 'inF1' ( in 4-component vector of float) 0:316 Sequence -0:316 move second child to first child (temp 4-component vector of float) -0:316 'r051' (temp 4-component vector of float) -0:316 radians (temp 4-component vector of float) -0:316 'inF0' (in 4-component vector of float) +0:316 move second child to first child ( temp 4-component vector of float) +0:316 'r051' ( temp 4-component vector of float) +0:316 radians ( temp 4-component vector of float) +0:316 'inF0' ( in 4-component vector of float) 0:317 Sequence -0:317 move second child to first child (temp 4-component vector of float) -0:317 'r052' (temp 4-component vector of float) -0:317 divide (temp 4-component vector of float) +0:317 move second child to first child ( temp 4-component vector of float) +0:317 'r052' ( temp 4-component vector of float) +0:317 divide ( temp 4-component vector of float) 0:317 Constant: 0:317 1.000000 -0:317 'inF0' (in 4-component vector of float) +0:317 'inF0' ( in 4-component vector of float) 0:318 Sequence -0:318 move second child to first child (temp 4-component vector of float) -0:318 'r053' (temp 4-component vector of float) -0:318 reflect (temp 4-component vector of float) -0:318 'inF0' (in 4-component vector of float) -0:318 'inF1' (in 4-component vector of float) +0:318 move second child to first child ( temp 4-component vector of float) +0:318 'r053' ( temp 4-component vector of float) +0:318 reflect ( temp 4-component vector of float) +0:318 'inF0' ( in 4-component vector of float) +0:318 'inF1' ( in 4-component vector of float) 0:319 Sequence -0:319 move second child to first child (temp 4-component vector of float) -0:319 'r054' (temp 4-component vector of float) -0:319 refract (temp 4-component vector of float) -0:319 'inF0' (in 4-component vector of float) -0:319 'inF1' (in 4-component vector of float) +0:319 move second child to first child ( temp 4-component vector of float) +0:319 'r054' ( temp 4-component vector of float) +0:319 refract ( temp 4-component vector of float) +0:319 'inF0' ( in 4-component vector of float) +0:319 'inF1' ( in 4-component vector of float) 0:319 Constant: 0:319 2.000000 0:320 Sequence -0:320 move second child to first child (temp 4-component vector of uint) -0:320 'r055' (temp 4-component vector of uint) -0:? bitFieldReverse (temp 4-component vector of uint) +0:320 move second child to first child ( temp 4-component vector of uint) +0:320 'r055' ( temp 4-component vector of uint) +0:? bitFieldReverse ( temp 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:321 Sequence -0:321 move second child to first child (temp 4-component vector of float) -0:321 'r056' (temp 4-component vector of float) -0:321 roundEven (temp 4-component vector of float) -0:321 'inF0' (in 4-component vector of float) +0:321 move second child to first child ( temp 4-component vector of float) +0:321 'r056' ( temp 4-component vector of float) +0:321 roundEven ( temp 4-component vector of float) +0:321 'inF0' ( in 4-component vector of float) 0:322 Sequence -0:322 move second child to first child (temp 4-component vector of float) -0:322 'r057' (temp 4-component vector of float) -0:322 inverse sqrt (temp 4-component vector of float) -0:322 'inF0' (in 4-component vector of float) +0:322 move second child to first child ( temp 4-component vector of float) +0:322 'r057' ( temp 4-component vector of float) +0:322 inverse sqrt ( temp 4-component vector of float) +0:322 'inF0' ( in 4-component vector of float) 0:323 Sequence -0:323 move second child to first child (temp 4-component vector of float) -0:323 'r058' (temp 4-component vector of float) -0:323 clamp (temp 4-component vector of float) -0:323 'inF0' (in 4-component vector of float) +0:323 move second child to first child ( temp 4-component vector of float) +0:323 'r058' ( temp 4-component vector of float) +0:323 clamp ( temp 4-component vector of float) +0:323 'inF0' ( in 4-component vector of float) 0:323 Constant: 0:323 0.000000 0:323 Constant: 0:323 1.000000 0:324 Sequence -0:324 move second child to first child (temp 4-component vector of float) -0:324 'r059' (temp 4-component vector of float) -0:324 Sign (temp 4-component vector of float) -0:324 'inF0' (in 4-component vector of float) +0:324 move second child to first child ( temp 4-component vector of float) +0:324 'r059' ( temp 4-component vector of float) +0:324 Sign ( temp 4-component vector of float) +0:324 'inF0' ( in 4-component vector of float) 0:325 Sequence -0:325 move second child to first child (temp 4-component vector of float) -0:325 'r060' (temp 4-component vector of float) -0:325 sine (temp 4-component vector of float) -0:325 'inF0' (in 4-component vector of float) +0:325 move second child to first child ( temp 4-component vector of float) +0:325 'r060' ( temp 4-component vector of float) +0:325 sine ( temp 4-component vector of float) +0:325 'inF0' ( in 4-component vector of float) 0:326 Sequence -0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF1' (in 4-component vector of float) -0:326 sine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) -0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF2' (in 4-component vector of float) -0:326 cosine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 move second child to first child ( temp 4-component vector of float) +0:326 'inF1' ( in 4-component vector of float) +0:326 sine ( temp 4-component vector of float) +0:326 'inF0' ( in 4-component vector of float) +0:326 move second child to first child ( temp 4-component vector of float) +0:326 'inF2' ( in 4-component vector of float) +0:326 cosine ( temp 4-component vector of float) +0:326 'inF0' ( in 4-component vector of float) 0:327 Sequence -0:327 move second child to first child (temp 4-component vector of float) -0:327 'r061' (temp 4-component vector of float) -0:327 hyp. sine (temp 4-component vector of float) -0:327 'inF0' (in 4-component vector of float) +0:327 move second child to first child ( temp 4-component vector of float) +0:327 'r061' ( temp 4-component vector of float) +0:327 hyp. sine ( temp 4-component vector of float) +0:327 'inF0' ( in 4-component vector of float) 0:328 Sequence -0:328 move second child to first child (temp 4-component vector of float) -0:328 'r062' (temp 4-component vector of float) -0:328 smoothstep (temp 4-component vector of float) -0:328 'inF0' (in 4-component vector of float) -0:328 'inF1' (in 4-component vector of float) -0:328 'inF2' (in 4-component vector of float) +0:328 move second child to first child ( temp 4-component vector of float) +0:328 'r062' ( temp 4-component vector of float) +0:328 smoothstep ( temp 4-component vector of float) +0:328 'inF0' ( in 4-component vector of float) +0:328 'inF1' ( in 4-component vector of float) +0:328 'inF2' ( in 4-component vector of float) 0:329 Sequence -0:329 move second child to first child (temp 4-component vector of float) -0:329 'r063' (temp 4-component vector of float) -0:329 sqrt (temp 4-component vector of float) -0:329 'inF0' (in 4-component vector of float) +0:329 move second child to first child ( temp 4-component vector of float) +0:329 'r063' ( temp 4-component vector of float) +0:329 sqrt ( temp 4-component vector of float) +0:329 'inF0' ( in 4-component vector of float) 0:330 Sequence -0:330 move second child to first child (temp 4-component vector of float) -0:330 'r064' (temp 4-component vector of float) -0:330 step (temp 4-component vector of float) -0:330 'inF0' (in 4-component vector of float) -0:330 'inF1' (in 4-component vector of float) +0:330 move second child to first child ( temp 4-component vector of float) +0:330 'r064' ( temp 4-component vector of float) +0:330 step ( temp 4-component vector of float) +0:330 'inF0' ( in 4-component vector of float) +0:330 'inF1' ( in 4-component vector of float) 0:331 Sequence -0:331 move second child to first child (temp 4-component vector of float) -0:331 'r065' (temp 4-component vector of float) -0:331 tangent (temp 4-component vector of float) -0:331 'inF0' (in 4-component vector of float) +0:331 move second child to first child ( temp 4-component vector of float) +0:331 'r065' ( temp 4-component vector of float) +0:331 tangent ( temp 4-component vector of float) +0:331 'inF0' ( in 4-component vector of float) 0:332 Sequence -0:332 move second child to first child (temp 4-component vector of float) -0:332 'r066' (temp 4-component vector of float) -0:332 hyp. tangent (temp 4-component vector of float) -0:332 'inF0' (in 4-component vector of float) +0:332 move second child to first child ( temp 4-component vector of float) +0:332 'r066' ( temp 4-component vector of float) +0:332 hyp. tangent ( temp 4-component vector of float) +0:332 'inF0' ( in 4-component vector of float) 0:334 Sequence -0:334 move second child to first child (temp 4-component vector of float) -0:334 'r067' (temp 4-component vector of float) -0:334 trunc (temp 4-component vector of float) -0:334 'inF0' (in 4-component vector of float) +0:334 move second child to first child ( temp 4-component vector of float) +0:334 'r067' ( temp 4-component vector of float) +0:334 trunc ( temp 4-component vector of float) +0:334 'inF0' ( in 4-component vector of float) 0:337 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 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) -0:401 'inF2' (in 2X2 matrix of float) +0:401 'inF0' ( in 2X2 matrix of float) +0:401 'inF1' ( in 2X2 matrix of float) +0:401 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:403 Sequence -0:403 move second child to first child (temp bool) -0:403 'r000' (temp bool) -0:403 all (temp bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp bool) +0:403 'r000' ( temp bool) +0:403 all ( temp bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r001' (temp 2X2 matrix of float) -0:403 Absolute value (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 arc cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r001' ( temp 2X2 matrix of float) +0:403 Absolute value ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 arc cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp bool) -0:403 'r003' (temp bool) -0:403 any (temp bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp bool) +0:403 'r003' ( temp bool) +0:403 any ( temp bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r004' (temp 2X2 matrix of float) -0:403 arc sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r004' ( temp 2X2 matrix of float) +0:403 arc sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r005' (temp 2X2 matrix of float) -0:403 arc tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r005' ( temp 2X2 matrix of float) +0:403 arc tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r006' (temp 2X2 matrix of float) -0:403 arc tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r006' ( temp 2X2 matrix of float) +0:403 arc tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r007' (temp 2X2 matrix of float) -0:403 Ceiling (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 Test condition and select (temp void) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r007' ( temp 2X2 matrix of float) +0:403 Ceiling ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 Test condition and select ( temp void) 0:403 Condition -0:403 any (temp bool) -0:403 Compare Less Than (temp 2X2 matrix of bool) -0:403 'inF0' (in 2X2 matrix of float) +0:403 any ( temp bool) +0:403 Compare Less Than ( temp 2X2 matrix of bool) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.000000 0:403 0.000000 @@ -4421,286 +4421,286 @@ gl_FragCoord origin is upper left 0:403 true case 0:403 Branch: Kill 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r008' (temp 2X2 matrix of float) -0:403 clamp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r008' ( temp 2X2 matrix of float) +0:403 clamp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r009' (temp 2X2 matrix of float) -0:403 cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r009' ( temp 2X2 matrix of float) +0:403 cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r010' (temp 2X2 matrix of float) -0:403 hyp. cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r010' ( temp 2X2 matrix of float) +0:403 hyp. cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r011' (temp 2X2 matrix of float) -0:403 dPdx (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r011' ( temp 2X2 matrix of float) +0:403 dPdx ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r012' (temp 2X2 matrix of float) -0:403 dPdxCoarse (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r012' ( temp 2X2 matrix of float) +0:403 dPdxCoarse ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r013' (temp 2X2 matrix of float) -0:403 dPdxFine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r013' ( temp 2X2 matrix of float) +0:403 dPdxFine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r014' (temp 2X2 matrix of float) -0:403 dPdy (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r014' ( temp 2X2 matrix of float) +0:403 dPdy ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r015' (temp 2X2 matrix of float) -0:403 dPdyCoarse (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r015' ( temp 2X2 matrix of float) +0:403 dPdyCoarse ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r016' (temp 2X2 matrix of float) -0:403 dPdyFine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r016' ( temp 2X2 matrix of float) +0:403 dPdyFine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r017' (temp 2X2 matrix of float) -0:403 degrees (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r017' ( temp 2X2 matrix of float) +0:403 degrees ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp float) -0:403 'r018' (temp float) -0:403 determinant (temp float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp float) +0:403 'r018' ( temp float) +0:403 determinant ( temp float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r019' (temp 2X2 matrix of float) -0:403 exp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r019' ( temp 2X2 matrix of float) +0:403 exp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'R020' (temp 2X2 matrix of float) -0:403 exp2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'R020' ( temp 2X2 matrix of float) +0:403 exp2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r021' (temp 2X2 matrix of float) -0:403 Floor (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r021' ( temp 2X2 matrix of float) +0:403 Floor ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r022' (temp 2X2 matrix of float) -0:403 mod (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r022' ( temp 2X2 matrix of float) +0:403 mod ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r023' (temp 2X2 matrix of float) -0:403 Fraction (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r023' ( temp 2X2 matrix of float) +0:403 Fraction ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r024' (temp 2X2 matrix of float) -0:403 frexp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r024' ( temp 2X2 matrix of float) +0:403 frexp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r025' (temp 2X2 matrix of float) -0:403 fwidth (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r025' ( temp 2X2 matrix of float) +0:403 fwidth ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r026' (temp 2X2 matrix of float) -0:403 ldexp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r026' ( temp 2X2 matrix of float) +0:403 ldexp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r026a' (temp 2X2 matrix of float) -0:403 mix (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r026a' ( temp 2X2 matrix of float) +0:403 mix ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r027' (temp 2X2 matrix of float) -0:403 log (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r027' ( temp 2X2 matrix of float) +0:403 log ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r028' (temp 2X2 matrix of float) -0:403 matrix-scale (temp 2X2 matrix of float) -0:403 log2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r028' ( temp 2X2 matrix of float) +0:403 matrix-scale ( temp 2X2 matrix of float) +0:403 log2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.301030 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r029' (temp 2X2 matrix of float) -0:403 log2 (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r029' ( temp 2X2 matrix of float) +0:403 log2 ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r030' (temp 2X2 matrix of float) -0:403 max (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r030' ( temp 2X2 matrix of float) +0:403 max ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r031' (temp 2X2 matrix of float) -0:403 min (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r031' ( temp 2X2 matrix of float) +0:403 min ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r032' (temp 2X2 matrix of float) -0:403 pow (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r032' ( temp 2X2 matrix of float) +0:403 pow ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r033' (temp 2X2 matrix of float) -0:403 radians (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r033' ( temp 2X2 matrix of float) +0:403 radians ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r034' (temp 2X2 matrix of float) -0:403 roundEven (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r034' ( temp 2X2 matrix of float) +0:403 roundEven ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r035' (temp 2X2 matrix of float) -0:403 inverse sqrt (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r035' ( temp 2X2 matrix of float) +0:403 inverse sqrt ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r036' (temp 2X2 matrix of float) -0:403 clamp (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r036' ( temp 2X2 matrix of float) +0:403 clamp ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Constant: 0:403 0.000000 0:403 Constant: 0:403 1.000000 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r037' (temp 2X2 matrix of float) -0:403 Sign (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r037' ( temp 2X2 matrix of float) +0:403 Sign ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r038' (temp 2X2 matrix of float) -0:403 sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r038' ( temp 2X2 matrix of float) +0:403 sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) -0:403 cosine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) +0:403 cosine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r039' (temp 2X2 matrix of float) -0:403 hyp. sine (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r039' ( temp 2X2 matrix of float) +0:403 hyp. sine ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r049' (temp 2X2 matrix of float) -0:403 smoothstep (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) -0:403 'inF2' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r049' ( temp 2X2 matrix of float) +0:403 smoothstep ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) +0:403 'inF2' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r041' (temp 2X2 matrix of float) -0:403 sqrt (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r041' ( temp 2X2 matrix of float) +0:403 sqrt ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r042' (temp 2X2 matrix of float) -0:403 step (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 'inF1' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r042' ( temp 2X2 matrix of float) +0:403 step ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 'inF1' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r043' (temp 2X2 matrix of float) -0:403 tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r043' ( temp 2X2 matrix of float) +0:403 tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r044' (temp 2X2 matrix of float) -0:403 hyp. tangent (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) -0:403 transpose (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r044' ( temp 2X2 matrix of float) +0:403 hyp. tangent ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) +0:403 transpose ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:403 Sequence -0:403 move second child to first child (temp 2X2 matrix of float) -0:403 'r046' (temp 2X2 matrix of float) -0:403 trunc (temp 2X2 matrix of float) -0:403 'inF0' (in 2X2 matrix of float) +0:403 move second child to first child ( temp 2X2 matrix of float) +0:403 'r046' ( temp 2X2 matrix of float) +0:403 trunc ( temp 2X2 matrix of float) +0:403 'inF0' ( in 2X2 matrix of float) 0:406 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:410 'inF2' (in 3X3 matrix of float) +0:410 'inF0' ( in 3X3 matrix of float) +0:410 'inF1' ( in 3X3 matrix of float) +0:410 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:412 Sequence -0:412 move second child to first child (temp bool) -0:412 'r000' (temp bool) -0:412 all (temp bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp bool) +0:412 'r000' ( temp bool) +0:412 all ( temp bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r001' (temp 3X3 matrix of float) -0:412 Absolute value (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 arc cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r001' ( temp 3X3 matrix of float) +0:412 Absolute value ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 arc cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp bool) -0:412 'r003' (temp bool) -0:412 any (temp bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp bool) +0:412 'r003' ( temp bool) +0:412 any ( temp bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r004' (temp 3X3 matrix of float) -0:412 arc sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r004' ( temp 3X3 matrix of float) +0:412 arc sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r005' (temp 3X3 matrix of float) -0:412 arc tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r005' ( temp 3X3 matrix of float) +0:412 arc tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r006' (temp 3X3 matrix of float) -0:412 arc tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r006' ( temp 3X3 matrix of float) +0:412 arc tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r007' (temp 3X3 matrix of float) -0:412 Ceiling (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 Test condition and select (temp void) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r007' ( temp 3X3 matrix of float) +0:412 Ceiling ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 Test condition and select ( temp void) 0:412 Condition -0:412 any (temp bool) -0:412 Compare Less Than (temp 3X3 matrix of bool) -0:412 'inF0' (in 3X3 matrix of float) +0:412 any ( temp bool) +0:412 Compare Less Than ( temp 3X3 matrix of bool) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.000000 0:412 0.000000 @@ -4714,231 +4714,231 @@ gl_FragCoord origin is upper left 0:412 true case 0:412 Branch: Kill 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r008' (temp 3X3 matrix of float) -0:412 clamp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r008' ( temp 3X3 matrix of float) +0:412 clamp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r009' (temp 3X3 matrix of float) -0:412 cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r009' ( temp 3X3 matrix of float) +0:412 cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r010' (temp 3X3 matrix of float) -0:412 hyp. cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r010' ( temp 3X3 matrix of float) +0:412 hyp. cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r011' (temp 3X3 matrix of float) -0:412 dPdx (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r011' ( temp 3X3 matrix of float) +0:412 dPdx ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r012' (temp 3X3 matrix of float) -0:412 dPdxCoarse (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r012' ( temp 3X3 matrix of float) +0:412 dPdxCoarse ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r013' (temp 3X3 matrix of float) -0:412 dPdxFine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r013' ( temp 3X3 matrix of float) +0:412 dPdxFine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r014' (temp 3X3 matrix of float) -0:412 dPdy (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r014' ( temp 3X3 matrix of float) +0:412 dPdy ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r015' (temp 3X3 matrix of float) -0:412 dPdyCoarse (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r015' ( temp 3X3 matrix of float) +0:412 dPdyCoarse ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r016' (temp 3X3 matrix of float) -0:412 dPdyFine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r016' ( temp 3X3 matrix of float) +0:412 dPdyFine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r017' (temp 3X3 matrix of float) -0:412 degrees (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r017' ( temp 3X3 matrix of float) +0:412 degrees ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp float) -0:412 'r018' (temp float) -0:412 determinant (temp float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp float) +0:412 'r018' ( temp float) +0:412 determinant ( temp float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r019' (temp 3X3 matrix of float) -0:412 exp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r019' ( temp 3X3 matrix of float) +0:412 exp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'R020' (temp 3X3 matrix of float) -0:412 exp2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'R020' ( temp 3X3 matrix of float) +0:412 exp2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r021' (temp 3X3 matrix of float) -0:412 Floor (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r021' ( temp 3X3 matrix of float) +0:412 Floor ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r022' (temp 3X3 matrix of float) -0:412 mod (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r022' ( temp 3X3 matrix of float) +0:412 mod ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r023' (temp 3X3 matrix of float) -0:412 Fraction (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r023' ( temp 3X3 matrix of float) +0:412 Fraction ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r024' (temp 3X3 matrix of float) -0:412 frexp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r024' ( temp 3X3 matrix of float) +0:412 frexp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r025' (temp 3X3 matrix of float) -0:412 fwidth (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r025' ( temp 3X3 matrix of float) +0:412 fwidth ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r026' (temp 3X3 matrix of float) -0:412 ldexp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r026' ( temp 3X3 matrix of float) +0:412 ldexp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r026a' (temp 3X3 matrix of float) -0:412 mix (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r026a' ( temp 3X3 matrix of float) +0:412 mix ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r027' (temp 3X3 matrix of float) -0:412 log (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r027' ( temp 3X3 matrix of float) +0:412 log ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r028' (temp 3X3 matrix of float) -0:412 matrix-scale (temp 3X3 matrix of float) -0:412 log2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r028' ( temp 3X3 matrix of float) +0:412 matrix-scale ( temp 3X3 matrix of float) +0:412 log2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.301030 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r029' (temp 3X3 matrix of float) -0:412 log2 (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r029' ( temp 3X3 matrix of float) +0:412 log2 ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r030' (temp 3X3 matrix of float) -0:412 max (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r030' ( temp 3X3 matrix of float) +0:412 max ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r031' (temp 3X3 matrix of float) -0:412 min (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r031' ( temp 3X3 matrix of float) +0:412 min ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r032' (temp 3X3 matrix of float) -0:412 pow (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r032' ( temp 3X3 matrix of float) +0:412 pow ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r033' (temp 3X3 matrix of float) -0:412 radians (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r033' ( temp 3X3 matrix of float) +0:412 radians ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r034' (temp 3X3 matrix of float) -0:412 roundEven (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r034' ( temp 3X3 matrix of float) +0:412 roundEven ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r035' (temp 3X3 matrix of float) -0:412 inverse sqrt (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r035' ( temp 3X3 matrix of float) +0:412 inverse sqrt ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r036' (temp 3X3 matrix of float) -0:412 clamp (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r036' ( temp 3X3 matrix of float) +0:412 clamp ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Constant: 0:412 0.000000 0:412 Constant: 0:412 1.000000 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r037' (temp 3X3 matrix of float) -0:412 Sign (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r037' ( temp 3X3 matrix of float) +0:412 Sign ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r038' (temp 3X3 matrix of float) -0:412 sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r038' ( temp 3X3 matrix of float) +0:412 sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) -0:412 cosine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) +0:412 cosine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r039' (temp 3X3 matrix of float) -0:412 hyp. sine (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r039' ( temp 3X3 matrix of float) +0:412 hyp. sine ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r049' (temp 3X3 matrix of float) -0:412 smoothstep (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) -0:412 'inF2' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r049' ( temp 3X3 matrix of float) +0:412 smoothstep ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) +0:412 'inF2' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r041' (temp 3X3 matrix of float) -0:412 sqrt (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r041' ( temp 3X3 matrix of float) +0:412 sqrt ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r042' (temp 3X3 matrix of float) -0:412 step (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 'inF1' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r042' ( temp 3X3 matrix of float) +0:412 step ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 'inF1' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r043' (temp 3X3 matrix of float) -0:412 tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r043' ( temp 3X3 matrix of float) +0:412 tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r044' (temp 3X3 matrix of float) -0:412 hyp. tangent (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) -0:412 transpose (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r044' ( temp 3X3 matrix of float) +0:412 hyp. tangent ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) +0:412 transpose ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3X3 matrix of float) -0:412 'r046' (temp 3X3 matrix of float) -0:412 trunc (temp 3X3 matrix of float) -0:412 'inF0' (in 3X3 matrix of float) +0:412 move second child to first child ( temp 3X3 matrix of float) +0:412 'r046' ( temp 3X3 matrix of float) +0:412 trunc ( temp 3X3 matrix of float) +0:412 'inF0' ( in 3X3 matrix of float) 0:415 Branch: Return with expression 0:? Constant: 0:? 3.000000 @@ -4950,55 +4950,55 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:419 'inF2' (in 4X4 matrix of float) +0:419 'inF0' ( in 4X4 matrix of float) +0:419 'inF1' ( in 4X4 matrix of float) +0:419 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:421 Sequence -0:421 move second child to first child (temp bool) -0:421 'r000' (temp bool) -0:421 all (temp bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp bool) +0:421 'r000' ( temp bool) +0:421 all ( temp bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r001' (temp 4X4 matrix of float) -0:421 Absolute value (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 arc cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r001' ( temp 4X4 matrix of float) +0:421 Absolute value ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 arc cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp bool) -0:421 'r003' (temp bool) -0:421 any (temp bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp bool) +0:421 'r003' ( temp bool) +0:421 any ( temp bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r004' (temp 4X4 matrix of float) -0:421 arc sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r004' ( temp 4X4 matrix of float) +0:421 arc sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r005' (temp 4X4 matrix of float) -0:421 arc tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r005' ( temp 4X4 matrix of float) +0:421 arc tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r006' (temp 4X4 matrix of float) -0:421 arc tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r006' ( temp 4X4 matrix of float) +0:421 arc tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r007' (temp 4X4 matrix of float) -0:421 Ceiling (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 Test condition and select (temp void) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r007' ( temp 4X4 matrix of float) +0:421 Ceiling ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 Test condition and select ( temp void) 0:421 Condition -0:421 any (temp bool) -0:421 Compare Less Than (temp 4X4 matrix of bool) -0:421 'inF0' (in 4X4 matrix of float) +0:421 any ( temp bool) +0:421 Compare Less Than ( temp 4X4 matrix of bool) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.000000 0:421 0.000000 @@ -5019,231 +5019,231 @@ gl_FragCoord origin is upper left 0:421 true case 0:421 Branch: Kill 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r008' (temp 4X4 matrix of float) -0:421 clamp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r008' ( temp 4X4 matrix of float) +0:421 clamp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r009' (temp 4X4 matrix of float) -0:421 cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r009' ( temp 4X4 matrix of float) +0:421 cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r010' (temp 4X4 matrix of float) -0:421 hyp. cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r010' ( temp 4X4 matrix of float) +0:421 hyp. cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r011' (temp 4X4 matrix of float) -0:421 dPdx (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r011' ( temp 4X4 matrix of float) +0:421 dPdx ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r012' (temp 4X4 matrix of float) -0:421 dPdxCoarse (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r012' ( temp 4X4 matrix of float) +0:421 dPdxCoarse ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r013' (temp 4X4 matrix of float) -0:421 dPdxFine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r013' ( temp 4X4 matrix of float) +0:421 dPdxFine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r014' (temp 4X4 matrix of float) -0:421 dPdy (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r014' ( temp 4X4 matrix of float) +0:421 dPdy ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r015' (temp 4X4 matrix of float) -0:421 dPdyCoarse (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r015' ( temp 4X4 matrix of float) +0:421 dPdyCoarse ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r016' (temp 4X4 matrix of float) -0:421 dPdyFine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r016' ( temp 4X4 matrix of float) +0:421 dPdyFine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r017' (temp 4X4 matrix of float) -0:421 degrees (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r017' ( temp 4X4 matrix of float) +0:421 degrees ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp float) -0:421 'r018' (temp float) -0:421 determinant (temp float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp float) +0:421 'r018' ( temp float) +0:421 determinant ( temp float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r019' (temp 4X4 matrix of float) -0:421 exp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r019' ( temp 4X4 matrix of float) +0:421 exp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'R020' (temp 4X4 matrix of float) -0:421 exp2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'R020' ( temp 4X4 matrix of float) +0:421 exp2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r021' (temp 4X4 matrix of float) -0:421 Floor (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r021' ( temp 4X4 matrix of float) +0:421 Floor ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r022' (temp 4X4 matrix of float) -0:421 mod (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r022' ( temp 4X4 matrix of float) +0:421 mod ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r023' (temp 4X4 matrix of float) -0:421 Fraction (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r023' ( temp 4X4 matrix of float) +0:421 Fraction ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r024' (temp 4X4 matrix of float) -0:421 frexp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r024' ( temp 4X4 matrix of float) +0:421 frexp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r025' (temp 4X4 matrix of float) -0:421 fwidth (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r025' ( temp 4X4 matrix of float) +0:421 fwidth ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r026' (temp 4X4 matrix of float) -0:421 ldexp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r026' ( temp 4X4 matrix of float) +0:421 ldexp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r026a' (temp 4X4 matrix of float) -0:421 mix (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r026a' ( temp 4X4 matrix of float) +0:421 mix ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r027' (temp 4X4 matrix of float) -0:421 log (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r027' ( temp 4X4 matrix of float) +0:421 log ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r028' (temp 4X4 matrix of float) -0:421 matrix-scale (temp 4X4 matrix of float) -0:421 log2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r028' ( temp 4X4 matrix of float) +0:421 matrix-scale ( temp 4X4 matrix of float) +0:421 log2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.301030 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r029' (temp 4X4 matrix of float) -0:421 log2 (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r029' ( temp 4X4 matrix of float) +0:421 log2 ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r030' (temp 4X4 matrix of float) -0:421 max (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r030' ( temp 4X4 matrix of float) +0:421 max ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r031' (temp 4X4 matrix of float) -0:421 min (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r031' ( temp 4X4 matrix of float) +0:421 min ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r032' (temp 4X4 matrix of float) -0:421 pow (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r032' ( temp 4X4 matrix of float) +0:421 pow ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r033' (temp 4X4 matrix of float) -0:421 radians (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r033' ( temp 4X4 matrix of float) +0:421 radians ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r034' (temp 4X4 matrix of float) -0:421 roundEven (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r034' ( temp 4X4 matrix of float) +0:421 roundEven ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r035' (temp 4X4 matrix of float) -0:421 inverse sqrt (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r035' ( temp 4X4 matrix of float) +0:421 inverse sqrt ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r036' (temp 4X4 matrix of float) -0:421 clamp (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r036' ( temp 4X4 matrix of float) +0:421 clamp ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Constant: 0:421 0.000000 0:421 Constant: 0:421 1.000000 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r037' (temp 4X4 matrix of float) -0:421 Sign (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r037' ( temp 4X4 matrix of float) +0:421 Sign ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r038' (temp 4X4 matrix of float) -0:421 sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r038' ( temp 4X4 matrix of float) +0:421 sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) -0:421 cosine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) +0:421 cosine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r039' (temp 4X4 matrix of float) -0:421 hyp. sine (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r039' ( temp 4X4 matrix of float) +0:421 hyp. sine ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r049' (temp 4X4 matrix of float) -0:421 smoothstep (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) -0:421 'inF2' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r049' ( temp 4X4 matrix of float) +0:421 smoothstep ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) +0:421 'inF2' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r041' (temp 4X4 matrix of float) -0:421 sqrt (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r041' ( temp 4X4 matrix of float) +0:421 sqrt ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r042' (temp 4X4 matrix of float) -0:421 step (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 'inF1' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r042' ( temp 4X4 matrix of float) +0:421 step ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 'inF1' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r043' (temp 4X4 matrix of float) -0:421 tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r043' ( temp 4X4 matrix of float) +0:421 tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r044' (temp 4X4 matrix of float) -0:421 hyp. tangent (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) -0:421 transpose (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r044' ( temp 4X4 matrix of float) +0:421 hyp. tangent ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) +0:421 transpose ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:421 Sequence -0:421 move second child to first child (temp 4X4 matrix of float) -0:421 'r046' (temp 4X4 matrix of float) -0:421 trunc (temp 4X4 matrix of float) -0:421 'inF0' (in 4X4 matrix of float) +0:421 move second child to first child ( temp 4X4 matrix of float) +0:421 'r046' ( temp 4X4 matrix of float) +0:421 trunc ( temp 4X4 matrix of float) +0:421 'inF0' ( in 4X4 matrix of float) 0:424 Branch: Return with expression 0:? Constant: 0:? 4.000000 @@ -5262,315 +5262,315 @@ 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; (temp 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) -0:442 'inFV0' (in 2-component vector of float) -0:442 'inFV1' (in 2-component vector of float) -0:442 'inFM0' (in 2X2 matrix of float) -0:442 'inFM1' (in 2X2 matrix of float) +0:442 'inF0' ( in float) +0:442 'inF1' ( in float) +0:442 'inFV0' ( in 2-component vector of float) +0:442 'inFV1' ( in 2-component vector of float) +0:442 'inFM0' ( in 2X2 matrix of float) +0:442 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:443 Sequence -0:443 move second child to first child (temp float) -0:443 'r0' (temp float) -0:443 component-wise multiply (temp float) -0:443 'inF1' (in float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp float) +0:443 'r0' ( temp float) +0:443 component-wise multiply ( temp float) +0:443 'inF1' ( in float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r1' (temp 2-component vector of float) -0:443 vector-scale (temp 2-component vector of float) -0:443 'inF0' (in float) -0:443 'inFV0' (in 2-component vector of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r1' ( temp 2-component vector of float) +0:443 vector-scale ( temp 2-component vector of float) +0:443 'inF0' ( in float) +0:443 'inFV0' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r2' (temp 2-component vector of float) -0:443 vector-scale (temp 2-component vector of float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r2' ( temp 2-component vector of float) +0:443 vector-scale ( temp 2-component vector of float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp float) -0:443 'r3' (temp float) -0:443 dot-product (temp float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inFV1' (in 2-component vector of float) +0:443 move second child to first child ( temp float) +0:443 'r3' ( temp float) +0:443 dot-product ( temp float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inFV1' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r4' (temp 2-component vector of float) -0:443 vector-times-matrix (temp 2-component vector of float) -0:443 'inFV0' (in 2-component vector of float) -0:443 'inFM0' (in 2X2 matrix of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r4' ( temp 2-component vector of float) +0:443 vector-times-matrix ( temp 2-component vector of float) +0:443 'inFV0' ( in 2-component vector of float) +0:443 'inFM0' ( in 2X2 matrix of float) 0:443 Sequence -0:443 move second child to first child (temp 2-component vector of float) -0:443 'r5' (temp 2-component vector of float) -0:443 matrix-times-vector (temp 2-component vector of float) -0:443 'inFM0' (in 2X2 matrix of float) -0:443 'inFV0' (in 2-component vector of float) +0:443 move second child to first child ( temp 2-component vector of float) +0:443 'r5' ( temp 2-component vector of float) +0:443 matrix-times-vector ( temp 2-component vector of float) +0:443 'inFM0' ( in 2X2 matrix of float) +0:443 'inFV0' ( in 2-component vector of float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r6' (temp 2X2 matrix of float) -0:443 matrix-scale (temp 2X2 matrix of float) -0:443 'inF0' (in float) -0:443 'inFM0' (in 2X2 matrix of float) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r6' ( temp 2X2 matrix of float) +0:443 matrix-scale ( temp 2X2 matrix of float) +0:443 'inF0' ( in float) +0:443 'inFM0' ( in 2X2 matrix of float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r7' (temp 2X2 matrix of float) -0:443 matrix-scale (temp 2X2 matrix of float) -0:443 'inFM0' (in 2X2 matrix of float) -0:443 'inF0' (in float) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r7' ( temp 2X2 matrix of float) +0:443 matrix-scale ( temp 2X2 matrix of float) +0:443 'inFM0' ( in 2X2 matrix of float) +0:443 'inF0' ( in float) 0:443 Sequence -0:443 move second child to first child (temp 2X2 matrix of float) -0:443 'r8' (temp 2X2 matrix of float) -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; (temp void) +0:443 move second child to first child ( temp 2X2 matrix of float) +0:443 'r8' ( temp 2X2 matrix of float) +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; ( temp void) 0:449 Function Parameters: -0:449 'inF0' (in float) -0:449 'inF1' (in float) -0:449 'inFV0' (in 3-component vector of float) -0:449 'inFV1' (in 3-component vector of float) -0:449 'inFM0' (in 3X3 matrix of float) -0:449 'inFM1' (in 3X3 matrix of float) +0:449 'inF0' ( in float) +0:449 'inF1' ( in float) +0:449 'inFV0' ( in 3-component vector of float) +0:449 'inFV1' ( in 3-component vector of float) +0:449 'inFM0' ( in 3X3 matrix of float) +0:449 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:450 Sequence -0:450 move second child to first child (temp float) -0:450 'r0' (temp float) -0:450 component-wise multiply (temp float) -0:450 'inF1' (in float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp float) +0:450 'r0' ( temp float) +0:450 component-wise multiply ( temp float) +0:450 'inF1' ( in float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r1' (temp 3-component vector of float) -0:450 vector-scale (temp 3-component vector of float) -0:450 'inF0' (in float) -0:450 'inFV0' (in 3-component vector of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r1' ( temp 3-component vector of float) +0:450 vector-scale ( temp 3-component vector of float) +0:450 'inF0' ( in float) +0:450 'inFV0' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r2' (temp 3-component vector of float) -0:450 vector-scale (temp 3-component vector of float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r2' ( temp 3-component vector of float) +0:450 vector-scale ( temp 3-component vector of float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp float) -0:450 'r3' (temp float) -0:450 dot-product (temp float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inFV1' (in 3-component vector of float) +0:450 move second child to first child ( temp float) +0:450 'r3' ( temp float) +0:450 dot-product ( temp float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inFV1' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r4' (temp 3-component vector of float) -0:450 vector-times-matrix (temp 3-component vector of float) -0:450 'inFV0' (in 3-component vector of float) -0:450 'inFM0' (in 3X3 matrix of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r4' ( temp 3-component vector of float) +0:450 vector-times-matrix ( temp 3-component vector of float) +0:450 'inFV0' ( in 3-component vector of float) +0:450 'inFM0' ( in 3X3 matrix of float) 0:450 Sequence -0:450 move second child to first child (temp 3-component vector of float) -0:450 'r5' (temp 3-component vector of float) -0:450 matrix-times-vector (temp 3-component vector of float) -0:450 'inFM0' (in 3X3 matrix of float) -0:450 'inFV0' (in 3-component vector of float) +0:450 move second child to first child ( temp 3-component vector of float) +0:450 'r5' ( temp 3-component vector of float) +0:450 matrix-times-vector ( temp 3-component vector of float) +0:450 'inFM0' ( in 3X3 matrix of float) +0:450 'inFV0' ( in 3-component vector of float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r6' (temp 3X3 matrix of float) -0:450 matrix-scale (temp 3X3 matrix of float) -0:450 'inF0' (in float) -0:450 'inFM0' (in 3X3 matrix of float) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r6' ( temp 3X3 matrix of float) +0:450 matrix-scale ( temp 3X3 matrix of float) +0:450 'inF0' ( in float) +0:450 'inFM0' ( in 3X3 matrix of float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r7' (temp 3X3 matrix of float) -0:450 matrix-scale (temp 3X3 matrix of float) -0:450 'inFM0' (in 3X3 matrix of float) -0:450 'inF0' (in float) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r7' ( temp 3X3 matrix of float) +0:450 matrix-scale ( temp 3X3 matrix of float) +0:450 'inFM0' ( in 3X3 matrix of float) +0:450 'inF0' ( in float) 0:450 Sequence -0:450 move second child to first child (temp 3X3 matrix of float) -0:450 'r8' (temp 3X3 matrix of float) -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; (temp void) +0:450 move second child to first child ( temp 3X3 matrix of float) +0:450 'r8' ( temp 3X3 matrix of float) +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; ( temp void) 0:456 Function Parameters: -0:456 'inF0' (in float) -0:456 'inF1' (in float) -0:456 'inFV0' (in 4-component vector of float) -0:456 'inFV1' (in 4-component vector of float) -0:456 'inFM0' (in 4X4 matrix of float) -0:456 'inFM1' (in 4X4 matrix of float) +0:456 'inF0' ( in float) +0:456 'inF1' ( in float) +0:456 'inFV0' ( in 4-component vector of float) +0:456 'inFV1' ( in 4-component vector of float) +0:456 'inFM0' ( in 4X4 matrix of float) +0:456 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:457 Sequence -0:457 move second child to first child (temp float) -0:457 'r0' (temp float) -0:457 component-wise multiply (temp float) -0:457 'inF1' (in float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp float) +0:457 'r0' ( temp float) +0:457 component-wise multiply ( temp float) +0:457 'inF1' ( in float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r1' (temp 4-component vector of float) -0:457 vector-scale (temp 4-component vector of float) -0:457 'inF0' (in float) -0:457 'inFV0' (in 4-component vector of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r1' ( temp 4-component vector of float) +0:457 vector-scale ( temp 4-component vector of float) +0:457 'inF0' ( in float) +0:457 'inFV0' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r2' (temp 4-component vector of float) -0:457 vector-scale (temp 4-component vector of float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r2' ( temp 4-component vector of float) +0:457 vector-scale ( temp 4-component vector of float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp float) -0:457 'r3' (temp float) -0:457 dot-product (temp float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inFV1' (in 4-component vector of float) +0:457 move second child to first child ( temp float) +0:457 'r3' ( temp float) +0:457 dot-product ( temp float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inFV1' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r4' (temp 4-component vector of float) -0:457 vector-times-matrix (temp 4-component vector of float) -0:457 'inFV0' (in 4-component vector of float) -0:457 'inFM0' (in 4X4 matrix of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r4' ( temp 4-component vector of float) +0:457 vector-times-matrix ( temp 4-component vector of float) +0:457 'inFV0' ( in 4-component vector of float) +0:457 'inFM0' ( in 4X4 matrix of float) 0:457 Sequence -0:457 move second child to first child (temp 4-component vector of float) -0:457 'r5' (temp 4-component vector of float) -0:457 matrix-times-vector (temp 4-component vector of float) -0:457 'inFM0' (in 4X4 matrix of float) -0:457 'inFV0' (in 4-component vector of float) +0:457 move second child to first child ( temp 4-component vector of float) +0:457 'r5' ( temp 4-component vector of float) +0:457 matrix-times-vector ( temp 4-component vector of float) +0:457 'inFM0' ( in 4X4 matrix of float) +0:457 'inFV0' ( in 4-component vector of float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r6' (temp 4X4 matrix of float) -0:457 matrix-scale (temp 4X4 matrix of float) -0:457 'inF0' (in float) -0:457 'inFM0' (in 4X4 matrix of float) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r6' ( temp 4X4 matrix of float) +0:457 matrix-scale ( temp 4X4 matrix of float) +0:457 'inF0' ( in float) +0:457 'inFM0' ( in 4X4 matrix of float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r7' (temp 4X4 matrix of float) -0:457 matrix-scale (temp 4X4 matrix of float) -0:457 'inFM0' (in 4X4 matrix of float) -0:457 'inF0' (in float) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r7' ( temp 4X4 matrix of float) +0:457 matrix-scale ( temp 4X4 matrix of float) +0:457 'inFM0' ( in 4X4 matrix of float) +0:457 'inF0' ( in float) 0:457 Sequence -0:457 move second child to first child (temp 4X4 matrix of float) -0:457 'r8' (temp 4X4 matrix of float) -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; (temp void) +0:457 move second child to first child ( temp 4X4 matrix of float) +0:457 'r8' ( temp 4X4 matrix of float) +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; ( temp void) 0:466 Function Parameters: -0:466 'inF0' (in float) -0:466 'inF1' (in float) -0:466 'inFV2' (in 2-component vector of float) -0:466 'inFV3' (in 3-component vector of float) -0:466 'inFM2x3' (in 2X3 matrix of float) -0:466 'inFM3x2' (in 3X2 matrix of float) -0:466 'inFM3x3' (in 3X3 matrix of float) -0:466 'inFM3x4' (in 3X4 matrix of float) -0:466 'inFM2x4' (in 2X4 matrix of float) +0:466 'inF0' ( in float) +0:466 'inF1' ( in float) +0:466 'inFV2' ( in 2-component vector of float) +0:466 'inFV3' ( in 3-component vector of float) +0:466 'inFM2x3' ( in 2X3 matrix of float) +0:466 'inFM3x2' ( in 3X2 matrix of float) +0:466 'inFM3x3' ( in 3X3 matrix of float) +0:466 'inFM3x4' ( in 3X4 matrix of float) +0:466 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:467 Sequence -0:467 move second child to first child (temp float) -0:467 'r00' (temp float) -0:467 component-wise multiply (temp float) -0:467 'inF1' (in float) -0:467 'inF0' (in float) +0:467 move second child to first child ( temp float) +0:467 'r00' ( temp float) +0:467 component-wise multiply ( temp float) +0:467 'inF1' ( in float) +0:467 'inF0' ( in float) 0:468 Sequence -0:468 move second child to first child (temp 2-component vector of float) -0:468 'r01' (temp 2-component vector of float) -0:468 vector-scale (temp 2-component vector of float) -0:468 'inF0' (in float) -0:468 'inFV2' (in 2-component vector of float) +0:468 move second child to first child ( temp 2-component vector of float) +0:468 'r01' ( temp 2-component vector of float) +0:468 vector-scale ( temp 2-component vector of float) +0:468 'inF0' ( in float) +0:468 'inFV2' ( in 2-component vector of float) 0:469 Sequence -0:469 move second child to first child (temp 3-component vector of float) -0:469 'r02' (temp 3-component vector of float) -0:469 vector-scale (temp 3-component vector of float) -0:469 'inF0' (in float) -0:469 'inFV3' (in 3-component vector of float) +0:469 move second child to first child ( temp 3-component vector of float) +0:469 'r02' ( temp 3-component vector of float) +0:469 vector-scale ( temp 3-component vector of float) +0:469 'inF0' ( in float) +0:469 'inFV3' ( in 3-component vector of float) 0:470 Sequence -0:470 move second child to first child (temp 2-component vector of float) -0:470 'r03' (temp 2-component vector of float) -0:470 vector-scale (temp 2-component vector of float) -0:470 'inFV2' (in 2-component vector of float) -0:470 'inF0' (in float) +0:470 move second child to first child ( temp 2-component vector of float) +0:470 'r03' ( temp 2-component vector of float) +0:470 vector-scale ( temp 2-component vector of float) +0:470 'inFV2' ( in 2-component vector of float) +0:470 'inF0' ( in float) 0:471 Sequence -0:471 move second child to first child (temp 3-component vector of float) -0:471 'r04' (temp 3-component vector of float) -0:471 vector-scale (temp 3-component vector of float) -0:471 'inFV3' (in 3-component vector of float) -0:471 'inF0' (in float) +0:471 move second child to first child ( temp 3-component vector of float) +0:471 'r04' ( temp 3-component vector of float) +0:471 vector-scale ( temp 3-component vector of float) +0:471 'inFV3' ( in 3-component vector of float) +0:471 'inF0' ( in float) 0:472 Sequence -0:472 move second child to first child (temp float) -0:472 'r05' (temp float) -0:472 dot-product (temp float) -0:472 'inFV2' (in 2-component vector of float) -0:472 'inFV2' (in 2-component vector of float) +0:472 move second child to first child ( temp float) +0:472 'r05' ( temp float) +0:472 dot-product ( temp float) +0:472 'inFV2' ( in 2-component vector of float) +0:472 'inFV2' ( in 2-component vector of float) 0:473 Sequence -0:473 move second child to first child (temp float) -0:473 'r06' (temp float) -0:473 dot-product (temp float) -0:473 'inFV3' (in 3-component vector of float) -0:473 'inFV3' (in 3-component vector of float) +0:473 move second child to first child ( temp float) +0:473 'r06' ( temp float) +0:473 dot-product ( temp float) +0:473 'inFV3' ( in 3-component vector of float) +0:473 'inFV3' ( in 3-component vector of float) 0:474 Sequence -0:474 move second child to first child (temp 3-component vector of float) -0:474 'r07' (temp 3-component vector of float) -0:474 matrix-times-vector (temp 3-component vector of float) -0:474 'inFM2x3' (in 2X3 matrix of float) -0:474 'inFV2' (in 2-component vector of float) +0:474 move second child to first child ( temp 3-component vector of float) +0:474 'r07' ( temp 3-component vector of float) +0:474 matrix-times-vector ( temp 3-component vector of float) +0:474 'inFM2x3' ( in 2X3 matrix of float) +0:474 'inFV2' ( in 2-component vector of float) 0:475 Sequence -0:475 move second child to first child (temp 2-component vector of float) -0:475 'r08' (temp 2-component vector of float) -0:475 matrix-times-vector (temp 2-component vector of float) -0:475 'inFM3x2' (in 3X2 matrix of float) -0:475 'inFV3' (in 3-component vector of float) +0:475 move second child to first child ( temp 2-component vector of float) +0:475 'r08' ( temp 2-component vector of float) +0:475 matrix-times-vector ( temp 2-component vector of float) +0:475 'inFM3x2' ( in 3X2 matrix of float) +0:475 'inFV3' ( in 3-component vector of float) 0:476 Sequence -0:476 move second child to first child (temp 2-component vector of float) -0:476 'r09' (temp 2-component vector of float) -0:476 vector-times-matrix (temp 2-component vector of float) -0:476 'inFV3' (in 3-component vector of float) -0:476 'inFM2x3' (in 2X3 matrix of float) +0:476 move second child to first child ( temp 2-component vector of float) +0:476 'r09' ( temp 2-component vector of float) +0:476 vector-times-matrix ( temp 2-component vector of float) +0:476 'inFV3' ( in 3-component vector of float) +0:476 'inFM2x3' ( in 2X3 matrix of float) 0:477 Sequence -0:477 move second child to first child (temp 3-component vector of float) -0:477 'r10' (temp 3-component vector of float) -0:477 vector-times-matrix (temp 3-component vector of float) -0:477 'inFV2' (in 2-component vector of float) -0:477 'inFM3x2' (in 3X2 matrix of float) +0:477 move second child to first child ( temp 3-component vector of float) +0:477 'r10' ( temp 3-component vector of float) +0:477 vector-times-matrix ( temp 3-component vector of float) +0:477 'inFV2' ( in 2-component vector of float) +0:477 'inFM3x2' ( in 3X2 matrix of float) 0:478 Sequence -0:478 move second child to first child (temp 2X3 matrix of float) -0:478 'r11' (temp 2X3 matrix of float) -0:478 matrix-scale (temp 2X3 matrix of float) -0:478 'inF0' (in float) -0:478 'inFM2x3' (in 2X3 matrix of float) +0:478 move second child to first child ( temp 2X3 matrix of float) +0:478 'r11' ( temp 2X3 matrix of float) +0:478 matrix-scale ( temp 2X3 matrix of float) +0:478 'inF0' ( in float) +0:478 'inFM2x3' ( in 2X3 matrix of float) 0:479 Sequence -0:479 move second child to first child (temp 3X2 matrix of float) -0:479 'r12' (temp 3X2 matrix of float) -0:479 matrix-scale (temp 3X2 matrix of float) -0:479 'inF0' (in float) -0:479 'inFM3x2' (in 3X2 matrix of float) +0:479 move second child to first child ( temp 3X2 matrix of float) +0:479 'r12' ( temp 3X2 matrix of float) +0:479 matrix-scale ( temp 3X2 matrix of float) +0:479 'inF0' ( in float) +0:479 'inFM3x2' ( in 3X2 matrix of float) 0:480 Sequence -0:480 move second child to first child (temp 2X2 matrix of float) -0:480 'r13' (temp 2X2 matrix of float) -0:480 matrix-multiply (temp 2X2 matrix of float) -0:480 'inFM3x2' (in 3X2 matrix of float) -0:480 'inFM2x3' (in 2X3 matrix of float) +0:480 move second child to first child ( temp 2X2 matrix of float) +0:480 'r13' ( temp 2X2 matrix of float) +0:480 matrix-multiply ( temp 2X2 matrix of float) +0:480 'inFM3x2' ( in 3X2 matrix of float) +0:480 'inFM2x3' ( in 2X3 matrix of float) 0:481 Sequence -0:481 move second child to first child (temp 2X3 matrix of float) -0:481 'r14' (temp 2X3 matrix of float) -0:481 matrix-multiply (temp 2X3 matrix of float) -0:481 'inFM3x3' (in 3X3 matrix of float) -0:481 'inFM2x3' (in 2X3 matrix of float) +0:481 move second child to first child ( temp 2X3 matrix of float) +0:481 'r14' ( temp 2X3 matrix of float) +0:481 matrix-multiply ( temp 2X3 matrix of float) +0:481 'inFM3x3' ( in 3X3 matrix of float) +0:481 'inFM2x3' ( in 2X3 matrix of float) 0:482 Sequence -0:482 move second child to first child (temp 2X4 matrix of float) -0:482 'r15' (temp 2X4 matrix of float) -0:482 matrix-multiply (temp 2X4 matrix of float) -0:482 'inFM3x4' (in 3X4 matrix of float) -0:482 'inFM2x3' (in 2X3 matrix of float) +0:482 move second child to first child ( temp 2X4 matrix of float) +0:482 'r15' ( temp 2X4 matrix of float) +0:482 matrix-multiply ( temp 2X4 matrix of float) +0:482 'inFM3x4' ( in 3X4 matrix of float) +0:482 'inFM2x3' ( in 2X3 matrix of float) 0:483 Sequence -0:483 move second child to first child (temp 3X4 matrix of float) -0:483 'r16' (temp 3X4 matrix of float) -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( (temp structure{temp 4-component vector of float color}) +0:483 move second child to first child ( temp 3X4 matrix of float) +0:483 'r16' ( temp 3X4 matrix of float) +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( ( 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) -0:491 color: direct index for structure (temp 4-component vector of float) -0:491 'ps_output' (temp structure{temp 4-component vector of float color}) +0:491 move second child to first child ( temp 4-component vector of float) +0:491 color: direct index for structure ( temp 4-component vector of float) +0:491 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:491 Constant: 0:491 0 (const int) 0:491 Constant: @@ -5579,31 +5579,31 @@ gl_FragCoord origin is upper left 0:491 1.000000 0:491 1.000000 0:492 Branch: Return with expression -0:492 'ps_output' (temp structure{temp 4-component vector of float color}) -0:489 Function Definition: main( (temp void) +0:492 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:489 Function Definition: main( ( temp void) 0:489 Function Parameters: 0:? Sequence 0:489 Sequence -0:489 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:489 color: direct index for structure (temp 4-component vector of float) -0:489 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:489 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:489 color: direct index for structure ( temp 4-component vector of float) +0:489 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:489 Constant: 0:489 0 (const int) 0:? Linker Objects -0:? 'gs_ua' (shared uint) -0:? 'gs_ub' (shared uint) -0:? 'gs_uc' (shared uint) -0:? 'gs_ua2' (shared 2-component vector of uint) -0:? 'gs_ub2' (shared 2-component vector of uint) -0:? 'gs_uc2' (shared 2-component vector of uint) -0:? 'gs_ua3' (shared 3-component vector of uint) -0:? 'gs_ub3' (shared 3-component vector of uint) -0:? 'gs_uc3' (shared 3-component vector of uint) -0:? 'gs_ua4' (shared 4-component vector of uint) -0:? 'gs_ub4' (shared 4-component vector of uint) -0:? 'gs_uc4' (shared 4-component vector of uint) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'gs_ua' ( shared uint) +0:? 'gs_ub' ( shared uint) +0:? 'gs_uc' ( shared uint) +0:? 'gs_ua2' ( shared 2-component vector of uint) +0:? 'gs_ub2' ( shared 2-component vector of uint) +0:? 'gs_uc2' ( shared 2-component vector of uint) +0:? 'gs_ua3' ( shared 3-component vector of uint) +0:? 'gs_ub3' ( shared 3-component vector of uint) +0:? 'gs_uc3' ( shared 3-component vector of uint) +0:? 'gs_ua4' ( shared 4-component vector of uint) +0:? 'gs_ub4' ( shared 4-component vector of uint) +0:? 'gs_uc4' ( shared 4-component vector of uint) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.lit.frag.out b/Test/baseResults/hlsl.intrinsics.lit.frag.out index 581fa5a6..affed169 100644 --- a/Test/baseResults/hlsl.intrinsics.lit.frag.out +++ b/Test/baseResults/hlsl.intrinsics.lit.frag.out @@ -2,59 +2,59 @@ hlsl.intrinsics.lit.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(f1;f1;f1; (temp void) +0:2 Function Definition: @PixelShaderFunction(f1;f1;f1; ( temp void) 0:2 Function Parameters: -0:2 'n_dot_l' (in float) -0:2 'n_dot_h' (in float) -0:2 'm' (in float) +0:2 'n_dot_l' ( in float) +0:2 'n_dot_h' ( in float) +0:2 'm' ( in float) 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:3 'r0' (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:3 'r0' ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) 0:3 Constant: 0:3 1.000000 -0:3 max (temp float) -0:3 'n_dot_l' (in float) +0:3 max ( temp float) +0:3 'n_dot_l' ( in float) 0:3 Constant: 0:3 0.000000 -0:3 Test condition and select (temp float) +0:3 Test condition and select ( temp float) 0:3 Condition -0:3 Compare Less Than (temp bool) -0:3 min (temp float) -0:3 'n_dot_l' (in float) -0:3 'n_dot_h' (in float) +0:3 Compare Less Than ( temp bool) +0:3 min ( temp float) +0:3 'n_dot_l' ( in float) +0:3 'n_dot_h' ( in float) 0:3 Constant: 0:3 0.000000 0:3 true case 0:3 Constant: 0:3 0.000000 0:3 false case -0:3 component-wise multiply (temp float) -0:3 'n_dot_h' (in float) -0:3 'm' (in float) +0:3 component-wise multiply ( temp float) +0:3 'n_dot_h' ( in float) +0:3 'm' ( in float) 0:3 Constant: 0:3 1.000000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? 'n_dot_l' (temp float) -0:? 'n_dot_l' (layout(location=0 ) in float) -0:2 move second child to first child (temp float) -0:? 'n_dot_h' (temp float) -0:? 'n_dot_h' (layout(location=1 ) in float) -0:2 move second child to first child (temp float) -0:? 'm' (temp float) -0:? 'm' (layout(location=2 ) in float) -0:2 Function Call: @PixelShaderFunction(f1;f1;f1; (temp void) -0:? 'n_dot_l' (temp float) -0:? 'n_dot_h' (temp float) -0:? 'm' (temp float) +0:2 move second child to first child ( temp float) +0:? 'n_dot_l' ( temp float) +0:? 'n_dot_l' (layout( location=0) in float) +0:2 move second child to first child ( temp float) +0:? 'n_dot_h' ( temp float) +0:? 'n_dot_h' (layout( location=1) in float) +0:2 move second child to first child ( temp float) +0:? 'm' ( temp float) +0:? 'm' (layout( location=2) in float) +0:2 Function Call: @PixelShaderFunction(f1;f1;f1; ( temp void) +0:? 'n_dot_l' ( temp float) +0:? 'n_dot_h' ( temp float) +0:? 'm' ( temp float) 0:? Linker Objects -0:? 'n_dot_l' (layout(location=0 ) in float) -0:? 'n_dot_h' (layout(location=1 ) in float) -0:? 'm' (layout(location=2 ) in float) +0:? 'n_dot_l' (layout( location=0) in float) +0:? 'n_dot_h' (layout( location=1) in float) +0:? 'm' (layout( location=2) in float) Linked fragment stage: @@ -63,59 +63,59 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(f1;f1;f1; (temp void) +0:2 Function Definition: @PixelShaderFunction(f1;f1;f1; ( temp void) 0:2 Function Parameters: -0:2 'n_dot_l' (in float) -0:2 'n_dot_h' (in float) -0:2 'm' (in float) +0:2 'n_dot_l' ( in float) +0:2 'n_dot_h' ( in float) +0:2 'm' ( in float) 0:? Sequence 0:3 Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:3 'r0' (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:3 'r0' ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) 0:3 Constant: 0:3 1.000000 -0:3 max (temp float) -0:3 'n_dot_l' (in float) +0:3 max ( temp float) +0:3 'n_dot_l' ( in float) 0:3 Constant: 0:3 0.000000 -0:3 Test condition and select (temp float) +0:3 Test condition and select ( temp float) 0:3 Condition -0:3 Compare Less Than (temp bool) -0:3 min (temp float) -0:3 'n_dot_l' (in float) -0:3 'n_dot_h' (in float) +0:3 Compare Less Than ( temp bool) +0:3 min ( temp float) +0:3 'n_dot_l' ( in float) +0:3 'n_dot_h' ( in float) 0:3 Constant: 0:3 0.000000 0:3 true case 0:3 Constant: 0:3 0.000000 0:3 false case -0:3 component-wise multiply (temp float) -0:3 'n_dot_h' (in float) -0:3 'm' (in float) +0:3 component-wise multiply ( temp float) +0:3 'n_dot_h' ( in float) +0:3 'm' ( in float) 0:3 Constant: 0:3 1.000000 -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? 'n_dot_l' (temp float) -0:? 'n_dot_l' (layout(location=0 ) in float) -0:2 move second child to first child (temp float) -0:? 'n_dot_h' (temp float) -0:? 'n_dot_h' (layout(location=1 ) in float) -0:2 move second child to first child (temp float) -0:? 'm' (temp float) -0:? 'm' (layout(location=2 ) in float) -0:2 Function Call: @PixelShaderFunction(f1;f1;f1; (temp void) -0:? 'n_dot_l' (temp float) -0:? 'n_dot_h' (temp float) -0:? 'm' (temp float) +0:2 move second child to first child ( temp float) +0:? 'n_dot_l' ( temp float) +0:? 'n_dot_l' (layout( location=0) in float) +0:2 move second child to first child ( temp float) +0:? 'n_dot_h' ( temp float) +0:? 'n_dot_h' (layout( location=1) in float) +0:2 move second child to first child ( temp float) +0:? 'm' ( temp float) +0:? 'm' (layout( location=2) in float) +0:2 Function Call: @PixelShaderFunction(f1;f1;f1; ( temp void) +0:? 'n_dot_l' ( temp float) +0:? 'n_dot_h' ( temp float) +0:? 'm' ( temp float) 0:? Linker Objects -0:? 'n_dot_l' (layout(location=0 ) in float) -0:? 'n_dot_h' (layout(location=1 ) in float) -0:? 'm' (layout(location=2 ) in float) +0:? 'n_dot_l' (layout( location=0) in float) +0:? 'n_dot_h' (layout( location=1) in float) +0:? 'm' (layout( location=2) in float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.negative.comp.out b/Test/baseResults/hlsl.intrinsics.negative.comp.out index f839e21f..2c8b9157 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.comp.out +++ b/Test/baseResults/hlsl.intrinsics.negative.comp.out @@ -2,55 +2,55 @@ hlsl.intrinsics.negative.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp 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) -0:2 'inF2' (in float) -0:2 'inI0' (in int) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inI0' ( in int) 0:? Sequence 0:53 Branch: Return with expression 0:53 Constant: 0:53 0.000000 -0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:57 'inF2' (in 1-component vector of float) -0:57 'inI0' (in 1-component vector of int) +0:57 'inF0' ( in 1-component vector of float) +0:57 'inF1' ( in 1-component vector of float) +0:57 'inF2' ( in 1-component vector of float) +0:57 'inI0' ( in 1-component vector of int) 0:? Sequence 0:62 Branch: Return with expression 0:62 Constant: 0:62 0.000000 -0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:66 'inF2' (in 2-component vector of float) -0:66 'inI0' (in 2-component vector of int) +0:66 'inF0' ( in 2-component vector of float) +0:66 'inF1' ( in 2-component vector of float) +0:66 'inF2' ( in 2-component vector of float) +0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:113 'inF2' (in 3-component vector of float) -0:113 'inI0' (in 3-component vector of int) +0:113 'inF0' ( in 3-component vector of float) +0:113 'inF1' ( in 3-component vector of float) +0:113 'inF2' ( in 3-component vector of float) +0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:158 'inF1' (in 4-component vector of float) -0:158 'inF2' (in 4-component vector of float) -0:158 'inI0' (in 4-component vector of int) +0:158 'inF0' ( in 4-component vector of float) +0:158 'inF1' ( in 4-component vector of float) +0:158 'inF2' ( in 4-component vector of float) +0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression 0:? Constant: @@ -58,34 +58,34 @@ local_size = (1, 1, 1) 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:158 Function Definition: ComputeShaderFunction( (temp void) +0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:158 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:158 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) Linked compute stage: @@ -94,55 +94,55 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp 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) -0:2 'inF2' (in float) -0:2 'inI0' (in int) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inI0' ( in int) 0:? Sequence 0:53 Branch: Return with expression 0:53 Constant: 0:53 0.000000 -0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:57 'inF2' (in 1-component vector of float) -0:57 'inI0' (in 1-component vector of int) +0:57 'inF0' ( in 1-component vector of float) +0:57 'inF1' ( in 1-component vector of float) +0:57 'inF2' ( in 1-component vector of float) +0:57 'inI0' ( in 1-component vector of int) 0:? Sequence 0:62 Branch: Return with expression 0:62 Constant: 0:62 0.000000 -0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:66 'inF2' (in 2-component vector of float) -0:66 'inI0' (in 2-component vector of int) +0:66 'inF0' ( in 2-component vector of float) +0:66 'inF1' ( in 2-component vector of float) +0:66 'inF2' ( in 2-component vector of float) +0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:113 'inF2' (in 3-component vector of float) -0:113 'inI0' (in 3-component vector of int) +0:113 'inF0' ( in 3-component vector of float) +0:113 'inF1' ( in 3-component vector of float) +0:113 'inF2' ( in 3-component vector of float) +0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:158 'inF1' (in 4-component vector of float) -0:158 'inF2' (in 4-component vector of float) -0:158 'inI0' (in 4-component vector of int) +0:158 'inF0' ( in 4-component vector of float) +0:158 'inF1' ( in 4-component vector of float) +0:158 'inF2' ( in 4-component vector of float) +0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression 0:? Constant: @@ -150,34 +150,34 @@ local_size = (1, 1, 1) 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:158 Function Definition: ComputeShaderFunction( (temp void) +0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:158 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:158 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:158 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:158 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:158 Function Call: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.negative.frag.out b/Test/baseResults/hlsl.intrinsics.negative.frag.out index 1ec75fc8..8f770c88 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.frag.out +++ b/Test/baseResults/hlsl.intrinsics.negative.frag.out @@ -65,37 +65,37 @@ 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; (temp 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) -0:2 'inF2' (in float) -0:2 'inI0' (in int) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inI0' ( in int) 0:? Sequence -0:5 uint64BitsToDouble (temp double) -0:5 Construct uvec2 (temp 2-component vector of uint) -0:5 Convert float to uint (temp uint) -0:5 'inF0' (in float) -0:5 Convert float to uint (temp uint) -0:5 'inF1' (in float) -0:6 Function Call: CheckAccessFullyMapped(u1; (temp bool) +0:5 uint64BitsToDouble ( temp double) +0:5 Construct uvec2 ( temp 2-component vector of uint) +0:5 Convert float to uint ( temp uint) +0:5 'inF0' ( in float) +0:5 Convert float to uint ( temp uint) +0:5 'inF1' ( in float) +0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool) 0:6 Constant: 0:6 3 (const uint) -0:7 bitCount (temp uint) -0:7 Convert float to uint (temp uint) -0:7 'inF0' (in float) -0:8 cross-product (temp 3-component vector of float) -0:8 Construct vec3 (in 3-component vector of float) -0:8 'inF0' (in float) -0:8 Construct vec3 (in 3-component vector of float) -0:8 'inF1' (in float) -0:9 Convert float to int (temp 4-component vector of int) -0:9 vector-scale (temp 4-component vector of float) +0:7 bitCount ( temp uint) +0:7 Convert float to uint ( temp uint) +0:7 'inF0' ( in float) +0:8 cross-product ( temp 3-component vector of float) +0:8 Construct vec3 ( in 3-component vector of float) +0:8 'inF0' ( in float) +0:8 Construct vec3 ( in 3-component vector of float) +0:8 'inF1' ( in float) +0:9 Convert float to int ( temp 4-component vector of int) +0:9 vector-scale ( temp 4-component vector of float) 0:9 Constant: 0:9 255.001953 -0:9 vector swizzle (temp 4-component vector of float) -0:9 Construct vec4 (in 4-component vector of float) -0:9 'inF0' (in float) +0:9 vector swizzle ( temp 4-component vector of float) +0:9 Construct vec4 ( in 4-component vector of float) +0:9 'inF0' ( in float) 0:9 Sequence 0:9 Constant: 0:9 2 (const int) @@ -107,24 +107,24 @@ ERROR: node is still EOpNull! 0:9 3 (const int) 0:10 Constant: 0:10 0.000000 -0:12 direct index (temp float) -0:12 unpackHalf2x16 (temp 2-component vector of float) -0:12 Convert float to uint (temp uint) -0:12 'inF0' (in float) +0:12 direct index ( temp float) +0:12 unpackHalf2x16 ( temp 2-component vector of float) +0:12 Convert float to uint ( temp uint) +0:12 'inF0' ( in float) 0:12 Constant: 0:12 0 (const int) -0:13 findMSB (temp uint) -0:13 Convert float to uint (temp uint) -0:13 'inF0' (in float) -0:14 findLSB (temp uint) -0:14 Convert float to uint (temp uint) -0:14 'inF0' (in float) -0:23 length (temp float) -0:23 Construct vec2 (in 2-component vector of float) -0:23 'inF0' (in float) -0:24 Function Call: msad4(u1;vu2;vu4; (temp 4-component vector of uint) -0:24 Convert float to uint (temp uint) -0:24 'inF0' (in float) +0:13 findMSB ( temp uint) +0:13 Convert float to uint ( temp uint) +0:13 'inF0' ( in float) +0:14 findLSB ( temp uint) +0:14 Convert float to uint ( temp uint) +0:14 'inF0' ( in float) +0:23 length ( temp float) +0:23 Construct vec2 ( in 2-component vector of float) +0:23 'inF0' ( in float) +0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint) +0:24 Convert float to uint ( temp uint) +0:24 'inF0' ( in float) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) @@ -133,153 +133,153 @@ ERROR: node is still EOpNull! 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) -0:25 normalize (temp 2-component vector of float) -0:25 Construct vec2 (in 2-component vector of float) -0:25 'inF0' (in float) -0:26 reflect (temp 2-component vector of float) -0:26 Construct vec2 (in 2-component vector of float) -0:26 'inF0' (in float) -0:26 Construct vec2 (in 2-component vector of float) -0:26 'inF1' (in float) -0:27 refract (temp 2-component vector of float) -0:27 Construct vec2 (in 2-component vector of float) -0:27 'inF0' (in float) -0:27 Construct vec2 (in 2-component vector of float) -0:27 'inF1' (in float) -0:27 'inF2' (in float) +0:25 normalize ( temp 2-component vector of float) +0:25 Construct vec2 ( in 2-component vector of float) +0:25 'inF0' ( in float) +0:26 reflect ( temp 2-component vector of float) +0:26 Construct vec2 ( in 2-component vector of float) +0:26 'inF0' ( in float) +0:26 Construct vec2 ( in 2-component vector of float) +0:26 'inF1' ( in float) +0:27 refract ( temp 2-component vector of float) +0:27 Construct vec2 ( in 2-component vector of float) +0:27 'inF0' ( in float) +0:27 Construct vec2 ( in 2-component vector of float) +0:27 'inF1' ( in float) +0:27 'inF2' ( in float) 0:28 Constant: 0:28 0.000000 -0:29 bitFieldReverse (temp uint) -0:29 Convert float to uint (temp uint) -0:29 'inF0' (in float) +0:29 bitFieldReverse ( temp uint) +0:29 Convert float to uint ( temp uint) +0:29 'inF0' ( in float) 0:30 Constant: 0:30 0.000000 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 -0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:36 'inF2' (in 1-component vector of float) -0:36 'inI0' (in 1-component vector of int) +0:36 'inF0' ( in 1-component vector of float) +0:36 'inF1' ( in 1-component vector of float) +0:36 'inF2' ( in 1-component vector of float) +0:36 'inI0' ( in 1-component vector of int) 0:? Sequence 0:39 Constant: 0:39 0.000000 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:45 'inF2' (in 2-component vector of float) -0:45 'inI0' (in 2-component vector of int) +0:45 'inF0' ( in 2-component vector of float) +0:45 'inF1' ( in 2-component vector of float) +0:45 'inF2' ( in 2-component vector of float) +0:45 'inI0' ( in 2-component vector of int) 0:? Sequence 0:46 ERROR: Bad aggregation op - (temp 2-component vector of double) -0:46 Convert float to uint (temp 2-component vector of uint) -0:46 'inF0' (in 2-component vector of float) -0:46 Convert float to uint (temp 2-component vector of uint) -0:46 'inF1' (in 2-component vector of float) + ( temp 2-component vector of double) +0:46 Convert float to uint ( temp 2-component vector of uint) +0:46 'inF0' ( in 2-component vector of float) +0:46 Convert float to uint ( temp 2-component vector of uint) +0:46 'inF1' ( in 2-component vector of float) 0:47 Constant: 0:47 0.000000 -0:48 bitCount (temp 2-component vector of uint) -0:48 Convert float to uint (temp 2-component vector of uint) -0:48 'inF0' (in 2-component vector of float) +0:48 bitCount ( temp 2-component vector of uint) +0:48 Convert float to uint ( temp 2-component vector of uint) +0:48 'inF0' ( in 2-component vector of float) 0:49 Constant: 0:49 0.000000 0:50 Constant: 0:50 0.000000 0:51 Constant: 0:51 0.000000 -0:52 Construct vec2 (temp 2-component vector of float) -0:52 direct index (temp float) -0:52 unpackHalf2x16 (temp 2-component vector of float) -0:52 direct index (temp uint) -0:52 Convert float to uint (temp 2-component vector of uint) -0:52 'inF0' (in 2-component vector of float) +0:52 Construct vec2 ( temp 2-component vector of float) +0:52 direct index ( temp float) +0:52 unpackHalf2x16 ( temp 2-component vector of float) +0:52 direct index ( temp uint) +0:52 Convert float to uint ( temp 2-component vector of uint) +0:52 'inF0' ( in 2-component vector of float) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 0 (const int) -0:52 direct index (temp float) -0:52 unpackHalf2x16 (temp 2-component vector of float) -0:52 direct index (temp uint) -0:52 Convert float to uint (temp 2-component vector of uint) -0:52 'inF0' (in 2-component vector of float) +0:52 direct index ( temp float) +0:52 unpackHalf2x16 ( temp 2-component vector of float) +0:52 direct index ( temp uint) +0:52 Convert float to uint ( temp 2-component vector of uint) +0:52 'inF0' ( in 2-component vector of float) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 0 (const int) -0:53 findMSB (temp 2-component vector of uint) -0:53 Convert float to uint (temp 2-component vector of uint) -0:53 'inF0' (in 2-component vector of float) -0:54 findLSB (temp 2-component vector of uint) -0:54 Convert float to uint (temp 2-component vector of uint) -0:54 'inF0' (in 2-component vector of float) -0:56 bitFieldReverse (temp 2-component vector of uint) -0:56 Convert float to uint (temp 2-component vector of uint) -0:56 'inF0' (in 2-component vector of float) +0:53 findMSB ( temp 2-component vector of uint) +0:53 Convert float to uint ( temp 2-component vector of uint) +0:53 'inF0' ( in 2-component vector of float) +0:54 findLSB ( temp 2-component vector of uint) +0:54 Convert float to uint ( temp 2-component vector of uint) +0:54 'inF0' ( in 2-component vector of float) +0:56 bitFieldReverse ( temp 2-component vector of uint) +0:56 Convert float to uint ( temp 2-component vector of uint) +0:56 'inF0' ( in 2-component vector of float) 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:63 'inF2' (in 3-component vector of float) -0:63 'inI0' (in 3-component vector of int) +0:63 'inF0' ( in 3-component vector of float) +0:63 'inF1' ( in 3-component vector of float) +0:63 'inF2' ( in 3-component vector of float) +0:63 'inI0' ( in 3-component vector of int) 0:? Sequence 0:64 Constant: 0:64 0.000000 -0:65 bitCount (temp 3-component vector of uint) -0:65 Convert float to uint (temp 3-component vector of uint) -0:65 'inF0' (in 3-component vector of float) +0:65 bitCount ( temp 3-component vector of uint) +0:65 Convert float to uint ( temp 3-component vector of uint) +0:65 'inF0' ( in 3-component vector of float) 0:66 Constant: 0:66 0.000000 0:67 Constant: 0:67 0.000000 -0:68 Construct vec3 (temp 3-component vector of float) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 Construct vec3 ( temp 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 0 (const int) 0:68 Constant: 0:68 0 (const int) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 0 (const int) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 2 (const int) 0:68 Constant: 0:68 0 (const int) -0:69 findMSB (temp 3-component vector of uint) -0:69 Convert float to uint (temp 3-component vector of uint) -0:69 'inF0' (in 3-component vector of float) -0:70 findLSB (temp 3-component vector of uint) -0:70 Convert float to uint (temp 3-component vector of uint) -0:70 'inF0' (in 3-component vector of float) -0:72 bitFieldReverse (temp 3-component vector of uint) -0:72 Convert float to uint (temp 3-component vector of uint) -0:72 'inF0' (in 3-component vector of float) +0:69 findMSB ( temp 3-component vector of uint) +0:69 Convert float to uint ( temp 3-component vector of uint) +0:69 'inF0' ( in 3-component vector of float) +0:70 findLSB ( temp 3-component vector of uint) +0:70 Convert float to uint ( temp 3-component vector of uint) +0:70 'inF0' ( in 3-component vector of float) +0:72 bitFieldReverse ( temp 3-component vector of uint) +0:72 Convert float to uint ( temp 3-component vector of uint) +0:72 'inF0' ( in 3-component vector of float) 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression @@ -287,71 +287,71 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:80 'inF1' (in 4-component vector of float) -0:80 'inF2' (in 4-component vector of float) -0:80 'inI0' (in 4-component vector of int) +0:80 'inF0' ( in 4-component vector of float) +0:80 'inF1' ( in 4-component vector of float) +0:80 'inF2' ( in 4-component vector of float) +0:80 'inI0' ( in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 -0:82 bitCount (temp 4-component vector of uint) -0:82 Convert float to uint (temp 4-component vector of uint) -0:82 'inF0' (in 4-component vector of float) -0:83 cross-product (temp 3-component vector of float) -0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF0' (in 4-component vector of float) -0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF1' (in 4-component vector of float) +0:82 bitCount ( temp 4-component vector of uint) +0:82 Convert float to uint ( temp 4-component vector of uint) +0:82 'inF0' ( in 4-component vector of float) +0:83 cross-product ( temp 3-component vector of float) +0:83 Construct vec3 ( in 3-component vector of float) +0:83 'inF0' ( in 4-component vector of float) +0:83 Construct vec3 ( in 3-component vector of float) +0:83 'inF1' ( in 4-component vector of float) 0:84 Constant: 0:84 0.000000 -0:85 Construct vec4 (temp 4-component vector of float) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 Construct vec4 ( temp 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 0 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 1 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 2 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 3 (const int) 0:85 Constant: 0:85 0 (const int) -0:86 findMSB (temp 4-component vector of uint) -0:86 Convert float to uint (temp 4-component vector of uint) -0:86 'inF0' (in 4-component vector of float) -0:87 findLSB (temp 4-component vector of uint) -0:87 Convert float to uint (temp 4-component vector of uint) -0:87 'inF0' (in 4-component vector of float) -0:89 bitFieldReverse (temp 4-component vector of uint) -0:89 Convert float to uint (temp 4-component vector of uint) -0:89 'inF0' (in 4-component vector of float) +0:86 findMSB ( temp 4-component vector of uint) +0:86 Convert float to uint ( temp 4-component vector of uint) +0:86 'inF0' ( in 4-component vector of float) +0:87 findLSB ( temp 4-component vector of uint) +0:87 Convert float to uint ( temp 4-component vector of uint) +0:87 'inF0' ( in 4-component vector of float) +0:89 bitFieldReverse ( temp 4-component vector of uint) +0:89 Convert float to uint ( temp 4-component vector of uint) +0:89 'inF0' ( in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression @@ -360,33 +360,33 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:80 Function Definition: PixelShaderFunction( (temp void) +0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:80 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) -0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:80 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) +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) -0:115 'inF2' (in 2X2 matrix of float) +0:115 'inF0' ( in 2X2 matrix of float) +0:115 'inF1' ( in 2X2 matrix of float) +0:115 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:117 Constant: 0:117 0.000000 @@ -420,11 +420,11 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:123 'inF2' (in 3X3 matrix of float) +0:123 'inF0' ( in 3X3 matrix of float) +0:123 'inF1' ( in 3X3 matrix of float) +0:123 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:125 Constant: 0:125 0.000000 @@ -463,11 +463,11 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:131 'inF2' (in 4X4 matrix of float) +0:131 'inF0' ( in 4X4 matrix of float) +0:131 'inF1' ( in 4X4 matrix of float) +0:131 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:133 Constant: 0:133 0.000000 @@ -514,11 +514,11 @@ ERROR: node is still EOpNull! 0:? 4.000000 0:? 4.000000 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) Linked fragment stage: @@ -527,37 +527,37 @@ 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; (temp 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) -0:2 'inF2' (in float) -0:2 'inI0' (in int) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inI0' ( in int) 0:? Sequence -0:5 uint64BitsToDouble (temp double) -0:5 Construct uvec2 (temp 2-component vector of uint) -0:5 Convert float to uint (temp uint) -0:5 'inF0' (in float) -0:5 Convert float to uint (temp uint) -0:5 'inF1' (in float) -0:6 Function Call: CheckAccessFullyMapped(u1; (temp bool) +0:5 uint64BitsToDouble ( temp double) +0:5 Construct uvec2 ( temp 2-component vector of uint) +0:5 Convert float to uint ( temp uint) +0:5 'inF0' ( in float) +0:5 Convert float to uint ( temp uint) +0:5 'inF1' ( in float) +0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool) 0:6 Constant: 0:6 3 (const uint) -0:7 bitCount (temp uint) -0:7 Convert float to uint (temp uint) -0:7 'inF0' (in float) -0:8 cross-product (temp 3-component vector of float) -0:8 Construct vec3 (in 3-component vector of float) -0:8 'inF0' (in float) -0:8 Construct vec3 (in 3-component vector of float) -0:8 'inF1' (in float) -0:9 Convert float to int (temp 4-component vector of int) -0:9 vector-scale (temp 4-component vector of float) +0:7 bitCount ( temp uint) +0:7 Convert float to uint ( temp uint) +0:7 'inF0' ( in float) +0:8 cross-product ( temp 3-component vector of float) +0:8 Construct vec3 ( in 3-component vector of float) +0:8 'inF0' ( in float) +0:8 Construct vec3 ( in 3-component vector of float) +0:8 'inF1' ( in float) +0:9 Convert float to int ( temp 4-component vector of int) +0:9 vector-scale ( temp 4-component vector of float) 0:9 Constant: 0:9 255.001953 -0:9 vector swizzle (temp 4-component vector of float) -0:9 Construct vec4 (in 4-component vector of float) -0:9 'inF0' (in float) +0:9 vector swizzle ( temp 4-component vector of float) +0:9 Construct vec4 ( in 4-component vector of float) +0:9 'inF0' ( in float) 0:9 Sequence 0:9 Constant: 0:9 2 (const int) @@ -569,24 +569,24 @@ ERROR: node is still EOpNull! 0:9 3 (const int) 0:10 Constant: 0:10 0.000000 -0:12 direct index (temp float) -0:12 unpackHalf2x16 (temp 2-component vector of float) -0:12 Convert float to uint (temp uint) -0:12 'inF0' (in float) +0:12 direct index ( temp float) +0:12 unpackHalf2x16 ( temp 2-component vector of float) +0:12 Convert float to uint ( temp uint) +0:12 'inF0' ( in float) 0:12 Constant: 0:12 0 (const int) -0:13 findMSB (temp uint) -0:13 Convert float to uint (temp uint) -0:13 'inF0' (in float) -0:14 findLSB (temp uint) -0:14 Convert float to uint (temp uint) -0:14 'inF0' (in float) -0:23 length (temp float) -0:23 Construct vec2 (in 2-component vector of float) -0:23 'inF0' (in float) -0:24 Function Call: msad4(u1;vu2;vu4; (temp 4-component vector of uint) -0:24 Convert float to uint (temp uint) -0:24 'inF0' (in float) +0:13 findMSB ( temp uint) +0:13 Convert float to uint ( temp uint) +0:13 'inF0' ( in float) +0:14 findLSB ( temp uint) +0:14 Convert float to uint ( temp uint) +0:14 'inF0' ( in float) +0:23 length ( temp float) +0:23 Construct vec2 ( in 2-component vector of float) +0:23 'inF0' ( in float) +0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint) +0:24 Convert float to uint ( temp uint) +0:24 'inF0' ( in float) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) @@ -595,153 +595,153 @@ ERROR: node is still EOpNull! 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) -0:25 normalize (temp 2-component vector of float) -0:25 Construct vec2 (in 2-component vector of float) -0:25 'inF0' (in float) -0:26 reflect (temp 2-component vector of float) -0:26 Construct vec2 (in 2-component vector of float) -0:26 'inF0' (in float) -0:26 Construct vec2 (in 2-component vector of float) -0:26 'inF1' (in float) -0:27 refract (temp 2-component vector of float) -0:27 Construct vec2 (in 2-component vector of float) -0:27 'inF0' (in float) -0:27 Construct vec2 (in 2-component vector of float) -0:27 'inF1' (in float) -0:27 'inF2' (in float) +0:25 normalize ( temp 2-component vector of float) +0:25 Construct vec2 ( in 2-component vector of float) +0:25 'inF0' ( in float) +0:26 reflect ( temp 2-component vector of float) +0:26 Construct vec2 ( in 2-component vector of float) +0:26 'inF0' ( in float) +0:26 Construct vec2 ( in 2-component vector of float) +0:26 'inF1' ( in float) +0:27 refract ( temp 2-component vector of float) +0:27 Construct vec2 ( in 2-component vector of float) +0:27 'inF0' ( in float) +0:27 Construct vec2 ( in 2-component vector of float) +0:27 'inF1' ( in float) +0:27 'inF2' ( in float) 0:28 Constant: 0:28 0.000000 -0:29 bitFieldReverse (temp uint) -0:29 Convert float to uint (temp uint) -0:29 'inF0' (in float) +0:29 bitFieldReverse ( temp uint) +0:29 Convert float to uint ( temp uint) +0:29 'inF0' ( in float) 0:30 Constant: 0:30 0.000000 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 -0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:36 'inF2' (in 1-component vector of float) -0:36 'inI0' (in 1-component vector of int) +0:36 'inF0' ( in 1-component vector of float) +0:36 'inF1' ( in 1-component vector of float) +0:36 'inF2' ( in 1-component vector of float) +0:36 'inI0' ( in 1-component vector of int) 0:? Sequence 0:39 Constant: 0:39 0.000000 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:45 'inF2' (in 2-component vector of float) -0:45 'inI0' (in 2-component vector of int) +0:45 'inF0' ( in 2-component vector of float) +0:45 'inF1' ( in 2-component vector of float) +0:45 'inF2' ( in 2-component vector of float) +0:45 'inI0' ( in 2-component vector of int) 0:? Sequence 0:46 ERROR: Bad aggregation op - (temp 2-component vector of double) -0:46 Convert float to uint (temp 2-component vector of uint) -0:46 'inF0' (in 2-component vector of float) -0:46 Convert float to uint (temp 2-component vector of uint) -0:46 'inF1' (in 2-component vector of float) + ( temp 2-component vector of double) +0:46 Convert float to uint ( temp 2-component vector of uint) +0:46 'inF0' ( in 2-component vector of float) +0:46 Convert float to uint ( temp 2-component vector of uint) +0:46 'inF1' ( in 2-component vector of float) 0:47 Constant: 0:47 0.000000 -0:48 bitCount (temp 2-component vector of uint) -0:48 Convert float to uint (temp 2-component vector of uint) -0:48 'inF0' (in 2-component vector of float) +0:48 bitCount ( temp 2-component vector of uint) +0:48 Convert float to uint ( temp 2-component vector of uint) +0:48 'inF0' ( in 2-component vector of float) 0:49 Constant: 0:49 0.000000 0:50 Constant: 0:50 0.000000 0:51 Constant: 0:51 0.000000 -0:52 Construct vec2 (temp 2-component vector of float) -0:52 direct index (temp float) -0:52 unpackHalf2x16 (temp 2-component vector of float) -0:52 direct index (temp uint) -0:52 Convert float to uint (temp 2-component vector of uint) -0:52 'inF0' (in 2-component vector of float) +0:52 Construct vec2 ( temp 2-component vector of float) +0:52 direct index ( temp float) +0:52 unpackHalf2x16 ( temp 2-component vector of float) +0:52 direct index ( temp uint) +0:52 Convert float to uint ( temp 2-component vector of uint) +0:52 'inF0' ( in 2-component vector of float) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 0 (const int) -0:52 direct index (temp float) -0:52 unpackHalf2x16 (temp 2-component vector of float) -0:52 direct index (temp uint) -0:52 Convert float to uint (temp 2-component vector of uint) -0:52 'inF0' (in 2-component vector of float) +0:52 direct index ( temp float) +0:52 unpackHalf2x16 ( temp 2-component vector of float) +0:52 direct index ( temp uint) +0:52 Convert float to uint ( temp 2-component vector of uint) +0:52 'inF0' ( in 2-component vector of float) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 0 (const int) -0:53 findMSB (temp 2-component vector of uint) -0:53 Convert float to uint (temp 2-component vector of uint) -0:53 'inF0' (in 2-component vector of float) -0:54 findLSB (temp 2-component vector of uint) -0:54 Convert float to uint (temp 2-component vector of uint) -0:54 'inF0' (in 2-component vector of float) -0:56 bitFieldReverse (temp 2-component vector of uint) -0:56 Convert float to uint (temp 2-component vector of uint) -0:56 'inF0' (in 2-component vector of float) +0:53 findMSB ( temp 2-component vector of uint) +0:53 Convert float to uint ( temp 2-component vector of uint) +0:53 'inF0' ( in 2-component vector of float) +0:54 findLSB ( temp 2-component vector of uint) +0:54 Convert float to uint ( temp 2-component vector of uint) +0:54 'inF0' ( in 2-component vector of float) +0:56 bitFieldReverse ( temp 2-component vector of uint) +0:56 Convert float to uint ( temp 2-component vector of uint) +0:56 'inF0' ( in 2-component vector of float) 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:63 'inF2' (in 3-component vector of float) -0:63 'inI0' (in 3-component vector of int) +0:63 'inF0' ( in 3-component vector of float) +0:63 'inF1' ( in 3-component vector of float) +0:63 'inF2' ( in 3-component vector of float) +0:63 'inI0' ( in 3-component vector of int) 0:? Sequence 0:64 Constant: 0:64 0.000000 -0:65 bitCount (temp 3-component vector of uint) -0:65 Convert float to uint (temp 3-component vector of uint) -0:65 'inF0' (in 3-component vector of float) +0:65 bitCount ( temp 3-component vector of uint) +0:65 Convert float to uint ( temp 3-component vector of uint) +0:65 'inF0' ( in 3-component vector of float) 0:66 Constant: 0:66 0.000000 0:67 Constant: 0:67 0.000000 -0:68 Construct vec3 (temp 3-component vector of float) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 Construct vec3 ( temp 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 0 (const int) 0:68 Constant: 0:68 0 (const int) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 0 (const int) -0:68 direct index (temp float) -0:68 unpackHalf2x16 (temp 2-component vector of float) -0:68 direct index (temp uint) -0:68 Convert float to uint (temp 3-component vector of uint) -0:68 'inF0' (in 3-component vector of float) +0:68 direct index ( temp float) +0:68 unpackHalf2x16 ( temp 2-component vector of float) +0:68 direct index ( temp uint) +0:68 Convert float to uint ( temp 3-component vector of uint) +0:68 'inF0' ( in 3-component vector of float) 0:68 Constant: 0:68 2 (const int) 0:68 Constant: 0:68 0 (const int) -0:69 findMSB (temp 3-component vector of uint) -0:69 Convert float to uint (temp 3-component vector of uint) -0:69 'inF0' (in 3-component vector of float) -0:70 findLSB (temp 3-component vector of uint) -0:70 Convert float to uint (temp 3-component vector of uint) -0:70 'inF0' (in 3-component vector of float) -0:72 bitFieldReverse (temp 3-component vector of uint) -0:72 Convert float to uint (temp 3-component vector of uint) -0:72 'inF0' (in 3-component vector of float) +0:69 findMSB ( temp 3-component vector of uint) +0:69 Convert float to uint ( temp 3-component vector of uint) +0:69 'inF0' ( in 3-component vector of float) +0:70 findLSB ( temp 3-component vector of uint) +0:70 Convert float to uint ( temp 3-component vector of uint) +0:70 'inF0' ( in 3-component vector of float) +0:72 bitFieldReverse ( temp 3-component vector of uint) +0:72 Convert float to uint ( temp 3-component vector of uint) +0:72 'inF0' ( in 3-component vector of float) 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression @@ -749,71 +749,71 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:80 'inF1' (in 4-component vector of float) -0:80 'inF2' (in 4-component vector of float) -0:80 'inI0' (in 4-component vector of int) +0:80 'inF0' ( in 4-component vector of float) +0:80 'inF1' ( in 4-component vector of float) +0:80 'inF2' ( in 4-component vector of float) +0:80 'inI0' ( in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 -0:82 bitCount (temp 4-component vector of uint) -0:82 Convert float to uint (temp 4-component vector of uint) -0:82 'inF0' (in 4-component vector of float) -0:83 cross-product (temp 3-component vector of float) -0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF0' (in 4-component vector of float) -0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF1' (in 4-component vector of float) +0:82 bitCount ( temp 4-component vector of uint) +0:82 Convert float to uint ( temp 4-component vector of uint) +0:82 'inF0' ( in 4-component vector of float) +0:83 cross-product ( temp 3-component vector of float) +0:83 Construct vec3 ( in 3-component vector of float) +0:83 'inF0' ( in 4-component vector of float) +0:83 Construct vec3 ( in 3-component vector of float) +0:83 'inF1' ( in 4-component vector of float) 0:84 Constant: 0:84 0.000000 -0:85 Construct vec4 (temp 4-component vector of float) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 Construct vec4 ( temp 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 0 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 1 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 2 (const int) 0:85 Constant: 0:85 0 (const int) -0:85 direct index (temp float) -0:85 unpackHalf2x16 (temp 2-component vector of float) -0:85 direct index (temp uint) -0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 direct index ( temp float) +0:85 unpackHalf2x16 ( temp 2-component vector of float) +0:85 direct index ( temp uint) +0:85 Convert float to uint ( temp 4-component vector of uint) +0:85 'inF0' ( in 4-component vector of float) 0:85 Constant: 0:85 3 (const int) 0:85 Constant: 0:85 0 (const int) -0:86 findMSB (temp 4-component vector of uint) -0:86 Convert float to uint (temp 4-component vector of uint) -0:86 'inF0' (in 4-component vector of float) -0:87 findLSB (temp 4-component vector of uint) -0:87 Convert float to uint (temp 4-component vector of uint) -0:87 'inF0' (in 4-component vector of float) -0:89 bitFieldReverse (temp 4-component vector of uint) -0:89 Convert float to uint (temp 4-component vector of uint) -0:89 'inF0' (in 4-component vector of float) +0:86 findMSB ( temp 4-component vector of uint) +0:86 Convert float to uint ( temp 4-component vector of uint) +0:86 'inF0' ( in 4-component vector of float) +0:87 findLSB ( temp 4-component vector of uint) +0:87 Convert float to uint ( temp 4-component vector of uint) +0:87 'inF0' ( in 4-component vector of float) +0:89 bitFieldReverse ( temp 4-component vector of uint) +0:89 Convert float to uint ( temp 4-component vector of uint) +0:89 'inF0' ( in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression @@ -822,33 +822,33 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:80 Function Definition: PixelShaderFunction( (temp void) +0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:80 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:80 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) -0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:80 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:80 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) +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) -0:115 'inF2' (in 2X2 matrix of float) +0:115 'inF0' ( in 2X2 matrix of float) +0:115 'inF1' ( in 2X2 matrix of float) +0:115 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:117 Constant: 0:117 0.000000 @@ -882,11 +882,11 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:123 'inF2' (in 3X3 matrix of float) +0:123 'inF0' ( in 3X3 matrix of float) +0:123 'inF1' ( in 3X3 matrix of float) +0:123 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:125 Constant: 0:125 0.000000 @@ -925,11 +925,11 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:131 'inF2' (in 4X4 matrix of float) +0:131 'inF0' ( in 4X4 matrix of float) +0:131 'inF1' ( in 4X4 matrix of float) +0:131 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:133 Constant: 0:133 0.000000 @@ -976,10 +976,10 @@ ERROR: node is still EOpNull! 0:? 4.000000 0:? 4.000000 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/hlsl.intrinsics.negative.vert.out b/Test/baseResults/hlsl.intrinsics.negative.vert.out index 68167028..9808b1cb 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.vert.out +++ b/Test/baseResults/hlsl.intrinsics.negative.vert.out @@ -1,55 +1,55 @@ hlsl.intrinsics.negative.vert Shader version: 450 0:? Sequence -0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp 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) -0:15 'inF2' (in float) -0:15 'inI0' (in int) +0:15 'inF0' ( in float) +0:15 'inF1' ( in float) +0:15 'inF2' ( in float) +0:15 'inI0' ( in int) 0:? Sequence 0:71 Branch: Return with expression 0:71 Constant: 0:71 0.000000 -0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:75 'inF2' (in 1-component vector of float) -0:75 'inI0' (in 1-component vector of int) +0:75 'inF0' ( in 1-component vector of float) +0:75 'inF1' ( in 1-component vector of float) +0:75 'inF2' ( in 1-component vector of float) +0:75 'inI0' ( in 1-component vector of int) 0:? Sequence 0:80 Branch: Return with expression 0:80 Constant: 0:80 0.000000 -0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:84 'inF2' (in 2-component vector of float) -0:84 'inI0' (in 2-component vector of int) +0:84 'inF0' ( in 2-component vector of float) +0:84 'inF1' ( in 2-component vector of float) +0:84 'inF2' ( in 2-component vector of float) +0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:131 'inF2' (in 3-component vector of float) -0:131 'inI0' (in 3-component vector of int) +0:131 'inF0' ( in 3-component vector of float) +0:131 'inF1' ( in 3-component vector of float) +0:131 'inF2' ( in 3-component vector of float) +0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:176 'inF1' (in 4-component vector of float) -0:176 'inF2' (in 4-component vector of float) -0:176 'inI0' (in 4-component vector of int) +0:176 'inF0' ( in 4-component vector of float) +0:176 'inF1' ( in 4-component vector of float) +0:176 'inF2' ( in 4-component vector of float) +0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression 0:? Constant: @@ -57,33 +57,33 @@ Shader version: 450 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:176 Function Definition: VertexShaderFunction( (temp void) +0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:176 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) -0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:176 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) +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) -0:226 'inF2' (in 2X2 matrix of float) +0:226 'inF0' ( in 2X2 matrix of float) +0:226 'inF1' ( in 2X2 matrix of float) +0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression 0:? Constant: @@ -91,11 +91,11 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:234 'inF2' (in 3X3 matrix of float) +0:234 'inF0' ( in 3X3 matrix of float) +0:234 'inF1' ( in 3X3 matrix of float) +0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression 0:? Constant: @@ -108,11 +108,11 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:242 'inF2' (in 4X4 matrix of float) +0:242 'inF0' ( in 4X4 matrix of float) +0:242 'inF1' ( in 4X4 matrix of float) +0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression 0:? Constant: @@ -133,23 +133,23 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? Linker Objects -0:? 'gs_ua' (global uint) -0:? 'gs_ub' (global uint) -0:? 'gs_uc' (global uint) -0:? 'gs_ua2' (global 2-component vector of uint) -0:? 'gs_ub2' (global 2-component vector of uint) -0:? 'gs_uc2' (global 2-component vector of uint) -0:? 'gs_ua3' (global 3-component vector of uint) -0:? 'gs_ub3' (global 3-component vector of uint) -0:? 'gs_uc3' (global 3-component vector of uint) -0:? 'gs_ua4' (global 4-component vector of uint) -0:? 'gs_ub4' (global 4-component vector of uint) -0:? 'gs_uc4' (global 4-component vector of uint) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? 'gs_ua' ( global uint) +0:? 'gs_ub' ( global uint) +0:? 'gs_uc' ( global uint) +0:? 'gs_ua2' ( global 2-component vector of uint) +0:? 'gs_ub2' ( global 2-component vector of uint) +0:? 'gs_uc2' ( global 2-component vector of uint) +0:? 'gs_ua3' ( global 3-component vector of uint) +0:? 'gs_ub3' ( global 3-component vector of uint) +0:? 'gs_uc3' ( global 3-component vector of uint) +0:? 'gs_ua4' ( global 4-component vector of uint) +0:? 'gs_ub4' ( global 4-component vector of uint) +0:? 'gs_uc4' ( global 4-component vector of uint) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) Linked vertex stage: @@ -157,55 +157,55 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp 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) -0:15 'inF2' (in float) -0:15 'inI0' (in int) +0:15 'inF0' ( in float) +0:15 'inF1' ( in float) +0:15 'inF2' ( in float) +0:15 'inI0' ( in int) 0:? Sequence 0:71 Branch: Return with expression 0:71 Constant: 0:71 0.000000 -0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 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) -0:75 'inF2' (in 1-component vector of float) -0:75 'inI0' (in 1-component vector of int) +0:75 'inF0' ( in 1-component vector of float) +0:75 'inF1' ( in 1-component vector of float) +0:75 'inF2' ( in 1-component vector of float) +0:75 'inI0' ( in 1-component vector of int) 0:? Sequence 0:80 Branch: Return with expression 0:80 Constant: 0:80 0.000000 -0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 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) -0:84 'inF2' (in 2-component vector of float) -0:84 'inI0' (in 2-component vector of int) +0:84 'inF0' ( in 2-component vector of float) +0:84 'inF1' ( in 2-component vector of float) +0:84 'inF2' ( in 2-component vector of float) +0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 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) -0:131 'inF2' (in 3-component vector of float) -0:131 'inI0' (in 3-component vector of int) +0:131 'inF0' ( in 3-component vector of float) +0:131 'inF1' ( in 3-component vector of float) +0:131 'inF2' ( in 3-component vector of float) +0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 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' (in 4-component vector of float) -0:176 'inF1' (in 4-component vector of float) -0:176 'inF2' (in 4-component vector of float) -0:176 'inI0' (in 4-component vector of int) +0:176 'inF0' ( in 4-component vector of float) +0:176 'inF1' ( in 4-component vector of float) +0:176 'inF2' ( in 4-component vector of float) +0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression 0:? Constant: @@ -213,33 +213,33 @@ Shader version: 450 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:176 Function Definition: VertexShaderFunction( (temp void) +0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:176 move second child to first child (temp 4-component vector of int) -0:? 'inI0' (temp 4-component vector of int) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) -0:176 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) -0:? 'inF0' (temp 4-component vector of float) -0:? 'inF1' (temp 4-component vector of float) -0:? 'inF2' (temp 4-component vector of float) -0:? 'inI0' (temp 4-component vector of int) -0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:176 move second child to first child ( temp 4-component vector of int) +0:? 'inI0' ( temp 4-component vector of int) +0:? 'inI0' (layout( location=3) in 4-component vector of int) +0:176 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) +0:? 'inF0' ( temp 4-component vector of float) +0:? 'inF1' ( temp 4-component vector of float) +0:? 'inF2' ( temp 4-component vector of float) +0:? 'inI0' ( temp 4-component vector of int) +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) -0:226 'inF2' (in 2X2 matrix of float) +0:226 'inF0' ( in 2X2 matrix of float) +0:226 'inF1' ( in 2X2 matrix of float) +0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression 0:? Constant: @@ -247,11 +247,11 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:234 'inF2' (in 3X3 matrix of float) +0:234 'inF0' ( in 3X3 matrix of float) +0:234 'inF1' ( in 3X3 matrix of float) +0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression 0:? Constant: @@ -264,11 +264,11 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:242 'inF2' (in 4X4 matrix of float) +0:242 'inF0' ( in 4X4 matrix of float) +0:242 'inF1' ( in 4X4 matrix of float) +0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression 0:? Constant: @@ -289,23 +289,23 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? Linker Objects -0:? 'gs_ua' (global uint) -0:? 'gs_ub' (global uint) -0:? 'gs_uc' (global uint) -0:? 'gs_ua2' (global 2-component vector of uint) -0:? 'gs_ub2' (global 2-component vector of uint) -0:? 'gs_uc2' (global 2-component vector of uint) -0:? 'gs_ua3' (global 3-component vector of uint) -0:? 'gs_ub3' (global 3-component vector of uint) -0:? 'gs_uc3' (global 3-component vector of uint) -0:? 'gs_ua4' (global 4-component vector of uint) -0:? 'gs_ub4' (global 4-component vector of uint) -0:? 'gs_uc4' (global 4-component vector of uint) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'inF0' (layout(location=0 ) in 4-component vector of float) -0:? 'inF1' (layout(location=1 ) in 4-component vector of float) -0:? 'inF2' (layout(location=2 ) in 4-component vector of float) -0:? 'inI0' (layout(location=3 ) in 4-component vector of int) +0:? 'gs_ua' ( global uint) +0:? 'gs_ub' ( global uint) +0:? 'gs_uc' ( global uint) +0:? 'gs_ua2' ( global 2-component vector of uint) +0:? 'gs_ub2' ( global 2-component vector of uint) +0:? 'gs_uc2' ( global 2-component vector of uint) +0:? 'gs_ua3' ( global 3-component vector of uint) +0:? 'gs_ub3' ( global 3-component vector of uint) +0:? 'gs_uc3' ( global 3-component vector of uint) +0:? 'gs_ua4' ( global 4-component vector of uint) +0:? 'gs_ub4' ( global 4-component vector of uint) +0:? 'gs_uc4' ( global 4-component vector of uint) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'inF0' (layout( location=0) in 4-component vector of float) +0:? 'inF1' (layout( location=1) in 4-component vector of float) +0:? 'inF2' (layout( location=2) in 4-component vector of float) +0:? 'inI0' (layout( location=3) in 4-component vector of int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out index 9bb9c740..246dcaba 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out @@ -2,30 +2,30 @@ hlsl.intrinsics.promote.down.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:15 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp uint) -0:16 'r00' (temp uint) -0:16 bitCount (temp uint) -0:16 Convert float to uint (temp uint) -0:16 f: direct index for structure (layout(offset=8 ) uniform float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:16 move second child to first child ( temp uint) +0:16 'r00' ( temp uint) +0:16 bitCount ( temp uint) +0:16 Convert float to uint ( temp uint) +0:16 f: direct index for structure (layout( offset=8) uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of uint) -0:17 'r01' (temp 2-component vector of uint) -0:17 bitFieldReverse (temp 2-component vector of uint) -0:17 Convert float to uint (temp 2-component vector of uint) -0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:17 move second child to first child ( temp 2-component vector of uint) +0:17 'r01' ( temp 2-component vector of uint) +0:17 bitFieldReverse ( temp 2-component vector of uint) +0:17 Convert float to uint ( temp 2-component vector of uint) +0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) 0:17 Constant: 0:17 6 (const uint) -0:20 move second child to first child (temp 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 'ps_output' (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Constant: @@ -34,20 +34,20 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:21 Branch: Return with expression -0:21 'ps_output' (temp structure{temp 4-component vector of float color}) -0:15 Function Definition: main( (temp void) +0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:15 color: direct index for structure (temp 4-component vector of float) -0:15 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:15 color: direct index for structure ( temp 4-component vector of float) +0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) Linked fragment stage: @@ -56,30 +56,30 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:15 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp uint) -0:16 'r00' (temp uint) -0:16 bitCount (temp uint) -0:16 Convert float to uint (temp uint) -0:16 f: direct index for structure (layout(offset=8 ) uniform float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:16 move second child to first child ( temp uint) +0:16 'r00' ( temp uint) +0:16 bitCount ( temp uint) +0:16 Convert float to uint ( temp uint) +0:16 f: direct index for structure (layout( offset=8) uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of uint) -0:17 'r01' (temp 2-component vector of uint) -0:17 bitFieldReverse (temp 2-component vector of uint) -0:17 Convert float to uint (temp 2-component vector of uint) -0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:17 move second child to first child ( temp 2-component vector of uint) +0:17 'r01' ( temp 2-component vector of uint) +0:17 bitFieldReverse ( temp 2-component vector of uint) +0:17 Convert float to uint ( temp 2-component vector of uint) +0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) 0:17 Constant: 0:17 6 (const uint) -0:20 move second child to first child (temp 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 'ps_output' (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Constant: @@ -88,20 +88,20 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:21 Branch: Return with expression -0:21 'ps_output' (temp structure{temp 4-component vector of float color}) -0:15 Function Definition: main( (temp void) +0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:15 color: direct index for structure (temp 4-component vector of float) -0:15 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:15 color: direct index for structure ( temp 4-component vector of float) +0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2}) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.frag.out b/Test/baseResults/hlsl.intrinsics.promote.frag.out index 74507214..a3d061e1 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.frag.out @@ -2,444 +2,444 @@ hlsl.intrinsics.promote.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'r00' (temp float) -0:23 max (temp float) -0:23 Convert bool to float (temp float) -0:23 b: direct index for structure (layout(offset=12 ) uniform bool) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:23 move second child to first child ( temp float) +0:23 'r00' ( temp float) +0:23 max ( temp float) +0:23 Convert bool to float ( temp float) +0:23 b: direct index for structure (layout( offset=12) uniform bool) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout(offset=8 ) uniform float) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:23 f: direct index for structure (layout( offset=8) uniform float) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence -0:24 move second child to first child (temp uint) -0:24 'r01' (temp uint) -0:24 max (temp uint) -0:24 Convert bool to uint (temp uint) -0:24 b: direct index for structure (layout(offset=12 ) uniform bool) -0:24 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:24 move second child to first child ( temp uint) +0:24 'r01' ( temp uint) +0:24 max ( temp uint) +0:24 Convert bool to uint ( temp uint) +0:24 b: direct index for structure (layout( offset=12) uniform bool) +0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout(offset=4 ) uniform uint) -0:24 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:24 u: direct index for structure (layout( offset=4) uniform uint) +0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r02' (temp int) -0:25 max (temp int) -0:25 Convert bool to int (temp int) -0:25 b: direct index for structure (layout(offset=12 ) uniform bool) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:25 move second child to first child ( temp int) +0:25 'r02' ( temp int) +0:25 max ( temp int) +0:25 Convert bool to int ( temp int) +0:25 b: direct index for structure (layout( offset=12) uniform bool) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout(offset=0 ) uniform int) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:25 i: direct index for structure (layout( offset=0) uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'r03' (temp float) -0:26 max (temp float) -0:26 Convert int to float (temp float) -0:26 i: direct index for structure (layout(offset=0 ) uniform int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:26 move second child to first child ( temp float) +0:26 'r03' ( temp float) +0:26 max ( temp float) +0:26 Convert int to float ( temp float) +0:26 i: direct index for structure (layout( offset=0) uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout(offset=8 ) uniform float) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:26 f: direct index for structure (layout( offset=8) uniform float) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'r04' (temp float) -0:27 max (temp float) -0:27 Convert uint to float (temp float) -0:27 u: direct index for structure (layout(offset=4 ) uniform uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:27 move second child to first child ( temp float) +0:27 'r04' ( temp float) +0:27 max ( temp float) +0:27 Convert uint to float ( temp float) +0:27 u: direct index for structure (layout( offset=4) uniform uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout(offset=8 ) uniform float) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:27 f: direct index for structure (layout( offset=8) uniform float) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence -0:29 move second child to first child (temp 2-component vector of float) -0:29 'r10' (temp 2-component vector of float) -0:29 max (temp 2-component vector of float) -0:29 Convert bool to float (temp 2-component vector of float) -0:29 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:29 move second child to first child ( temp 2-component vector of float) +0:29 'r10' ( temp 2-component vector of float) +0:29 max ( temp 2-component vector of float) +0:29 Convert bool to float ( temp 2-component vector of float) +0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence -0:30 move second child to first child (temp 2-component vector of uint) -0:30 'r11' (temp 2-component vector of uint) -0:30 max (temp 2-component vector of uint) -0:30 Convert bool to uint (temp 2-component vector of uint) -0:30 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:30 move second child to first child ( temp 2-component vector of uint) +0:30 'r11' ( temp 2-component vector of uint) +0:30 max ( temp 2-component vector of uint) +0:30 Convert bool to uint ( temp 2-component vector of uint) +0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence -0:31 move second child to first child (temp 2-component vector of int) -0:31 'r12' (temp 2-component vector of int) -0:31 max (temp 2-component vector of int) -0:31 Convert bool to int (temp 2-component vector of int) -0:31 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:31 move second child to first child ( temp 2-component vector of int) +0:31 'r12' ( temp 2-component vector of int) +0:31 max ( temp 2-component vector of int) +0:31 Convert bool to int ( temp 2-component vector of int) +0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence -0:32 move second child to first child (temp 2-component vector of float) -0:32 'r13' (temp 2-component vector of float) -0:32 max (temp 2-component vector of float) -0:32 Convert int to float (temp 2-component vector of float) -0:32 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:32 move second child to first child ( temp 2-component vector of float) +0:32 'r13' ( temp 2-component vector of float) +0:32 max ( temp 2-component vector of float) +0:32 Convert int to float ( temp 2-component vector of float) +0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence -0:33 move second child to first child (temp 2-component vector of float) -0:33 'r14' (temp 2-component vector of float) -0:33 max (temp 2-component vector of float) -0:33 Convert uint to float (temp 2-component vector of float) -0:33 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:33 move second child to first child ( temp 2-component vector of float) +0:33 'r14' ( temp 2-component vector of float) +0:33 max ( temp 2-component vector of float) +0:33 Convert uint to float ( temp 2-component vector of float) +0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence -0:35 move second child to first child (temp 2-component vector of float) -0:35 'r20' (temp 2-component vector of float) -0:35 clamp (temp 2-component vector of float) -0:35 Convert int to float (temp 2-component vector of float) -0:35 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 move second child to first child ( temp 2-component vector of float) +0:35 'r20' ( temp 2-component vector of float) +0:35 clamp ( temp 2-component vector of float) +0:35 Convert int to float ( temp 2-component vector of float) +0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 4 (const uint) -0:35 Convert uint to float (temp 2-component vector of float) -0:35 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 Convert uint to float ( temp 2-component vector of float) +0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of uint) -0:36 'r21' (temp 2-component vector of uint) -0:36 clamp (temp 2-component vector of uint) -0:36 Convert bool to uint (temp 2-component vector of uint) -0:36 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 move second child to first child ( temp 2-component vector of uint) +0:36 'r21' ( temp 2-component vector of uint) +0:36 clamp ( temp 2-component vector of uint) +0:36 Convert bool to uint ( temp 2-component vector of uint) +0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 5 (const uint) -0:36 Convert bool to uint (temp 2-component vector of uint) -0:36 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 Convert bool to uint ( temp 2-component vector of uint) +0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence -0:37 move second child to first child (temp 2-component vector of float) -0:37 'r22' (temp 2-component vector of float) -0:37 clamp (temp 2-component vector of float) -0:37 Convert bool to float (temp 2-component vector of float) -0:37 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 move second child to first child ( temp 2-component vector of float) +0:37 'r22' ( temp 2-component vector of float) +0:37 clamp ( temp 2-component vector of float) +0:37 Convert bool to float ( temp 2-component vector of float) +0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) -0:37 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 6 (const uint) -0:37 Convert bool to float (temp 2-component vector of float) -0:37 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 Convert bool to float ( temp 2-component vector of float) +0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) 0:40 Sequence -0:40 move second child to first child (temp 2-component vector of float) -0:40 'r30' (temp 2-component vector of float) -0:40 max (temp 2-component vector of float) -0:40 Construct vec2 (in 2-component vector of float) -0:40 Convert bool to float (temp float) -0:40 b: direct index for structure (layout(offset=12 ) uniform bool) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 'r30' ( temp 2-component vector of float) +0:40 max ( temp 2-component vector of float) +0:40 Construct vec2 ( in 2-component vector of float) +0:40 Convert bool to float ( temp float) +0:40 b: direct index for structure (layout( offset=12) uniform bool) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of uint) -0:41 'r31' (temp 2-component vector of uint) -0:41 max (temp 2-component vector of uint) -0:41 Construct uvec2 (in 2-component vector of uint) -0:41 Convert bool to uint (temp uint) -0:41 b: direct index for structure (layout(offset=12 ) uniform bool) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:41 move second child to first child ( temp 2-component vector of uint) +0:41 'r31' ( temp 2-component vector of uint) +0:41 max ( temp 2-component vector of uint) +0:41 Construct uvec2 ( in 2-component vector of uint) +0:41 Convert bool to uint ( temp uint) +0:41 b: direct index for structure (layout( offset=12) uniform bool) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence -0:42 move second child to first child (temp 2-component vector of int) -0:42 'r32' (temp 2-component vector of int) -0:42 max (temp 2-component vector of int) -0:42 Construct ivec2 (in 2-component vector of int) -0:42 Convert bool to int (temp int) -0:42 b: direct index for structure (layout(offset=12 ) uniform bool) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:42 move second child to first child ( temp 2-component vector of int) +0:42 'r32' ( temp 2-component vector of int) +0:42 max ( temp 2-component vector of int) +0:42 Construct ivec2 ( in 2-component vector of int) +0:42 Convert bool to int ( temp int) +0:42 b: direct index for structure (layout( offset=12) uniform bool) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence -0:43 move second child to first child (temp 2-component vector of float) -0:43 'r33' (temp 2-component vector of float) -0:43 max (temp 2-component vector of float) -0:43 Construct vec2 (in 2-component vector of float) -0:43 Convert int to float (temp float) -0:43 i: direct index for structure (layout(offset=0 ) uniform int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'r33' ( temp 2-component vector of float) +0:43 max ( temp 2-component vector of float) +0:43 Construct vec2 ( in 2-component vector of float) +0:43 Convert int to float ( temp float) +0:43 i: direct index for structure (layout( offset=0) uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence -0:44 move second child to first child (temp 2-component vector of float) -0:44 'r34' (temp 2-component vector of float) -0:44 max (temp 2-component vector of float) -0:44 Construct vec2 (in 2-component vector of float) -0:44 Convert uint to float (temp float) -0:44 u: direct index for structure (layout(offset=4 ) uniform uint) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:44 move second child to first child ( temp 2-component vector of float) +0:44 'r34' ( temp 2-component vector of float) +0:44 max ( temp 2-component vector of float) +0:44 Construct vec2 ( in 2-component vector of float) +0:44 Convert uint to float ( temp float) +0:44 u: direct index for structure (layout( offset=4) uniform uint) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'r40' (temp 2-component vector of float) -0:46 clamp (temp 2-component vector of float) -0:46 Construct vec2 (in 2-component vector of float) -0:46 Convert int to float (temp float) -0:46 i: direct index for structure (layout(offset=0 ) uniform int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'r40' ( temp 2-component vector of float) +0:46 clamp ( temp 2-component vector of float) +0:46 Construct vec2 ( in 2-component vector of float) +0:46 Convert int to float ( temp float) +0:46 i: direct index for structure (layout( offset=0) uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 0 (const uint) -0:46 Convert uint to float (temp 2-component vector of float) -0:46 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 Convert uint to float ( temp 2-component vector of float) +0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence -0:47 move second child to first child (temp 2-component vector of uint) -0:47 'r41' (temp 2-component vector of uint) -0:47 clamp (temp 2-component vector of uint) -0:47 Convert bool to uint (temp 2-component vector of uint) -0:47 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 move second child to first child ( temp 2-component vector of uint) +0:47 'r41' ( temp 2-component vector of uint) +0:47 clamp ( temp 2-component vector of uint) +0:47 Convert bool to uint ( temp 2-component vector of uint) +0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) -0:47 Construct uvec2 (in 2-component vector of uint) -0:47 u: direct index for structure (layout(offset=4 ) uniform uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 Construct uvec2 ( in 2-component vector of uint) +0:47 u: direct index for structure (layout( offset=4) uniform uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 1 (const uint) -0:47 Convert bool to uint (temp 2-component vector of uint) -0:47 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 Convert bool to uint ( temp 2-component vector of uint) +0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence -0:48 move second child to first child (temp 2-component vector of float) -0:48 'r42' (temp 2-component vector of float) -0:48 clamp (temp 2-component vector of float) -0:48 Convert bool to float (temp 2-component vector of float) -0:48 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 move second child to first child ( temp 2-component vector of float) +0:48 'r42' ( temp 2-component vector of float) +0:48 clamp ( temp 2-component vector of float) +0:48 Convert bool to float ( temp 2-component vector of float) +0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 7 (const uint) -0:48 Construct vec2 (in 2-component vector of float) -0:48 f: direct index for structure (layout(offset=8 ) uniform float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 Construct vec2 ( in 2-component vector of float) +0:48 f: direct index for structure (layout( offset=8) uniform float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 2 (const uint) -0:48 Construct vec2 (in 2-component vector of float) -0:48 Convert bool to float (temp float) -0:48 b: direct index for structure (layout(offset=12 ) uniform bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 Construct vec2 ( in 2-component vector of float) +0:48 Convert bool to float ( temp float) +0:48 b: direct index for structure (layout( offset=12) uniform bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence -0:49 move second child to first child (temp 2-component vector of int) -0:49 'r43' (temp 2-component vector of int) -0:49 Convert uint to int (temp 2-component vector of int) -0:49 clamp (temp 2-component vector of uint) -0:49 Construct uvec2 (in 2-component vector of uint) -0:49 Convert int to uint (temp uint) -0:49 i: direct index for structure (layout(offset=0 ) uniform int) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 move second child to first child ( temp 2-component vector of int) +0:49 'r43' ( temp 2-component vector of int) +0:49 Convert uint to int ( temp 2-component vector of int) +0:49 clamp ( temp 2-component vector of uint) +0:49 Construct uvec2 ( in 2-component vector of uint) +0:49 Convert int to uint ( temp uint) +0:49 i: direct index for structure (layout( offset=0) uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 0 (const uint) -0:49 Convert int to uint (temp 2-component vector of uint) -0:49 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 Convert int to uint ( temp 2-component vector of uint) +0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence -0:51 move second child to first child (temp float) -0:51 'r50' (temp float) -0:51 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:51 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:51 Convert uint to int (temp int) -0:51 upos: direct index for structure (layout(offset=48 ) uniform uint) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:51 move second child to first child ( temp float) +0:51 'r50' ( temp float) +0:51 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:51 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:51 Convert uint to int ( temp int) +0:51 upos: direct index for structure (layout( offset=48) uniform uint) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r51' (temp float) -0:52 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:52 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:52 Convert float to int (temp int) -0:52 fpos: direct index for structure (layout(offset=52 ) uniform float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:52 move second child to first child ( temp float) +0:52 'r51' ( temp float) +0:52 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:52 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:52 Convert float to int ( temp int) +0:52 fpos: direct index for structure (layout( offset=52) uniform float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 textureSize (temp uint) -0:70 'g_tTex1df4' (uniform texture1D) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 textureSize ( temp uint) +0:70 'g_tTex1df4' ( uniform texture1D) 0:70 Constant: 0:70 0 (const int) -0:70 move second child to first child (temp int) -0:70 'WidthI' (temp int) -0:70 Convert uint to int (temp int) -0:70 'sizeQueryTemp' (temp uint) +0:70 move second child to first child ( temp int) +0:70 'WidthI' ( temp int) +0:70 Convert uint to int ( temp int) +0:70 'sizeQueryTemp' ( temp uint) 0:71 Sequence -0:71 move second child to first child (temp uint) -0:71 'sizeQueryTemp' (temp uint) -0:71 textureSize (temp uint) -0:71 'g_tTex1df4' (uniform texture1D) +0:71 move second child to first child ( temp uint) +0:71 'sizeQueryTemp' ( temp uint) +0:71 textureSize ( temp uint) +0:71 'g_tTex1df4' ( uniform texture1D) 0:71 Constant: 0:71 6 (const uint) -0:71 move second child to first child (temp int) -0:71 'WidthI' (temp int) -0:71 Convert uint to int (temp int) -0:71 'sizeQueryTemp' (temp uint) -0:71 move second child to first child (temp uint) -0:71 'NumberOfLevelsU' (temp uint) -0:71 textureQueryLevels (temp uint) -0:71 'g_tTex1df4' (uniform texture1D) +0:71 move second child to first child ( temp int) +0:71 'WidthI' ( temp int) +0:71 Convert uint to int ( temp int) +0:71 'sizeQueryTemp' ( temp uint) +0:71 move second child to first child ( temp uint) +0:71 'NumberOfLevelsU' ( temp uint) +0:71 textureQueryLevels ( temp uint) +0:71 'g_tTex1df4' ( uniform texture1D) 0:72 Sequence -0:72 move second child to first child (temp uint) -0:72 'sizeQueryTemp' (temp uint) -0:72 textureSize (temp uint) -0:72 'g_tTex1df4' (uniform texture1D) +0:72 move second child to first child ( temp uint) +0:72 'sizeQueryTemp' ( temp uint) +0:72 textureSize ( temp uint) +0:72 'g_tTex1df4' ( uniform texture1D) 0:72 Constant: 0:72 6 (const uint) -0:72 move second child to first child (temp uint) -0:72 'WidthU' (temp uint) -0:72 'sizeQueryTemp' (temp uint) -0:72 move second child to first child (temp int) -0:72 'NumberOfLevelsI' (temp int) -0:72 Convert uint to int (temp int) -0:72 textureQueryLevels (temp uint) -0:72 'g_tTex1df4' (uniform texture1D) +0:72 move second child to first child ( temp uint) +0:72 'WidthU' ( temp uint) +0:72 'sizeQueryTemp' ( temp uint) +0:72 move second child to first child ( temp int) +0:72 'NumberOfLevelsI' ( temp int) +0:72 Convert uint to int ( temp int) +0:72 textureQueryLevels ( temp uint) +0:72 'g_tTex1df4' ( uniform texture1D) 0:73 Sequence -0:73 move second child to first child (temp uint) -0:73 'sizeQueryTemp' (temp uint) -0:73 textureSize (temp uint) -0:73 'g_tTex1df4' (uniform texture1D) +0:73 move second child to first child ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) +0:73 textureSize ( temp uint) +0:73 'g_tTex1df4' ( uniform texture1D) 0:73 Constant: 0:73 6 (const uint) -0:73 move second child to first child (temp int) -0:73 'WidthI' (temp int) -0:73 Convert uint to int (temp int) -0:73 'sizeQueryTemp' (temp uint) -0:73 move second child to first child (temp int) -0:73 'NumberOfLevelsI' (temp int) -0:73 Convert uint to int (temp int) -0:73 textureQueryLevels (temp uint) -0:73 'g_tTex1df4' (uniform texture1D) -0:77 move second child to first child (temp 4-component vector of float) -0:77 color: direct index for structure (temp 4-component vector of float) -0:77 'ps_output' (temp structure{temp 4-component vector of float color}) +0:73 move second child to first child ( temp int) +0:73 'WidthI' ( temp int) +0:73 Convert uint to int ( temp int) +0:73 'sizeQueryTemp' ( temp uint) +0:73 move second child to first child ( temp int) +0:73 'NumberOfLevelsI' ( temp int) +0:73 Convert uint to int ( temp int) +0:73 textureQueryLevels ( temp uint) +0:73 'g_tTex1df4' ( uniform texture1D) +0:77 move second child to first child ( temp 4-component vector of float) +0:77 color: direct index for structure ( temp 4-component vector of float) +0:77 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:77 Constant: 0:77 0 (const int) -0:77 Construct vec4 (temp 4-component vector of float) -0:77 'r00' (temp float) +0:77 Construct vec4 ( temp 4-component vector of float) +0:77 'r00' ( temp float) 0:78 Branch: Return with expression -0:78 'ps_output' (temp structure{temp 4-component vector of float color}) -0:20 Function Definition: main( (temp void) +0:78 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) Linked fragment stage: @@ -448,444 +448,444 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'r00' (temp float) -0:23 max (temp float) -0:23 Convert bool to float (temp float) -0:23 b: direct index for structure (layout(offset=12 ) uniform bool) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:23 move second child to first child ( temp float) +0:23 'r00' ( temp float) +0:23 max ( temp float) +0:23 Convert bool to float ( temp float) +0:23 b: direct index for structure (layout( offset=12) uniform bool) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout(offset=8 ) uniform float) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:23 f: direct index for structure (layout( offset=8) uniform float) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence -0:24 move second child to first child (temp uint) -0:24 'r01' (temp uint) -0:24 max (temp uint) -0:24 Convert bool to uint (temp uint) -0:24 b: direct index for structure (layout(offset=12 ) uniform bool) -0:24 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:24 move second child to first child ( temp uint) +0:24 'r01' ( temp uint) +0:24 max ( temp uint) +0:24 Convert bool to uint ( temp uint) +0:24 b: direct index for structure (layout( offset=12) uniform bool) +0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout(offset=4 ) uniform uint) -0:24 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:24 u: direct index for structure (layout( offset=4) uniform uint) +0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence -0:25 move second child to first child (temp int) -0:25 'r02' (temp int) -0:25 max (temp int) -0:25 Convert bool to int (temp int) -0:25 b: direct index for structure (layout(offset=12 ) uniform bool) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:25 move second child to first child ( temp int) +0:25 'r02' ( temp int) +0:25 max ( temp int) +0:25 Convert bool to int ( temp int) +0:25 b: direct index for structure (layout( offset=12) uniform bool) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout(offset=0 ) uniform int) -0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:25 i: direct index for structure (layout( offset=0) uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'r03' (temp float) -0:26 max (temp float) -0:26 Convert int to float (temp float) -0:26 i: direct index for structure (layout(offset=0 ) uniform int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:26 move second child to first child ( temp float) +0:26 'r03' ( temp float) +0:26 max ( temp float) +0:26 Convert int to float ( temp float) +0:26 i: direct index for structure (layout( offset=0) uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout(offset=8 ) uniform float) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:26 f: direct index for structure (layout( offset=8) uniform float) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'r04' (temp float) -0:27 max (temp float) -0:27 Convert uint to float (temp float) -0:27 u: direct index for structure (layout(offset=4 ) uniform uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:27 move second child to first child ( temp float) +0:27 'r04' ( temp float) +0:27 max ( temp float) +0:27 Convert uint to float ( temp float) +0:27 u: direct index for structure (layout( offset=4) uniform uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout(offset=8 ) uniform float) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:27 f: direct index for structure (layout( offset=8) uniform float) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence -0:29 move second child to first child (temp 2-component vector of float) -0:29 'r10' (temp 2-component vector of float) -0:29 max (temp 2-component vector of float) -0:29 Convert bool to float (temp 2-component vector of float) -0:29 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:29 move second child to first child ( temp 2-component vector of float) +0:29 'r10' ( temp 2-component vector of float) +0:29 max ( temp 2-component vector of float) +0:29 Convert bool to float ( temp 2-component vector of float) +0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence -0:30 move second child to first child (temp 2-component vector of uint) -0:30 'r11' (temp 2-component vector of uint) -0:30 max (temp 2-component vector of uint) -0:30 Convert bool to uint (temp 2-component vector of uint) -0:30 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:30 move second child to first child ( temp 2-component vector of uint) +0:30 'r11' ( temp 2-component vector of uint) +0:30 max ( temp 2-component vector of uint) +0:30 Convert bool to uint ( temp 2-component vector of uint) +0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence -0:31 move second child to first child (temp 2-component vector of int) -0:31 'r12' (temp 2-component vector of int) -0:31 max (temp 2-component vector of int) -0:31 Convert bool to int (temp 2-component vector of int) -0:31 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:31 move second child to first child ( temp 2-component vector of int) +0:31 'r12' ( temp 2-component vector of int) +0:31 max ( temp 2-component vector of int) +0:31 Convert bool to int ( temp 2-component vector of int) +0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence -0:32 move second child to first child (temp 2-component vector of float) -0:32 'r13' (temp 2-component vector of float) -0:32 max (temp 2-component vector of float) -0:32 Convert int to float (temp 2-component vector of float) -0:32 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:32 move second child to first child ( temp 2-component vector of float) +0:32 'r13' ( temp 2-component vector of float) +0:32 max ( temp 2-component vector of float) +0:32 Convert int to float ( temp 2-component vector of float) +0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence -0:33 move second child to first child (temp 2-component vector of float) -0:33 'r14' (temp 2-component vector of float) -0:33 max (temp 2-component vector of float) -0:33 Convert uint to float (temp 2-component vector of float) -0:33 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:33 move second child to first child ( temp 2-component vector of float) +0:33 'r14' ( temp 2-component vector of float) +0:33 max ( temp 2-component vector of float) +0:33 Convert uint to float ( temp 2-component vector of float) +0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence -0:35 move second child to first child (temp 2-component vector of float) -0:35 'r20' (temp 2-component vector of float) -0:35 clamp (temp 2-component vector of float) -0:35 Convert int to float (temp 2-component vector of float) -0:35 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 move second child to first child ( temp 2-component vector of float) +0:35 'r20' ( temp 2-component vector of float) +0:35 clamp ( temp 2-component vector of float) +0:35 Convert int to float ( temp 2-component vector of float) +0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 4 (const uint) -0:35 Convert uint to float (temp 2-component vector of float) -0:35 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 Convert uint to float ( temp 2-component vector of float) +0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of uint) -0:36 'r21' (temp 2-component vector of uint) -0:36 clamp (temp 2-component vector of uint) -0:36 Convert bool to uint (temp 2-component vector of uint) -0:36 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 move second child to first child ( temp 2-component vector of uint) +0:36 'r21' ( temp 2-component vector of uint) +0:36 clamp ( temp 2-component vector of uint) +0:36 Convert bool to uint ( temp 2-component vector of uint) +0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 5 (const uint) -0:36 Convert bool to uint (temp 2-component vector of uint) -0:36 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:36 Convert bool to uint ( temp 2-component vector of uint) +0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence -0:37 move second child to first child (temp 2-component vector of float) -0:37 'r22' (temp 2-component vector of float) -0:37 clamp (temp 2-component vector of float) -0:37 Convert bool to float (temp 2-component vector of float) -0:37 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 move second child to first child ( temp 2-component vector of float) +0:37 'r22' ( temp 2-component vector of float) +0:37 clamp ( temp 2-component vector of float) +0:37 Convert bool to float ( temp 2-component vector of float) +0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) -0:37 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 6 (const uint) -0:37 Convert bool to float (temp 2-component vector of float) -0:37 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 Convert bool to float ( temp 2-component vector of float) +0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) 0:40 Sequence -0:40 move second child to first child (temp 2-component vector of float) -0:40 'r30' (temp 2-component vector of float) -0:40 max (temp 2-component vector of float) -0:40 Construct vec2 (in 2-component vector of float) -0:40 Convert bool to float (temp float) -0:40 b: direct index for structure (layout(offset=12 ) uniform bool) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 'r30' ( temp 2-component vector of float) +0:40 max ( temp 2-component vector of float) +0:40 Construct vec2 ( in 2-component vector of float) +0:40 Convert bool to float ( temp float) +0:40 b: direct index for structure (layout( offset=12) uniform bool) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of uint) -0:41 'r31' (temp 2-component vector of uint) -0:41 max (temp 2-component vector of uint) -0:41 Construct uvec2 (in 2-component vector of uint) -0:41 Convert bool to uint (temp uint) -0:41 b: direct index for structure (layout(offset=12 ) uniform bool) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:41 move second child to first child ( temp 2-component vector of uint) +0:41 'r31' ( temp 2-component vector of uint) +0:41 max ( temp 2-component vector of uint) +0:41 Construct uvec2 ( in 2-component vector of uint) +0:41 Convert bool to uint ( temp uint) +0:41 b: direct index for structure (layout( offset=12) uniform bool) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence -0:42 move second child to first child (temp 2-component vector of int) -0:42 'r32' (temp 2-component vector of int) -0:42 max (temp 2-component vector of int) -0:42 Construct ivec2 (in 2-component vector of int) -0:42 Convert bool to int (temp int) -0:42 b: direct index for structure (layout(offset=12 ) uniform bool) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:42 move second child to first child ( temp 2-component vector of int) +0:42 'r32' ( temp 2-component vector of int) +0:42 max ( temp 2-component vector of int) +0:42 Construct ivec2 ( in 2-component vector of int) +0:42 Convert bool to int ( temp int) +0:42 b: direct index for structure (layout( offset=12) uniform bool) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence -0:43 move second child to first child (temp 2-component vector of float) -0:43 'r33' (temp 2-component vector of float) -0:43 max (temp 2-component vector of float) -0:43 Construct vec2 (in 2-component vector of float) -0:43 Convert int to float (temp float) -0:43 i: direct index for structure (layout(offset=0 ) uniform int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'r33' ( temp 2-component vector of float) +0:43 max ( temp 2-component vector of float) +0:43 Construct vec2 ( in 2-component vector of float) +0:43 Convert int to float ( temp float) +0:43 i: direct index for structure (layout( offset=0) uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence -0:44 move second child to first child (temp 2-component vector of float) -0:44 'r34' (temp 2-component vector of float) -0:44 max (temp 2-component vector of float) -0:44 Construct vec2 (in 2-component vector of float) -0:44 Convert uint to float (temp float) -0:44 u: direct index for structure (layout(offset=4 ) uniform uint) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:44 move second child to first child ( temp 2-component vector of float) +0:44 'r34' ( temp 2-component vector of float) +0:44 max ( temp 2-component vector of float) +0:44 Construct vec2 ( in 2-component vector of float) +0:44 Convert uint to float ( temp float) +0:44 u: direct index for structure (layout( offset=4) uniform uint) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'r40' (temp 2-component vector of float) -0:46 clamp (temp 2-component vector of float) -0:46 Construct vec2 (in 2-component vector of float) -0:46 Convert int to float (temp float) -0:46 i: direct index for structure (layout(offset=0 ) uniform int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'r40' ( temp 2-component vector of float) +0:46 clamp ( temp 2-component vector of float) +0:46 Construct vec2 ( in 2-component vector of float) +0:46 Convert int to float ( temp float) +0:46 i: direct index for structure (layout( offset=0) uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 0 (const uint) -0:46 Convert uint to float (temp 2-component vector of float) -0:46 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 Convert uint to float ( temp 2-component vector of float) +0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence -0:47 move second child to first child (temp 2-component vector of uint) -0:47 'r41' (temp 2-component vector of uint) -0:47 clamp (temp 2-component vector of uint) -0:47 Convert bool to uint (temp 2-component vector of uint) -0:47 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 move second child to first child ( temp 2-component vector of uint) +0:47 'r41' ( temp 2-component vector of uint) +0:47 clamp ( temp 2-component vector of uint) +0:47 Convert bool to uint ( temp 2-component vector of uint) +0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) -0:47 Construct uvec2 (in 2-component vector of uint) -0:47 u: direct index for structure (layout(offset=4 ) uniform uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 Construct uvec2 ( in 2-component vector of uint) +0:47 u: direct index for structure (layout( offset=4) uniform uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 1 (const uint) -0:47 Convert bool to uint (temp 2-component vector of uint) -0:47 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:47 Convert bool to uint ( temp 2-component vector of uint) +0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence -0:48 move second child to first child (temp 2-component vector of float) -0:48 'r42' (temp 2-component vector of float) -0:48 clamp (temp 2-component vector of float) -0:48 Convert bool to float (temp 2-component vector of float) -0:48 b2: direct index for structure (layout(offset=40 ) uniform 2-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 move second child to first child ( temp 2-component vector of float) +0:48 'r42' ( temp 2-component vector of float) +0:48 clamp ( temp 2-component vector of float) +0:48 Convert bool to float ( temp 2-component vector of float) +0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 7 (const uint) -0:48 Construct vec2 (in 2-component vector of float) -0:48 f: direct index for structure (layout(offset=8 ) uniform float) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 Construct vec2 ( in 2-component vector of float) +0:48 f: direct index for structure (layout( offset=8) uniform float) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 2 (const uint) -0:48 Construct vec2 (in 2-component vector of float) -0:48 Convert bool to float (temp float) -0:48 b: direct index for structure (layout(offset=12 ) uniform bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:48 Construct vec2 ( in 2-component vector of float) +0:48 Convert bool to float ( temp float) +0:48 b: direct index for structure (layout( offset=12) uniform bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence -0:49 move second child to first child (temp 2-component vector of int) -0:49 'r43' (temp 2-component vector of int) -0:49 Convert uint to int (temp 2-component vector of int) -0:49 clamp (temp 2-component vector of uint) -0:49 Construct uvec2 (in 2-component vector of uint) -0:49 Convert int to uint (temp uint) -0:49 i: direct index for structure (layout(offset=0 ) uniform int) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 move second child to first child ( temp 2-component vector of int) +0:49 'r43' ( temp 2-component vector of int) +0:49 Convert uint to int ( temp 2-component vector of int) +0:49 clamp ( temp 2-component vector of uint) +0:49 Construct uvec2 ( in 2-component vector of uint) +0:49 Convert int to uint ( temp uint) +0:49 i: direct index for structure (layout( offset=0) uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 0 (const uint) -0:49 Convert int to uint (temp 2-component vector of uint) -0:49 i2: direct index for structure (layout(offset=16 ) uniform 2-component vector of int) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 Convert int to uint ( temp 2-component vector of uint) +0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout(offset=24 ) uniform 2-component vector of uint) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence -0:51 move second child to first child (temp float) -0:51 'r50' (temp float) -0:51 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:51 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:51 Convert uint to int (temp int) -0:51 upos: direct index for structure (layout(offset=48 ) uniform uint) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:51 move second child to first child ( temp float) +0:51 'r50' ( temp float) +0:51 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:51 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:51 Convert uint to int ( temp int) +0:51 upos: direct index for structure (layout( offset=48) uniform uint) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r51' (temp float) -0:52 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:52 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:52 Convert float to int (temp int) -0:52 fpos: direct index for structure (layout(offset=52 ) uniform float) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:52 move second child to first child ( temp float) +0:52 'r51' ( temp float) +0:52 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:52 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:52 Convert float to int ( temp int) +0:52 fpos: direct index for structure (layout( offset=52) uniform float) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence -0:70 move second child to first child (temp uint) -0:70 'sizeQueryTemp' (temp uint) -0:70 textureSize (temp uint) -0:70 'g_tTex1df4' (uniform texture1D) +0:70 move second child to first child ( temp uint) +0:70 'sizeQueryTemp' ( temp uint) +0:70 textureSize ( temp uint) +0:70 'g_tTex1df4' ( uniform texture1D) 0:70 Constant: 0:70 0 (const int) -0:70 move second child to first child (temp int) -0:70 'WidthI' (temp int) -0:70 Convert uint to int (temp int) -0:70 'sizeQueryTemp' (temp uint) +0:70 move second child to first child ( temp int) +0:70 'WidthI' ( temp int) +0:70 Convert uint to int ( temp int) +0:70 'sizeQueryTemp' ( temp uint) 0:71 Sequence -0:71 move second child to first child (temp uint) -0:71 'sizeQueryTemp' (temp uint) -0:71 textureSize (temp uint) -0:71 'g_tTex1df4' (uniform texture1D) +0:71 move second child to first child ( temp uint) +0:71 'sizeQueryTemp' ( temp uint) +0:71 textureSize ( temp uint) +0:71 'g_tTex1df4' ( uniform texture1D) 0:71 Constant: 0:71 6 (const uint) -0:71 move second child to first child (temp int) -0:71 'WidthI' (temp int) -0:71 Convert uint to int (temp int) -0:71 'sizeQueryTemp' (temp uint) -0:71 move second child to first child (temp uint) -0:71 'NumberOfLevelsU' (temp uint) -0:71 textureQueryLevels (temp uint) -0:71 'g_tTex1df4' (uniform texture1D) +0:71 move second child to first child ( temp int) +0:71 'WidthI' ( temp int) +0:71 Convert uint to int ( temp int) +0:71 'sizeQueryTemp' ( temp uint) +0:71 move second child to first child ( temp uint) +0:71 'NumberOfLevelsU' ( temp uint) +0:71 textureQueryLevels ( temp uint) +0:71 'g_tTex1df4' ( uniform texture1D) 0:72 Sequence -0:72 move second child to first child (temp uint) -0:72 'sizeQueryTemp' (temp uint) -0:72 textureSize (temp uint) -0:72 'g_tTex1df4' (uniform texture1D) +0:72 move second child to first child ( temp uint) +0:72 'sizeQueryTemp' ( temp uint) +0:72 textureSize ( temp uint) +0:72 'g_tTex1df4' ( uniform texture1D) 0:72 Constant: 0:72 6 (const uint) -0:72 move second child to first child (temp uint) -0:72 'WidthU' (temp uint) -0:72 'sizeQueryTemp' (temp uint) -0:72 move second child to first child (temp int) -0:72 'NumberOfLevelsI' (temp int) -0:72 Convert uint to int (temp int) -0:72 textureQueryLevels (temp uint) -0:72 'g_tTex1df4' (uniform texture1D) +0:72 move second child to first child ( temp uint) +0:72 'WidthU' ( temp uint) +0:72 'sizeQueryTemp' ( temp uint) +0:72 move second child to first child ( temp int) +0:72 'NumberOfLevelsI' ( temp int) +0:72 Convert uint to int ( temp int) +0:72 textureQueryLevels ( temp uint) +0:72 'g_tTex1df4' ( uniform texture1D) 0:73 Sequence -0:73 move second child to first child (temp uint) -0:73 'sizeQueryTemp' (temp uint) -0:73 textureSize (temp uint) -0:73 'g_tTex1df4' (uniform texture1D) +0:73 move second child to first child ( temp uint) +0:73 'sizeQueryTemp' ( temp uint) +0:73 textureSize ( temp uint) +0:73 'g_tTex1df4' ( uniform texture1D) 0:73 Constant: 0:73 6 (const uint) -0:73 move second child to first child (temp int) -0:73 'WidthI' (temp int) -0:73 Convert uint to int (temp int) -0:73 'sizeQueryTemp' (temp uint) -0:73 move second child to first child (temp int) -0:73 'NumberOfLevelsI' (temp int) -0:73 Convert uint to int (temp int) -0:73 textureQueryLevels (temp uint) -0:73 'g_tTex1df4' (uniform texture1D) -0:77 move second child to first child (temp 4-component vector of float) -0:77 color: direct index for structure (temp 4-component vector of float) -0:77 'ps_output' (temp structure{temp 4-component vector of float color}) +0:73 move second child to first child ( temp int) +0:73 'WidthI' ( temp int) +0:73 Convert uint to int ( temp int) +0:73 'sizeQueryTemp' ( temp uint) +0:73 move second child to first child ( temp int) +0:73 'NumberOfLevelsI' ( temp int) +0:73 Convert uint to int ( temp int) +0:73 textureQueryLevels ( temp uint) +0:73 'g_tTex1df4' ( uniform texture1D) +0:77 move second child to first child ( temp 4-component vector of float) +0:77 color: direct index for structure ( temp 4-component vector of float) +0:77 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:77 Constant: 0:77 0 (const int) -0:77 Construct vec4 (temp 4-component vector of float) -0:77 'r00' (temp float) +0:77 Construct vec4 ( temp 4-component vector of float) +0:77 'r00' ( temp float) 0:78 Branch: Return with expression -0:78 'ps_output' (temp structure{temp 4-component vector of float color}) -0:20 Function Definition: main( (temp void) +0:78 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out b/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out index 05edba42..df1a2a7d 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out @@ -2,12 +2,12 @@ hlsl.intrinsics.promote.outputs.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Function Parameters: 0:? Sequence -0:37 clamp (temp float) -0:37 fpos: direct index for structure (layout(offset=52 ) uniform float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 clamp ( temp float) +0:37 fpos: direct index for structure (layout( offset=52) uniform float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 9 (const uint) 0:37 Constant: @@ -15,65 +15,65 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 1.000000 0:40 Sequence -0:40 move second child to first child (temp uint) -0:40 'sizeQueryTemp' (temp uint) -0:40 textureSize (temp uint) -0:40 'g_tTex1df4' (uniform texture1D) +0:40 move second child to first child ( temp uint) +0:40 'sizeQueryTemp' ( temp uint) +0:40 textureSize ( temp uint) +0:40 'g_tTex1df4' ( uniform texture1D) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp int) -0:40 'WidthI' (temp int) -0:40 Convert uint to int (temp int) -0:40 'sizeQueryTemp' (temp uint) +0:40 move second child to first child ( temp int) +0:40 'WidthI' ( temp int) +0:40 Convert uint to int ( temp int) +0:40 'sizeQueryTemp' ( temp uint) 0:41 Sequence -0:41 move second child to first child (temp uint) -0:41 'sizeQueryTemp' (temp uint) -0:41 textureSize (temp uint) -0:41 'g_tTex1df4' (uniform texture1D) +0:41 move second child to first child ( temp uint) +0:41 'sizeQueryTemp' ( temp uint) +0:41 textureSize ( temp uint) +0:41 'g_tTex1df4' ( uniform texture1D) 0:41 Constant: 0:41 6 (const uint) -0:41 move second child to first child (temp int) -0:41 'WidthI' (temp int) -0:41 Convert uint to int (temp int) -0:41 'sizeQueryTemp' (temp uint) -0:41 move second child to first child (temp uint) -0:41 'NumberOfLevelsU' (temp uint) -0:41 textureQueryLevels (temp uint) -0:41 'g_tTex1df4' (uniform texture1D) +0:41 move second child to first child ( temp int) +0:41 'WidthI' ( temp int) +0:41 Convert uint to int ( temp int) +0:41 'sizeQueryTemp' ( temp uint) +0:41 move second child to first child ( temp uint) +0:41 'NumberOfLevelsU' ( temp uint) +0:41 textureQueryLevels ( temp uint) +0:41 'g_tTex1df4' ( uniform texture1D) 0:42 Sequence -0:42 move second child to first child (temp uint) -0:42 'sizeQueryTemp' (temp uint) -0:42 textureSize (temp uint) -0:42 'g_tTex1df4' (uniform texture1D) +0:42 move second child to first child ( temp uint) +0:42 'sizeQueryTemp' ( temp uint) +0:42 textureSize ( temp uint) +0:42 'g_tTex1df4' ( uniform texture1D) 0:42 Constant: 0:42 6 (const uint) -0:42 move second child to first child (temp uint) -0:42 'WidthU' (temp uint) -0:42 'sizeQueryTemp' (temp uint) -0:42 move second child to first child (temp int) -0:42 'NumberOfLevelsI' (temp int) -0:42 Convert uint to int (temp int) -0:42 textureQueryLevels (temp uint) -0:42 'g_tTex1df4' (uniform texture1D) +0:42 move second child to first child ( temp uint) +0:42 'WidthU' ( temp uint) +0:42 'sizeQueryTemp' ( temp uint) +0:42 move second child to first child ( temp int) +0:42 'NumberOfLevelsI' ( temp int) +0:42 Convert uint to int ( temp int) +0:42 textureQueryLevels ( temp uint) +0:42 'g_tTex1df4' ( uniform texture1D) 0:43 Sequence -0:43 move second child to first child (temp uint) -0:43 'sizeQueryTemp' (temp uint) -0:43 textureSize (temp uint) -0:43 'g_tTex1df4' (uniform texture1D) +0:43 move second child to first child ( temp uint) +0:43 'sizeQueryTemp' ( temp uint) +0:43 textureSize ( temp uint) +0:43 'g_tTex1df4' ( uniform texture1D) 0:43 Constant: 0:43 6 (const uint) -0:43 move second child to first child (temp int) -0:43 'WidthI' (temp int) -0:43 Convert uint to int (temp int) -0:43 'sizeQueryTemp' (temp uint) -0:43 move second child to first child (temp int) -0:43 'NumberOfLevelsI' (temp int) -0:43 Convert uint to int (temp int) -0:43 textureQueryLevels (temp uint) -0:43 'g_tTex1df4' (uniform texture1D) -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 'ps_output' (temp structure{temp 4-component vector of float color}) +0:43 move second child to first child ( temp int) +0:43 'WidthI' ( temp int) +0:43 Convert uint to int ( temp int) +0:43 'sizeQueryTemp' ( temp uint) +0:43 move second child to first child ( temp int) +0:43 'NumberOfLevelsI' ( temp int) +0:43 Convert uint to int ( temp int) +0:43 textureQueryLevels ( temp uint) +0:43 'g_tTex1df4' ( uniform texture1D) +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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -82,22 +82,22 @@ gl_FragCoord origin is upper left 0:47 0.000000 0:47 0.000000 0:48 Branch: Return with expression -0:48 'ps_output' (temp structure{temp 4-component vector of float color}) -0:20 Function Definition: main( (temp void) +0:48 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) Linked fragment stage: @@ -106,12 +106,12 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Function Parameters: 0:? Sequence -0:37 clamp (temp float) -0:37 fpos: direct index for structure (layout(offset=52 ) uniform float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:37 clamp ( temp float) +0:37 fpos: direct index for structure (layout( offset=52) uniform float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) 0:37 Constant: 0:37 9 (const uint) 0:37 Constant: @@ -119,65 +119,65 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 1.000000 0:40 Sequence -0:40 move second child to first child (temp uint) -0:40 'sizeQueryTemp' (temp uint) -0:40 textureSize (temp uint) -0:40 'g_tTex1df4' (uniform texture1D) +0:40 move second child to first child ( temp uint) +0:40 'sizeQueryTemp' ( temp uint) +0:40 textureSize ( temp uint) +0:40 'g_tTex1df4' ( uniform texture1D) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp int) -0:40 'WidthI' (temp int) -0:40 Convert uint to int (temp int) -0:40 'sizeQueryTemp' (temp uint) +0:40 move second child to first child ( temp int) +0:40 'WidthI' ( temp int) +0:40 Convert uint to int ( temp int) +0:40 'sizeQueryTemp' ( temp uint) 0:41 Sequence -0:41 move second child to first child (temp uint) -0:41 'sizeQueryTemp' (temp uint) -0:41 textureSize (temp uint) -0:41 'g_tTex1df4' (uniform texture1D) +0:41 move second child to first child ( temp uint) +0:41 'sizeQueryTemp' ( temp uint) +0:41 textureSize ( temp uint) +0:41 'g_tTex1df4' ( uniform texture1D) 0:41 Constant: 0:41 6 (const uint) -0:41 move second child to first child (temp int) -0:41 'WidthI' (temp int) -0:41 Convert uint to int (temp int) -0:41 'sizeQueryTemp' (temp uint) -0:41 move second child to first child (temp uint) -0:41 'NumberOfLevelsU' (temp uint) -0:41 textureQueryLevels (temp uint) -0:41 'g_tTex1df4' (uniform texture1D) +0:41 move second child to first child ( temp int) +0:41 'WidthI' ( temp int) +0:41 Convert uint to int ( temp int) +0:41 'sizeQueryTemp' ( temp uint) +0:41 move second child to first child ( temp uint) +0:41 'NumberOfLevelsU' ( temp uint) +0:41 textureQueryLevels ( temp uint) +0:41 'g_tTex1df4' ( uniform texture1D) 0:42 Sequence -0:42 move second child to first child (temp uint) -0:42 'sizeQueryTemp' (temp uint) -0:42 textureSize (temp uint) -0:42 'g_tTex1df4' (uniform texture1D) +0:42 move second child to first child ( temp uint) +0:42 'sizeQueryTemp' ( temp uint) +0:42 textureSize ( temp uint) +0:42 'g_tTex1df4' ( uniform texture1D) 0:42 Constant: 0:42 6 (const uint) -0:42 move second child to first child (temp uint) -0:42 'WidthU' (temp uint) -0:42 'sizeQueryTemp' (temp uint) -0:42 move second child to first child (temp int) -0:42 'NumberOfLevelsI' (temp int) -0:42 Convert uint to int (temp int) -0:42 textureQueryLevels (temp uint) -0:42 'g_tTex1df4' (uniform texture1D) +0:42 move second child to first child ( temp uint) +0:42 'WidthU' ( temp uint) +0:42 'sizeQueryTemp' ( temp uint) +0:42 move second child to first child ( temp int) +0:42 'NumberOfLevelsI' ( temp int) +0:42 Convert uint to int ( temp int) +0:42 textureQueryLevels ( temp uint) +0:42 'g_tTex1df4' ( uniform texture1D) 0:43 Sequence -0:43 move second child to first child (temp uint) -0:43 'sizeQueryTemp' (temp uint) -0:43 textureSize (temp uint) -0:43 'g_tTex1df4' (uniform texture1D) +0:43 move second child to first child ( temp uint) +0:43 'sizeQueryTemp' ( temp uint) +0:43 textureSize ( temp uint) +0:43 'g_tTex1df4' ( uniform texture1D) 0:43 Constant: 0:43 6 (const uint) -0:43 move second child to first child (temp int) -0:43 'WidthI' (temp int) -0:43 Convert uint to int (temp int) -0:43 'sizeQueryTemp' (temp uint) -0:43 move second child to first child (temp int) -0:43 'NumberOfLevelsI' (temp int) -0:43 Convert uint to int (temp int) -0:43 textureQueryLevels (temp uint) -0:43 'g_tTex1df4' (uniform texture1D) -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 'ps_output' (temp structure{temp 4-component vector of float color}) +0:43 move second child to first child ( temp int) +0:43 'WidthI' ( temp int) +0:43 Convert uint to int ( temp int) +0:43 'sizeQueryTemp' ( temp uint) +0:43 move second child to first child ( temp int) +0:43 'NumberOfLevelsI' ( temp int) +0:43 Convert uint to int ( temp int) +0:43 textureQueryLevels ( temp uint) +0:43 'g_tTex1df4' ( uniform texture1D) +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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -186,22 +186,22 @@ gl_FragCoord origin is upper left 0:47 0.000000 0:47 0.000000 0:48 Branch: Return with expression -0:48 'ps_output' (temp structure{temp 4-component vector of float color}) -0:20 Function Definition: main( (temp void) +0:48 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:20 color: direct index for structure (temp 4-component vector of float) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:20 color: direct index for structure ( temp 4-component vector of float) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos}) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.vert.out b/Test/baseResults/hlsl.intrinsics.vert.out index 84146e66..107575b7 100644 --- a/Test/baseResults/hlsl.intrinsics.vert.out +++ b/Test/baseResults/hlsl.intrinsics.vert.out @@ -1,940 +1,940 @@ hlsl.intrinsics.vert Shader version: 450 0:? Sequence -0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:2 'inF2' (in float) -0:2 'inU0' (in uint) -0:2 'inU1' (in uint) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inU0' ( in uint) +0:2 'inU1' ( in uint) 0:? Sequence -0:3 all (temp bool) -0:3 'inF0' (in float) -0:4 Absolute value (temp float) -0:4 'inF0' (in float) -0:5 arc cosine (temp float) -0:5 'inF0' (in float) -0:6 any (temp bool) -0:6 'inF0' (in float) -0:7 arc sine (temp float) -0:7 'inF0' (in float) -0:8 floatBitsToInt (temp int) -0:8 'inF0' (in float) -0:9 floatBitsToUint (temp uint) -0:9 'inF0' (in float) -0:10 intBitsToFloat (temp float) -0:10 'inU0' (in uint) -0:12 arc tangent (temp float) -0:12 'inF0' (in float) -0:13 arc tangent (temp float) -0:13 'inF0' (in float) -0:13 'inF1' (in float) -0:14 Ceiling (temp float) -0:14 'inF0' (in float) -0:15 clamp (temp float) -0:15 'inF0' (in float) -0:15 'inF1' (in float) -0:15 'inF2' (in float) -0:16 cosine (temp float) -0:16 'inF0' (in float) -0:17 hyp. cosine (temp float) -0:17 'inF0' (in float) -0:18 bitCount (temp int) +0:3 all ( temp bool) +0:3 'inF0' ( in float) +0:4 Absolute value ( temp float) +0:4 'inF0' ( in float) +0:5 arc cosine ( temp float) +0:5 'inF0' ( in float) +0:6 any ( temp bool) +0:6 'inF0' ( in float) +0:7 arc sine ( temp float) +0:7 'inF0' ( in float) +0:8 floatBitsToInt ( temp int) +0:8 'inF0' ( in float) +0:9 floatBitsToUint ( temp uint) +0:9 'inF0' ( in float) +0:10 intBitsToFloat ( temp float) +0:10 'inU0' ( in uint) +0:12 arc tangent ( temp float) +0:12 'inF0' ( in float) +0:13 arc tangent ( temp float) +0:13 'inF0' ( in float) +0:13 'inF1' ( in float) +0:14 Ceiling ( temp float) +0:14 'inF0' ( in float) +0:15 clamp ( temp float) +0:15 'inF0' ( in float) +0:15 'inF1' ( in float) +0:15 'inF2' ( in float) +0:16 cosine ( temp float) +0:16 'inF0' ( in float) +0:17 hyp. cosine ( temp float) +0:17 'inF0' ( in float) +0:18 bitCount ( temp int) 0:18 Constant: 0:18 7 (const int) -0:19 degrees (temp float) -0:19 'inF0' (in float) -0:23 exp (temp float) -0:23 'inF0' (in float) -0:24 exp2 (temp float) -0:24 'inF0' (in float) -0:25 findMSB (temp int) +0:19 degrees ( temp float) +0:19 'inF0' ( in float) +0:23 exp ( temp float) +0:23 'inF0' ( in float) +0:24 exp2 ( temp float) +0:24 'inF0' ( in float) +0:25 findMSB ( temp int) 0:25 Constant: 0:25 7 (const int) -0:26 findLSB (temp int) +0:26 findLSB ( temp int) 0:26 Constant: 0:26 7 (const int) -0:27 Floor (temp float) -0:27 'inF0' (in float) -0:29 mod (temp float) -0:29 'inF0' (in float) -0:29 'inF1' (in float) -0:30 Fraction (temp float) -0:30 'inF0' (in float) -0:31 frexp (temp float) -0:31 'inF0' (in float) -0:31 'inF1' (in float) -0:32 isinf (temp bool) -0:32 'inF0' (in float) -0:33 isnan (temp bool) -0:33 'inF0' (in float) -0:34 ldexp (temp float) -0:34 'inF0' (in float) -0:34 'inF1' (in float) -0:35 mix (temp float) -0:35 'inF0' (in float) -0:35 'inF1' (in float) -0:35 'inF2' (in float) -0:36 log (temp float) -0:36 'inF0' (in float) -0:37 component-wise multiply (temp float) -0:37 log2 (temp float) -0:37 'inF0' (in float) +0:27 Floor ( temp float) +0:27 'inF0' ( in float) +0:29 mod ( temp float) +0:29 'inF0' ( in float) +0:29 'inF1' ( in float) +0:30 Fraction ( temp float) +0:30 'inF0' ( in float) +0:31 frexp ( temp float) +0:31 'inF0' ( in float) +0:31 'inF1' ( in float) +0:32 isinf ( temp bool) +0:32 'inF0' ( in float) +0:33 isnan ( temp bool) +0:33 'inF0' ( in float) +0:34 ldexp ( temp float) +0:34 'inF0' ( in float) +0:34 'inF1' ( in float) +0:35 mix ( temp float) +0:35 'inF0' ( in float) +0:35 'inF1' ( in float) +0:35 'inF2' ( in float) +0:36 log ( temp float) +0:36 'inF0' ( in float) +0:37 component-wise multiply ( temp float) +0:37 log2 ( temp float) +0:37 'inF0' ( in float) 0:37 Constant: 0:37 0.301030 -0:38 log2 (temp float) -0:38 'inF0' (in float) -0:39 max (temp float) -0:39 'inF0' (in float) -0:39 'inF1' (in float) -0:40 min (temp float) -0:40 'inF0' (in float) -0:40 'inF1' (in float) -0:42 pow (temp float) -0:42 'inF0' (in float) -0:42 'inF1' (in float) -0:43 radians (temp float) -0:43 'inF0' (in float) -0:44 bitFieldReverse (temp int) +0:38 log2 ( temp float) +0:38 'inF0' ( in float) +0:39 max ( temp float) +0:39 'inF0' ( in float) +0:39 'inF1' ( in float) +0:40 min ( temp float) +0:40 'inF0' ( in float) +0:40 'inF1' ( in float) +0:42 pow ( temp float) +0:42 'inF0' ( in float) +0:42 'inF1' ( in float) +0:43 radians ( temp float) +0:43 'inF0' ( in float) +0:44 bitFieldReverse ( temp int) 0:44 Constant: 0:44 2 (const int) -0:45 roundEven (temp float) -0:45 'inF0' (in float) -0:46 inverse sqrt (temp float) -0:46 'inF0' (in float) -0:47 clamp (temp float) -0:47 'inF0' (in float) +0:45 roundEven ( temp float) +0:45 'inF0' ( in float) +0:46 inverse sqrt ( temp float) +0:46 'inF0' ( in float) +0:47 clamp ( temp float) +0:47 'inF0' ( in float) 0:47 Constant: 0:47 0.000000 0:47 Constant: 0:47 1.000000 -0:48 Sign (temp float) -0:48 'inF0' (in float) -0:49 sine (temp float) -0:49 'inF0' (in float) +0:48 Sign ( temp float) +0:48 'inF0' ( in float) +0:49 sine ( temp float) +0:49 'inF0' ( in float) 0:50 Sequence -0:50 move second child to first child (temp float) -0:50 'inF1' (in float) -0:50 sine (temp float) -0:50 'inF0' (in float) -0:50 move second child to first child (temp float) -0:50 'inF2' (in float) -0:50 cosine (temp float) -0:50 'inF0' (in float) -0:51 hyp. sine (temp float) -0:51 'inF0' (in float) -0:52 smoothstep (temp float) -0:52 'inF0' (in float) -0:52 'inF1' (in float) -0:52 'inF2' (in float) -0:53 sqrt (temp float) -0:53 'inF0' (in float) -0:54 step (temp float) -0:54 'inF0' (in float) -0:54 'inF1' (in float) -0:55 tangent (temp float) -0:55 'inF0' (in float) -0:56 hyp. tangent (temp float) -0:56 'inF0' (in float) -0:58 trunc (temp float) -0:58 'inF0' (in float) +0:50 move second child to first child ( temp float) +0:50 'inF1' ( in float) +0:50 sine ( temp float) +0:50 'inF0' ( in float) +0:50 move second child to first child ( temp float) +0:50 'inF2' ( in float) +0:50 cosine ( temp float) +0:50 'inF0' ( in float) +0:51 hyp. sine ( temp float) +0:51 'inF0' ( in float) +0:52 smoothstep ( temp float) +0:52 'inF0' ( in float) +0:52 'inF1' ( in float) +0:52 'inF2' ( in float) +0:53 sqrt ( temp float) +0:53 'inF0' ( in float) +0:54 step ( temp float) +0:54 'inF0' ( in float) +0:54 'inF1' ( in float) +0:55 tangent ( temp float) +0:55 'inF0' ( in float) +0:56 hyp. tangent ( temp float) +0:56 'inF0' ( in float) +0:58 trunc ( temp float) +0:58 'inF0' ( in float) 0:60 Branch: Return with expression 0:60 Constant: 0:60 0.000000 -0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 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) -0:64 'inF2' (in 1-component vector of float) +0:64 'inF0' ( in 1-component vector of float) +0:64 'inF1' ( in 1-component vector of float) +0:64 'inF2' ( in 1-component vector of float) 0:? Sequence 0:66 Branch: Return with expression 0:66 Constant: 0:66 0.000000 -0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:70 'inF2' (in 2-component vector of float) -0:70 'inU0' (in 2-component vector of uint) -0:70 'inU1' (in 2-component vector of uint) +0:70 'inF0' ( in 2-component vector of float) +0:70 'inF1' ( in 2-component vector of float) +0:70 'inF2' ( in 2-component vector of float) +0:70 'inU0' ( in 2-component vector of uint) +0:70 'inU1' ( in 2-component vector of uint) 0:? Sequence -0:71 all (temp bool) -0:71 'inF0' (in 2-component vector of float) -0:72 Absolute value (temp 2-component vector of float) -0:72 'inF0' (in 2-component vector of float) -0:73 arc cosine (temp 2-component vector of float) -0:73 'inF0' (in 2-component vector of float) -0:74 any (temp bool) -0:74 'inF0' (in 2-component vector of float) -0:75 arc sine (temp 2-component vector of float) -0:75 'inF0' (in 2-component vector of float) -0:76 floatBitsToInt (temp 2-component vector of int) -0:76 'inF0' (in 2-component vector of float) -0:77 floatBitsToUint (temp 2-component vector of uint) -0:77 'inF0' (in 2-component vector of float) -0:78 intBitsToFloat (temp 2-component vector of float) -0:78 'inU0' (in 2-component vector of uint) -0:80 arc tangent (temp 2-component vector of float) -0:80 'inF0' (in 2-component vector of float) -0:81 arc tangent (temp 2-component vector of float) -0:81 'inF0' (in 2-component vector of float) -0:81 'inF1' (in 2-component vector of float) -0:82 Ceiling (temp 2-component vector of float) -0:82 'inF0' (in 2-component vector of float) -0:83 clamp (temp 2-component vector of float) -0:83 'inF0' (in 2-component vector of float) -0:83 'inF1' (in 2-component vector of float) -0:83 'inF2' (in 2-component vector of float) -0:84 cosine (temp 2-component vector of float) -0:84 'inF0' (in 2-component vector of float) -0:85 hyp. cosine (temp 2-component vector of float) -0:85 'inF0' (in 2-component vector of float) -0:? bitCount (temp 2-component vector of int) +0:71 all ( temp bool) +0:71 'inF0' ( in 2-component vector of float) +0:72 Absolute value ( temp 2-component vector of float) +0:72 'inF0' ( in 2-component vector of float) +0:73 arc cosine ( temp 2-component vector of float) +0:73 'inF0' ( in 2-component vector of float) +0:74 any ( temp bool) +0:74 'inF0' ( in 2-component vector of float) +0:75 arc sine ( temp 2-component vector of float) +0:75 'inF0' ( in 2-component vector of float) +0:76 floatBitsToInt ( temp 2-component vector of int) +0:76 'inF0' ( in 2-component vector of float) +0:77 floatBitsToUint ( temp 2-component vector of uint) +0:77 'inF0' ( in 2-component vector of float) +0:78 intBitsToFloat ( temp 2-component vector of float) +0:78 'inU0' ( in 2-component vector of uint) +0:80 arc tangent ( temp 2-component vector of float) +0:80 'inF0' ( in 2-component vector of float) +0:81 arc tangent ( temp 2-component vector of float) +0:81 'inF0' ( in 2-component vector of float) +0:81 'inF1' ( in 2-component vector of float) +0:82 Ceiling ( temp 2-component vector of float) +0:82 'inF0' ( in 2-component vector of float) +0:83 clamp ( temp 2-component vector of float) +0:83 'inF0' ( in 2-component vector of float) +0:83 'inF1' ( in 2-component vector of float) +0:83 'inF2' ( in 2-component vector of float) +0:84 cosine ( temp 2-component vector of float) +0:84 'inF0' ( in 2-component vector of float) +0:85 hyp. cosine ( temp 2-component vector of float) +0:85 'inF0' ( in 2-component vector of float) +0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) -0:87 degrees (temp 2-component vector of float) -0:87 'inF0' (in 2-component vector of float) -0:88 distance (temp float) -0:88 'inF0' (in 2-component vector of float) -0:88 'inF1' (in 2-component vector of float) -0:89 dot-product (temp float) -0:89 'inF0' (in 2-component vector of float) -0:89 'inF1' (in 2-component vector of float) -0:93 exp (temp 2-component vector of float) -0:93 'inF0' (in 2-component vector of float) -0:94 exp2 (temp 2-component vector of float) -0:94 'inF0' (in 2-component vector of float) -0:95 face-forward (temp 2-component vector of float) -0:95 'inF0' (in 2-component vector of float) -0:95 'inF1' (in 2-component vector of float) -0:95 'inF2' (in 2-component vector of float) -0:96 findMSB (temp int) +0:87 degrees ( temp 2-component vector of float) +0:87 'inF0' ( in 2-component vector of float) +0:88 distance ( temp float) +0:88 'inF0' ( in 2-component vector of float) +0:88 'inF1' ( in 2-component vector of float) +0:89 dot-product ( temp float) +0:89 'inF0' ( in 2-component vector of float) +0:89 'inF1' ( in 2-component vector of float) +0:93 exp ( temp 2-component vector of float) +0:93 'inF0' ( in 2-component vector of float) +0:94 exp2 ( temp 2-component vector of float) +0:94 'inF0' ( in 2-component vector of float) +0:95 face-forward ( temp 2-component vector of float) +0:95 'inF0' ( in 2-component vector of float) +0:95 'inF1' ( in 2-component vector of float) +0:95 'inF2' ( in 2-component vector of float) +0:96 findMSB ( temp int) 0:96 Constant: 0:96 7 (const int) -0:97 findLSB (temp int) +0:97 findLSB ( temp int) 0:97 Constant: 0:97 7 (const int) -0:98 Floor (temp 2-component vector of float) -0:98 'inF0' (in 2-component vector of float) -0:100 mod (temp 2-component vector of float) -0:100 'inF0' (in 2-component vector of float) -0:100 'inF1' (in 2-component vector of float) -0:101 Fraction (temp 2-component vector of float) -0:101 'inF0' (in 2-component vector of float) -0:102 frexp (temp 2-component vector of float) -0:102 'inF0' (in 2-component vector of float) -0:102 'inF1' (in 2-component vector of float) -0:103 isinf (temp 2-component vector of bool) -0:103 'inF0' (in 2-component vector of float) -0:104 isnan (temp 2-component vector of bool) -0:104 'inF0' (in 2-component vector of float) -0:105 ldexp (temp 2-component vector of float) -0:105 'inF0' (in 2-component vector of float) -0:105 'inF1' (in 2-component vector of float) -0:106 mix (temp 2-component vector of float) -0:106 'inF0' (in 2-component vector of float) -0:106 'inF1' (in 2-component vector of float) -0:106 'inF2' (in 2-component vector of float) -0:107 length (temp float) -0:107 'inF0' (in 2-component vector of float) -0:108 log (temp 2-component vector of float) -0:108 'inF0' (in 2-component vector of float) -0:109 vector-scale (temp 2-component vector of float) -0:109 log2 (temp 2-component vector of float) -0:109 'inF0' (in 2-component vector of float) +0:98 Floor ( temp 2-component vector of float) +0:98 'inF0' ( in 2-component vector of float) +0:100 mod ( temp 2-component vector of float) +0:100 'inF0' ( in 2-component vector of float) +0:100 'inF1' ( in 2-component vector of float) +0:101 Fraction ( temp 2-component vector of float) +0:101 'inF0' ( in 2-component vector of float) +0:102 frexp ( temp 2-component vector of float) +0:102 'inF0' ( in 2-component vector of float) +0:102 'inF1' ( in 2-component vector of float) +0:103 isinf ( temp 2-component vector of bool) +0:103 'inF0' ( in 2-component vector of float) +0:104 isnan ( temp 2-component vector of bool) +0:104 'inF0' ( in 2-component vector of float) +0:105 ldexp ( temp 2-component vector of float) +0:105 'inF0' ( in 2-component vector of float) +0:105 'inF1' ( in 2-component vector of float) +0:106 mix ( temp 2-component vector of float) +0:106 'inF0' ( in 2-component vector of float) +0:106 'inF1' ( in 2-component vector of float) +0:106 'inF2' ( in 2-component vector of float) +0:107 length ( temp float) +0:107 'inF0' ( in 2-component vector of float) +0:108 log ( temp 2-component vector of float) +0:108 'inF0' ( in 2-component vector of float) +0:109 vector-scale ( temp 2-component vector of float) +0:109 log2 ( temp 2-component vector of float) +0:109 'inF0' ( in 2-component vector of float) 0:109 Constant: 0:109 0.301030 -0:110 log2 (temp 2-component vector of float) -0:110 'inF0' (in 2-component vector of float) -0:111 max (temp 2-component vector of float) -0:111 'inF0' (in 2-component vector of float) -0:111 'inF1' (in 2-component vector of float) -0:112 min (temp 2-component vector of float) -0:112 'inF0' (in 2-component vector of float) -0:112 'inF1' (in 2-component vector of float) -0:114 normalize (temp 2-component vector of float) -0:114 'inF0' (in 2-component vector of float) -0:115 pow (temp 2-component vector of float) -0:115 'inF0' (in 2-component vector of float) -0:115 'inF1' (in 2-component vector of float) -0:116 radians (temp 2-component vector of float) -0:116 'inF0' (in 2-component vector of float) -0:117 reflect (temp 2-component vector of float) -0:117 'inF0' (in 2-component vector of float) -0:117 'inF1' (in 2-component vector of float) -0:118 refract (temp 2-component vector of float) -0:118 'inF0' (in 2-component vector of float) -0:118 'inF1' (in 2-component vector of float) +0:110 log2 ( temp 2-component vector of float) +0:110 'inF0' ( in 2-component vector of float) +0:111 max ( temp 2-component vector of float) +0:111 'inF0' ( in 2-component vector of float) +0:111 'inF1' ( in 2-component vector of float) +0:112 min ( temp 2-component vector of float) +0:112 'inF0' ( in 2-component vector of float) +0:112 'inF1' ( in 2-component vector of float) +0:114 normalize ( temp 2-component vector of float) +0:114 'inF0' ( in 2-component vector of float) +0:115 pow ( temp 2-component vector of float) +0:115 'inF0' ( in 2-component vector of float) +0:115 'inF1' ( in 2-component vector of float) +0:116 radians ( temp 2-component vector of float) +0:116 'inF0' ( in 2-component vector of float) +0:117 reflect ( temp 2-component vector of float) +0:117 'inF0' ( in 2-component vector of float) +0:117 'inF1' ( in 2-component vector of float) +0:118 refract ( temp 2-component vector of float) +0:118 'inF0' ( in 2-component vector of float) +0:118 'inF1' ( in 2-component vector of float) 0:118 Constant: 0:118 2.000000 -0:? bitFieldReverse (temp 2-component vector of int) +0:? bitFieldReverse ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) -0:120 roundEven (temp 2-component vector of float) -0:120 'inF0' (in 2-component vector of float) -0:121 inverse sqrt (temp 2-component vector of float) -0:121 'inF0' (in 2-component vector of float) -0:122 clamp (temp 2-component vector of float) -0:122 'inF0' (in 2-component vector of float) +0:120 roundEven ( temp 2-component vector of float) +0:120 'inF0' ( in 2-component vector of float) +0:121 inverse sqrt ( temp 2-component vector of float) +0:121 'inF0' ( in 2-component vector of float) +0:122 clamp ( temp 2-component vector of float) +0:122 'inF0' ( in 2-component vector of float) 0:122 Constant: 0:122 0.000000 0:122 Constant: 0:122 1.000000 -0:123 Sign (temp 2-component vector of float) -0:123 'inF0' (in 2-component vector of float) -0:124 sine (temp 2-component vector of float) -0:124 'inF0' (in 2-component vector of float) +0:123 Sign ( temp 2-component vector of float) +0:123 'inF0' ( in 2-component vector of float) +0:124 sine ( temp 2-component vector of float) +0:124 'inF0' ( in 2-component vector of float) 0:125 Sequence -0:125 move second child to first child (temp 2-component vector of float) -0:125 'inF1' (in 2-component vector of float) -0:125 sine (temp 2-component vector of float) -0:125 'inF0' (in 2-component vector of float) -0:125 move second child to first child (temp 2-component vector of float) -0:125 'inF2' (in 2-component vector of float) -0:125 cosine (temp 2-component vector of float) -0:125 'inF0' (in 2-component vector of float) -0:126 hyp. sine (temp 2-component vector of float) -0:126 'inF0' (in 2-component vector of float) -0:127 smoothstep (temp 2-component vector of float) -0:127 'inF0' (in 2-component vector of float) -0:127 'inF1' (in 2-component vector of float) -0:127 'inF2' (in 2-component vector of float) -0:128 sqrt (temp 2-component vector of float) -0:128 'inF0' (in 2-component vector of float) -0:129 step (temp 2-component vector of float) -0:129 'inF0' (in 2-component vector of float) -0:129 'inF1' (in 2-component vector of float) -0:130 tangent (temp 2-component vector of float) -0:130 'inF0' (in 2-component vector of float) -0:131 hyp. tangent (temp 2-component vector of float) -0:131 'inF0' (in 2-component vector of float) -0:133 trunc (temp 2-component vector of float) -0:133 'inF0' (in 2-component vector of float) +0:125 move second child to first child ( temp 2-component vector of float) +0:125 'inF1' ( in 2-component vector of float) +0:125 sine ( temp 2-component vector of float) +0:125 'inF0' ( in 2-component vector of float) +0:125 move second child to first child ( temp 2-component vector of float) +0:125 'inF2' ( in 2-component vector of float) +0:125 cosine ( temp 2-component vector of float) +0:125 'inF0' ( in 2-component vector of float) +0:126 hyp. sine ( temp 2-component vector of float) +0:126 'inF0' ( in 2-component vector of float) +0:127 smoothstep ( temp 2-component vector of float) +0:127 'inF0' ( in 2-component vector of float) +0:127 'inF1' ( in 2-component vector of float) +0:127 'inF2' ( in 2-component vector of float) +0:128 sqrt ( temp 2-component vector of float) +0:128 'inF0' ( in 2-component vector of float) +0:129 step ( temp 2-component vector of float) +0:129 'inF0' ( in 2-component vector of float) +0:129 'inF1' ( in 2-component vector of float) +0:130 tangent ( temp 2-component vector of float) +0:130 'inF0' ( in 2-component vector of float) +0:131 hyp. tangent ( temp 2-component vector of float) +0:131 'inF0' ( in 2-component vector of float) +0:133 trunc ( temp 2-component vector of float) +0:133 'inF0' ( in 2-component vector of float) 0:136 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:140 'inF2' (in 3-component vector of float) -0:140 'inU0' (in 3-component vector of uint) -0:140 'inU1' (in 3-component vector of uint) +0:140 'inF0' ( in 3-component vector of float) +0:140 'inF1' ( in 3-component vector of float) +0:140 'inF2' ( in 3-component vector of float) +0:140 'inU0' ( in 3-component vector of uint) +0:140 'inU1' ( in 3-component vector of uint) 0:? Sequence -0:141 all (temp bool) -0:141 'inF0' (in 3-component vector of float) -0:142 Absolute value (temp 3-component vector of float) -0:142 'inF0' (in 3-component vector of float) -0:143 arc cosine (temp 3-component vector of float) -0:143 'inF0' (in 3-component vector of float) -0:144 any (temp bool) -0:144 'inF0' (in 3-component vector of float) -0:145 arc sine (temp 3-component vector of float) -0:145 'inF0' (in 3-component vector of float) -0:146 floatBitsToInt (temp 3-component vector of int) -0:146 'inF0' (in 3-component vector of float) -0:147 floatBitsToUint (temp 3-component vector of uint) -0:147 'inF0' (in 3-component vector of float) -0:148 intBitsToFloat (temp 3-component vector of float) -0:148 'inU0' (in 3-component vector of uint) -0:150 arc tangent (temp 3-component vector of float) -0:150 'inF0' (in 3-component vector of float) -0:151 arc tangent (temp 3-component vector of float) -0:151 'inF0' (in 3-component vector of float) -0:151 'inF1' (in 3-component vector of float) -0:152 Ceiling (temp 3-component vector of float) -0:152 'inF0' (in 3-component vector of float) -0:153 clamp (temp 3-component vector of float) -0:153 'inF0' (in 3-component vector of float) -0:153 'inF1' (in 3-component vector of float) -0:153 'inF2' (in 3-component vector of float) -0:154 cosine (temp 3-component vector of float) -0:154 'inF0' (in 3-component vector of float) -0:155 hyp. cosine (temp 3-component vector of float) -0:155 'inF0' (in 3-component vector of float) -0:? bitCount (temp 3-component vector of int) +0:141 all ( temp bool) +0:141 'inF0' ( in 3-component vector of float) +0:142 Absolute value ( temp 3-component vector of float) +0:142 'inF0' ( in 3-component vector of float) +0:143 arc cosine ( temp 3-component vector of float) +0:143 'inF0' ( in 3-component vector of float) +0:144 any ( temp bool) +0:144 'inF0' ( in 3-component vector of float) +0:145 arc sine ( temp 3-component vector of float) +0:145 'inF0' ( in 3-component vector of float) +0:146 floatBitsToInt ( temp 3-component vector of int) +0:146 'inF0' ( in 3-component vector of float) +0:147 floatBitsToUint ( temp 3-component vector of uint) +0:147 'inF0' ( in 3-component vector of float) +0:148 intBitsToFloat ( temp 3-component vector of float) +0:148 'inU0' ( in 3-component vector of uint) +0:150 arc tangent ( temp 3-component vector of float) +0:150 'inF0' ( in 3-component vector of float) +0:151 arc tangent ( temp 3-component vector of float) +0:151 'inF0' ( in 3-component vector of float) +0:151 'inF1' ( in 3-component vector of float) +0:152 Ceiling ( temp 3-component vector of float) +0:152 'inF0' ( in 3-component vector of float) +0:153 clamp ( temp 3-component vector of float) +0:153 'inF0' ( in 3-component vector of float) +0:153 'inF1' ( in 3-component vector of float) +0:153 'inF2' ( in 3-component vector of float) +0:154 cosine ( temp 3-component vector of float) +0:154 'inF0' ( in 3-component vector of float) +0:155 hyp. cosine ( temp 3-component vector of float) +0:155 'inF0' ( in 3-component vector of float) +0:? bitCount ( temp 3-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) -0:157 cross-product (temp 3-component vector of float) -0:157 'inF0' (in 3-component vector of float) -0:157 'inF1' (in 3-component vector of float) -0:158 degrees (temp 3-component vector of float) -0:158 'inF0' (in 3-component vector of float) -0:159 distance (temp float) -0:159 'inF0' (in 3-component vector of float) -0:159 'inF1' (in 3-component vector of float) -0:160 dot-product (temp float) -0:160 'inF0' (in 3-component vector of float) -0:160 'inF1' (in 3-component vector of float) -0:164 exp (temp 3-component vector of float) -0:164 'inF0' (in 3-component vector of float) -0:165 exp2 (temp 3-component vector of float) -0:165 'inF0' (in 3-component vector of float) -0:166 face-forward (temp 3-component vector of float) -0:166 'inF0' (in 3-component vector of float) -0:166 'inF1' (in 3-component vector of float) -0:166 'inF2' (in 3-component vector of float) -0:167 findMSB (temp int) +0:157 cross-product ( temp 3-component vector of float) +0:157 'inF0' ( in 3-component vector of float) +0:157 'inF1' ( in 3-component vector of float) +0:158 degrees ( temp 3-component vector of float) +0:158 'inF0' ( in 3-component vector of float) +0:159 distance ( temp float) +0:159 'inF0' ( in 3-component vector of float) +0:159 'inF1' ( in 3-component vector of float) +0:160 dot-product ( temp float) +0:160 'inF0' ( in 3-component vector of float) +0:160 'inF1' ( in 3-component vector of float) +0:164 exp ( temp 3-component vector of float) +0:164 'inF0' ( in 3-component vector of float) +0:165 exp2 ( temp 3-component vector of float) +0:165 'inF0' ( in 3-component vector of float) +0:166 face-forward ( temp 3-component vector of float) +0:166 'inF0' ( in 3-component vector of float) +0:166 'inF1' ( in 3-component vector of float) +0:166 'inF2' ( in 3-component vector of float) +0:167 findMSB ( temp int) 0:167 Constant: 0:167 7 (const int) -0:168 findLSB (temp int) +0:168 findLSB ( temp int) 0:168 Constant: 0:168 7 (const int) -0:169 Floor (temp 3-component vector of float) -0:169 'inF0' (in 3-component vector of float) -0:171 mod (temp 3-component vector of float) -0:171 'inF0' (in 3-component vector of float) -0:171 'inF1' (in 3-component vector of float) -0:172 Fraction (temp 3-component vector of float) -0:172 'inF0' (in 3-component vector of float) -0:173 frexp (temp 3-component vector of float) -0:173 'inF0' (in 3-component vector of float) -0:173 'inF1' (in 3-component vector of float) -0:174 isinf (temp 3-component vector of bool) -0:174 'inF0' (in 3-component vector of float) -0:175 isnan (temp 3-component vector of bool) -0:175 'inF0' (in 3-component vector of float) -0:176 ldexp (temp 3-component vector of float) -0:176 'inF0' (in 3-component vector of float) -0:176 'inF1' (in 3-component vector of float) -0:177 mix (temp 3-component vector of float) -0:177 'inF0' (in 3-component vector of float) -0:177 'inF1' (in 3-component vector of float) -0:177 'inF2' (in 3-component vector of float) -0:178 length (temp float) -0:178 'inF0' (in 3-component vector of float) -0:179 log (temp 3-component vector of float) -0:179 'inF0' (in 3-component vector of float) -0:180 vector-scale (temp 3-component vector of float) -0:180 log2 (temp 3-component vector of float) -0:180 'inF0' (in 3-component vector of float) +0:169 Floor ( temp 3-component vector of float) +0:169 'inF0' ( in 3-component vector of float) +0:171 mod ( temp 3-component vector of float) +0:171 'inF0' ( in 3-component vector of float) +0:171 'inF1' ( in 3-component vector of float) +0:172 Fraction ( temp 3-component vector of float) +0:172 'inF0' ( in 3-component vector of float) +0:173 frexp ( temp 3-component vector of float) +0:173 'inF0' ( in 3-component vector of float) +0:173 'inF1' ( in 3-component vector of float) +0:174 isinf ( temp 3-component vector of bool) +0:174 'inF0' ( in 3-component vector of float) +0:175 isnan ( temp 3-component vector of bool) +0:175 'inF0' ( in 3-component vector of float) +0:176 ldexp ( temp 3-component vector of float) +0:176 'inF0' ( in 3-component vector of float) +0:176 'inF1' ( in 3-component vector of float) +0:177 mix ( temp 3-component vector of float) +0:177 'inF0' ( in 3-component vector of float) +0:177 'inF1' ( in 3-component vector of float) +0:177 'inF2' ( in 3-component vector of float) +0:178 length ( temp float) +0:178 'inF0' ( in 3-component vector of float) +0:179 log ( temp 3-component vector of float) +0:179 'inF0' ( in 3-component vector of float) +0:180 vector-scale ( temp 3-component vector of float) +0:180 log2 ( temp 3-component vector of float) +0:180 'inF0' ( in 3-component vector of float) 0:180 Constant: 0:180 0.301030 -0:181 log2 (temp 3-component vector of float) -0:181 'inF0' (in 3-component vector of float) -0:182 max (temp 3-component vector of float) -0:182 'inF0' (in 3-component vector of float) -0:182 'inF1' (in 3-component vector of float) -0:183 min (temp 3-component vector of float) -0:183 'inF0' (in 3-component vector of float) -0:183 'inF1' (in 3-component vector of float) -0:185 normalize (temp 3-component vector of float) -0:185 'inF0' (in 3-component vector of float) -0:186 pow (temp 3-component vector of float) -0:186 'inF0' (in 3-component vector of float) -0:186 'inF1' (in 3-component vector of float) -0:187 radians (temp 3-component vector of float) -0:187 'inF0' (in 3-component vector of float) -0:188 reflect (temp 3-component vector of float) -0:188 'inF0' (in 3-component vector of float) -0:188 'inF1' (in 3-component vector of float) -0:189 refract (temp 3-component vector of float) -0:189 'inF0' (in 3-component vector of float) -0:189 'inF1' (in 3-component vector of float) +0:181 log2 ( temp 3-component vector of float) +0:181 'inF0' ( in 3-component vector of float) +0:182 max ( temp 3-component vector of float) +0:182 'inF0' ( in 3-component vector of float) +0:182 'inF1' ( in 3-component vector of float) +0:183 min ( temp 3-component vector of float) +0:183 'inF0' ( in 3-component vector of float) +0:183 'inF1' ( in 3-component vector of float) +0:185 normalize ( temp 3-component vector of float) +0:185 'inF0' ( in 3-component vector of float) +0:186 pow ( temp 3-component vector of float) +0:186 'inF0' ( in 3-component vector of float) +0:186 'inF1' ( in 3-component vector of float) +0:187 radians ( temp 3-component vector of float) +0:187 'inF0' ( in 3-component vector of float) +0:188 reflect ( temp 3-component vector of float) +0:188 'inF0' ( in 3-component vector of float) +0:188 'inF1' ( in 3-component vector of float) +0:189 refract ( temp 3-component vector of float) +0:189 'inF0' ( in 3-component vector of float) +0:189 'inF1' ( in 3-component vector of float) 0:189 Constant: 0:189 2.000000 -0:? bitFieldReverse (temp 3-component vector of int) +0:? bitFieldReverse ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) -0:191 roundEven (temp 3-component vector of float) -0:191 'inF0' (in 3-component vector of float) -0:192 inverse sqrt (temp 3-component vector of float) -0:192 'inF0' (in 3-component vector of float) -0:193 clamp (temp 3-component vector of float) -0:193 'inF0' (in 3-component vector of float) +0:191 roundEven ( temp 3-component vector of float) +0:191 'inF0' ( in 3-component vector of float) +0:192 inverse sqrt ( temp 3-component vector of float) +0:192 'inF0' ( in 3-component vector of float) +0:193 clamp ( temp 3-component vector of float) +0:193 'inF0' ( in 3-component vector of float) 0:193 Constant: 0:193 0.000000 0:193 Constant: 0:193 1.000000 -0:194 Sign (temp 3-component vector of float) -0:194 'inF0' (in 3-component vector of float) -0:195 sine (temp 3-component vector of float) -0:195 'inF0' (in 3-component vector of float) +0:194 Sign ( temp 3-component vector of float) +0:194 'inF0' ( in 3-component vector of float) +0:195 sine ( temp 3-component vector of float) +0:195 'inF0' ( in 3-component vector of float) 0:196 Sequence -0:196 move second child to first child (temp 3-component vector of float) -0:196 'inF1' (in 3-component vector of float) -0:196 sine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) -0:196 move second child to first child (temp 3-component vector of float) -0:196 'inF2' (in 3-component vector of float) -0:196 cosine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) -0:197 hyp. sine (temp 3-component vector of float) -0:197 'inF0' (in 3-component vector of float) -0:198 smoothstep (temp 3-component vector of float) -0:198 'inF0' (in 3-component vector of float) -0:198 'inF1' (in 3-component vector of float) -0:198 'inF2' (in 3-component vector of float) -0:199 sqrt (temp 3-component vector of float) -0:199 'inF0' (in 3-component vector of float) -0:200 step (temp 3-component vector of float) -0:200 'inF0' (in 3-component vector of float) -0:200 'inF1' (in 3-component vector of float) -0:201 tangent (temp 3-component vector of float) -0:201 'inF0' (in 3-component vector of float) -0:202 hyp. tangent (temp 3-component vector of float) -0:202 'inF0' (in 3-component vector of float) -0:204 trunc (temp 3-component vector of float) -0:204 'inF0' (in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'inF1' ( in 3-component vector of float) +0:196 sine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'inF2' ( in 3-component vector of float) +0:196 cosine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) +0:197 hyp. sine ( temp 3-component vector of float) +0:197 'inF0' ( in 3-component vector of float) +0:198 smoothstep ( temp 3-component vector of float) +0:198 'inF0' ( in 3-component vector of float) +0:198 'inF1' ( in 3-component vector of float) +0:198 'inF2' ( in 3-component vector of float) +0:199 sqrt ( temp 3-component vector of float) +0:199 'inF0' ( in 3-component vector of float) +0:200 step ( temp 3-component vector of float) +0:200 'inF0' ( in 3-component vector of float) +0:200 'inF1' ( in 3-component vector of float) +0:201 tangent ( temp 3-component vector of float) +0:201 'inF0' ( in 3-component vector of float) +0:202 hyp. tangent ( temp 3-component vector of float) +0:202 'inF0' ( in 3-component vector of float) +0:204 trunc ( temp 3-component vector of float) +0:204 'inF0' ( in 3-component vector of float) 0:207 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 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) -0:211 'inF2' (in 4-component vector of float) -0:211 'inU0' (in 4-component vector of uint) -0:211 'inU1' (in 4-component vector of uint) +0:211 'inF0' ( in 4-component vector of float) +0:211 'inF1' ( in 4-component vector of float) +0:211 'inF2' ( in 4-component vector of float) +0:211 'inU0' ( in 4-component vector of uint) +0:211 'inU1' ( in 4-component vector of uint) 0:? Sequence -0:212 all (temp bool) -0:212 'inF0' (in 4-component vector of float) -0:213 Absolute value (temp 4-component vector of float) -0:213 'inF0' (in 4-component vector of float) -0:214 arc cosine (temp 4-component vector of float) -0:214 'inF0' (in 4-component vector of float) -0:215 any (temp bool) -0:215 'inF0' (in 4-component vector of float) -0:216 arc sine (temp 4-component vector of float) -0:216 'inF0' (in 4-component vector of float) -0:217 floatBitsToInt (temp 4-component vector of int) -0:217 'inF0' (in 4-component vector of float) -0:218 floatBitsToUint (temp 4-component vector of uint) -0:218 'inF0' (in 4-component vector of float) -0:219 intBitsToFloat (temp 4-component vector of float) -0:219 'inU0' (in 4-component vector of uint) -0:221 arc tangent (temp 4-component vector of float) -0:221 'inF0' (in 4-component vector of float) -0:222 arc tangent (temp 4-component vector of float) -0:222 'inF0' (in 4-component vector of float) -0:222 'inF1' (in 4-component vector of float) -0:223 Ceiling (temp 4-component vector of float) -0:223 'inF0' (in 4-component vector of float) -0:224 clamp (temp 4-component vector of float) -0:224 'inF0' (in 4-component vector of float) -0:224 'inF1' (in 4-component vector of float) -0:224 'inF2' (in 4-component vector of float) -0:225 cosine (temp 4-component vector of float) -0:225 'inF0' (in 4-component vector of float) -0:226 hyp. cosine (temp 4-component vector of float) -0:226 'inF0' (in 4-component vector of float) -0:? bitCount (temp 4-component vector of int) +0:212 all ( temp bool) +0:212 'inF0' ( in 4-component vector of float) +0:213 Absolute value ( temp 4-component vector of float) +0:213 'inF0' ( in 4-component vector of float) +0:214 arc cosine ( temp 4-component vector of float) +0:214 'inF0' ( in 4-component vector of float) +0:215 any ( temp bool) +0:215 'inF0' ( in 4-component vector of float) +0:216 arc sine ( temp 4-component vector of float) +0:216 'inF0' ( in 4-component vector of float) +0:217 floatBitsToInt ( temp 4-component vector of int) +0:217 'inF0' ( in 4-component vector of float) +0:218 floatBitsToUint ( temp 4-component vector of uint) +0:218 'inF0' ( in 4-component vector of float) +0:219 intBitsToFloat ( temp 4-component vector of float) +0:219 'inU0' ( in 4-component vector of uint) +0:221 arc tangent ( temp 4-component vector of float) +0:221 'inF0' ( in 4-component vector of float) +0:222 arc tangent ( temp 4-component vector of float) +0:222 'inF0' ( in 4-component vector of float) +0:222 'inF1' ( in 4-component vector of float) +0:223 Ceiling ( temp 4-component vector of float) +0:223 'inF0' ( in 4-component vector of float) +0:224 clamp ( temp 4-component vector of float) +0:224 'inF0' ( in 4-component vector of float) +0:224 'inF1' ( in 4-component vector of float) +0:224 'inF2' ( in 4-component vector of float) +0:225 cosine ( temp 4-component vector of float) +0:225 'inF0' ( in 4-component vector of float) +0:226 hyp. cosine ( temp 4-component vector of float) +0:226 'inF0' ( in 4-component vector of float) +0:? bitCount ( temp 4-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:? 2 (const int) -0:228 degrees (temp 4-component vector of float) -0:228 'inF0' (in 4-component vector of float) -0:229 distance (temp float) -0:229 'inF0' (in 4-component vector of float) -0:229 'inF1' (in 4-component vector of float) -0:230 dot-product (temp float) -0:230 'inF0' (in 4-component vector of float) -0:230 'inF1' (in 4-component vector of float) -0:231 Construct vec4 (temp 4-component vector of float) +0:228 degrees ( temp 4-component vector of float) +0:228 'inF0' ( in 4-component vector of float) +0:229 distance ( temp float) +0:229 'inF0' ( in 4-component vector of float) +0:229 'inF1' ( in 4-component vector of float) +0:230 dot-product ( temp float) +0:230 'inF0' ( in 4-component vector of float) +0:230 'inF1' ( in 4-component vector of float) +0:231 Construct vec4 ( temp 4-component vector of float) 0:231 Constant: 0:231 1.000000 -0:231 component-wise multiply (temp float) -0:231 direct index (temp float) -0:231 'inF0' (in 4-component vector of float) +0:231 component-wise multiply ( temp float) +0:231 direct index ( temp float) +0:231 'inF0' ( in 4-component vector of float) 0:231 Constant: 0:231 1 (const int) -0:231 direct index (temp float) -0:231 'inF1' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF1' ( in 4-component vector of float) 0:231 Constant: 0:231 1 (const int) -0:231 direct index (temp float) -0:231 'inF0' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF0' ( in 4-component vector of float) 0:231 Constant: 0:231 2 (const int) -0:231 direct index (temp float) -0:231 'inF1' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF1' ( in 4-component vector of float) 0:231 Constant: 0:231 3 (const int) -0:235 exp (temp 4-component vector of float) -0:235 'inF0' (in 4-component vector of float) -0:236 exp2 (temp 4-component vector of float) -0:236 'inF0' (in 4-component vector of float) -0:237 face-forward (temp 4-component vector of float) -0:237 'inF0' (in 4-component vector of float) -0:237 'inF1' (in 4-component vector of float) -0:237 'inF2' (in 4-component vector of float) -0:238 findMSB (temp int) +0:235 exp ( temp 4-component vector of float) +0:235 'inF0' ( in 4-component vector of float) +0:236 exp2 ( temp 4-component vector of float) +0:236 'inF0' ( in 4-component vector of float) +0:237 face-forward ( temp 4-component vector of float) +0:237 'inF0' ( in 4-component vector of float) +0:237 'inF1' ( in 4-component vector of float) +0:237 'inF2' ( in 4-component vector of float) +0:238 findMSB ( temp int) 0:238 Constant: 0:238 7 (const int) -0:239 findLSB (temp int) +0:239 findLSB ( temp int) 0:239 Constant: 0:239 7 (const int) -0:240 Floor (temp 4-component vector of float) -0:240 'inF0' (in 4-component vector of float) -0:242 mod (temp 4-component vector of float) -0:242 'inF0' (in 4-component vector of float) -0:242 'inF1' (in 4-component vector of float) -0:243 Fraction (temp 4-component vector of float) -0:243 'inF0' (in 4-component vector of float) -0:244 frexp (temp 4-component vector of float) -0:244 'inF0' (in 4-component vector of float) -0:244 'inF1' (in 4-component vector of float) -0:245 isinf (temp 4-component vector of bool) -0:245 'inF0' (in 4-component vector of float) -0:246 isnan (temp 4-component vector of bool) -0:246 'inF0' (in 4-component vector of float) -0:247 ldexp (temp 4-component vector of float) -0:247 'inF0' (in 4-component vector of float) -0:247 'inF1' (in 4-component vector of float) -0:248 mix (temp 4-component vector of float) -0:248 'inF0' (in 4-component vector of float) -0:248 'inF1' (in 4-component vector of float) -0:248 'inF2' (in 4-component vector of float) -0:249 length (temp float) -0:249 'inF0' (in 4-component vector of float) -0:250 log (temp 4-component vector of float) -0:250 'inF0' (in 4-component vector of float) -0:251 vector-scale (temp 4-component vector of float) -0:251 log2 (temp 4-component vector of float) -0:251 'inF0' (in 4-component vector of float) +0:240 Floor ( temp 4-component vector of float) +0:240 'inF0' ( in 4-component vector of float) +0:242 mod ( temp 4-component vector of float) +0:242 'inF0' ( in 4-component vector of float) +0:242 'inF1' ( in 4-component vector of float) +0:243 Fraction ( temp 4-component vector of float) +0:243 'inF0' ( in 4-component vector of float) +0:244 frexp ( temp 4-component vector of float) +0:244 'inF0' ( in 4-component vector of float) +0:244 'inF1' ( in 4-component vector of float) +0:245 isinf ( temp 4-component vector of bool) +0:245 'inF0' ( in 4-component vector of float) +0:246 isnan ( temp 4-component vector of bool) +0:246 'inF0' ( in 4-component vector of float) +0:247 ldexp ( temp 4-component vector of float) +0:247 'inF0' ( in 4-component vector of float) +0:247 'inF1' ( in 4-component vector of float) +0:248 mix ( temp 4-component vector of float) +0:248 'inF0' ( in 4-component vector of float) +0:248 'inF1' ( in 4-component vector of float) +0:248 'inF2' ( in 4-component vector of float) +0:249 length ( temp float) +0:249 'inF0' ( in 4-component vector of float) +0:250 log ( temp 4-component vector of float) +0:250 'inF0' ( in 4-component vector of float) +0:251 vector-scale ( temp 4-component vector of float) +0:251 log2 ( temp 4-component vector of float) +0:251 'inF0' ( in 4-component vector of float) 0:251 Constant: 0:251 0.301030 -0:252 log2 (temp 4-component vector of float) -0:252 'inF0' (in 4-component vector of float) -0:253 max (temp 4-component vector of float) -0:253 'inF0' (in 4-component vector of float) -0:253 'inF1' (in 4-component vector of float) -0:254 min (temp 4-component vector of float) -0:254 'inF0' (in 4-component vector of float) -0:254 'inF1' (in 4-component vector of float) -0:256 normalize (temp 4-component vector of float) -0:256 'inF0' (in 4-component vector of float) -0:257 pow (temp 4-component vector of float) -0:257 'inF0' (in 4-component vector of float) -0:257 'inF1' (in 4-component vector of float) -0:258 radians (temp 4-component vector of float) -0:258 'inF0' (in 4-component vector of float) -0:259 reflect (temp 4-component vector of float) -0:259 'inF0' (in 4-component vector of float) -0:259 'inF1' (in 4-component vector of float) -0:260 refract (temp 4-component vector of float) -0:260 'inF0' (in 4-component vector of float) -0:260 'inF1' (in 4-component vector of float) +0:252 log2 ( temp 4-component vector of float) +0:252 'inF0' ( in 4-component vector of float) +0:253 max ( temp 4-component vector of float) +0:253 'inF0' ( in 4-component vector of float) +0:253 'inF1' ( in 4-component vector of float) +0:254 min ( temp 4-component vector of float) +0:254 'inF0' ( in 4-component vector of float) +0:254 'inF1' ( in 4-component vector of float) +0:256 normalize ( temp 4-component vector of float) +0:256 'inF0' ( in 4-component vector of float) +0:257 pow ( temp 4-component vector of float) +0:257 'inF0' ( in 4-component vector of float) +0:257 'inF1' ( in 4-component vector of float) +0:258 radians ( temp 4-component vector of float) +0:258 'inF0' ( in 4-component vector of float) +0:259 reflect ( temp 4-component vector of float) +0:259 'inF0' ( in 4-component vector of float) +0:259 'inF1' ( in 4-component vector of float) +0:260 refract ( temp 4-component vector of float) +0:260 'inF0' ( in 4-component vector of float) +0:260 'inF1' ( in 4-component vector of float) 0:260 Constant: 0:260 2.000000 -0:? bitFieldReverse (temp 4-component vector of int) +0:? bitFieldReverse ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:262 roundEven (temp 4-component vector of float) -0:262 'inF0' (in 4-component vector of float) -0:263 inverse sqrt (temp 4-component vector of float) -0:263 'inF0' (in 4-component vector of float) -0:264 clamp (temp 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:262 roundEven ( temp 4-component vector of float) +0:262 'inF0' ( in 4-component vector of float) +0:263 inverse sqrt ( temp 4-component vector of float) +0:263 'inF0' ( in 4-component vector of float) +0:264 clamp ( temp 4-component vector of float) +0:264 'inF0' ( in 4-component vector of float) 0:264 Constant: 0:264 0.000000 0:264 Constant: 0:264 1.000000 -0:265 Sign (temp 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) -0:266 sine (temp 4-component vector of float) -0:266 'inF0' (in 4-component vector of float) +0:265 Sign ( temp 4-component vector of float) +0:265 'inF0' ( in 4-component vector of float) +0:266 sine ( temp 4-component vector of float) +0:266 'inF0' ( in 4-component vector of float) 0:267 Sequence -0:267 move second child to first child (temp 4-component vector of float) -0:267 'inF1' (in 4-component vector of float) -0:267 sine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) -0:267 move second child to first child (temp 4-component vector of float) -0:267 'inF2' (in 4-component vector of float) -0:267 cosine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) -0:268 hyp. sine (temp 4-component vector of float) -0:268 'inF0' (in 4-component vector of float) -0:269 smoothstep (temp 4-component vector of float) -0:269 'inF0' (in 4-component vector of float) -0:269 'inF1' (in 4-component vector of float) -0:269 'inF2' (in 4-component vector of float) -0:270 sqrt (temp 4-component vector of float) -0:270 'inF0' (in 4-component vector of float) -0:271 step (temp 4-component vector of float) -0:271 'inF0' (in 4-component vector of float) -0:271 'inF1' (in 4-component vector of float) -0:272 tangent (temp 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) -0:273 hyp. tangent (temp 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:275 trunc (temp 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'inF1' ( in 4-component vector of float) +0:267 sine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'inF2' ( in 4-component vector of float) +0:267 cosine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) +0:268 hyp. sine ( temp 4-component vector of float) +0:268 'inF0' ( in 4-component vector of float) +0:269 smoothstep ( temp 4-component vector of float) +0:269 'inF0' ( in 4-component vector of float) +0:269 'inF1' ( in 4-component vector of float) +0:269 'inF2' ( in 4-component vector of float) +0:270 sqrt ( temp 4-component vector of float) +0:270 'inF0' ( in 4-component vector of float) +0:271 step ( temp 4-component vector of float) +0:271 'inF0' ( in 4-component vector of float) +0:271 'inF1' ( in 4-component vector of float) +0:272 tangent ( temp 4-component vector of float) +0:272 'inF0' ( in 4-component vector of float) +0:273 hyp. tangent ( temp 4-component vector of float) +0:273 'inF0' ( in 4-component vector of float) +0:275 trunc ( temp 4-component vector of float) +0:275 'inF0' ( in 4-component vector of float) 0:278 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 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) -0:336 'inF2' (in 2X2 matrix of float) +0:336 'inF0' ( in 2X2 matrix of float) +0:336 'inF1' ( in 2X2 matrix of float) +0:336 'inF2' ( in 2X2 matrix of float) 0:? Sequence -0:338 all (temp bool) -0:338 'inF0' (in 2X2 matrix of float) -0:338 Absolute value (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 any (temp bool) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 Ceiling (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 clamp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 degrees (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 determinant (temp float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 exp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 exp2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 findMSB (temp int) +0:338 all ( temp bool) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 Absolute value ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 any ( temp bool) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 Ceiling ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 clamp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 degrees ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 determinant ( temp float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 exp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 exp2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 findMSB ( temp int) 0:338 Constant: 0:338 7 (const int) -0:338 findLSB (temp int) +0:338 findLSB ( temp int) 0:338 Constant: 0:338 7 (const int) -0:338 Floor (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 mod (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 Fraction (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 frexp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 ldexp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 mix (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 log (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 matrix-scale (temp 2X2 matrix of float) -0:338 log2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 Floor ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 mod ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 Fraction ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 frexp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 ldexp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 mix ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 log ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 matrix-scale ( temp 2X2 matrix of float) +0:338 log2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Constant: 0:338 0.301030 -0:338 log2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 max (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 min (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 pow (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 radians (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 roundEven (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 inverse sqrt (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 clamp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 log2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 max ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 min ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 pow ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 radians ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 roundEven ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 inverse sqrt ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 clamp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Constant: 0:338 0.000000 0:338 Constant: 0:338 1.000000 -0:338 Sign (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 Sign ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Sequence -0:338 move second child to first child (temp 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 move second child to first child (temp 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 smoothstep (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 sqrt (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 step (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 transpose (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 trunc (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 move second child to first child ( temp 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 move second child to first child ( temp 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 smoothstep ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 sqrt ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 step ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 transpose ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 trunc ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:341 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:345 'inF2' (in 3X3 matrix of float) +0:345 'inF0' ( in 3X3 matrix of float) +0:345 'inF1' ( in 3X3 matrix of float) +0:345 'inF2' ( in 3X3 matrix of float) 0:? Sequence -0:347 all (temp bool) -0:347 'inF0' (in 3X3 matrix of float) -0:347 Absolute value (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 any (temp bool) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 Ceiling (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 clamp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 degrees (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 determinant (temp float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 exp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 exp2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 findMSB (temp int) +0:347 all ( temp bool) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 Absolute value ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 any ( temp bool) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 Ceiling ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 clamp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 degrees ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 determinant ( temp float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 exp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 exp2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 findMSB ( temp int) 0:347 Constant: 0:347 7 (const int) -0:347 findLSB (temp int) +0:347 findLSB ( temp int) 0:347 Constant: 0:347 7 (const int) -0:347 Floor (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 mod (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 Fraction (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 frexp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 ldexp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 mix (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 log (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 matrix-scale (temp 3X3 matrix of float) -0:347 log2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 Floor ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 mod ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 Fraction ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 frexp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 ldexp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 mix ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 log ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 matrix-scale ( temp 3X3 matrix of float) +0:347 log2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Constant: 0:347 0.301030 -0:347 log2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 max (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 min (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 pow (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 radians (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 roundEven (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 inverse sqrt (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 clamp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 log2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 max ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 min ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 pow ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 radians ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 roundEven ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 inverse sqrt ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 clamp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Constant: 0:347 0.000000 0:347 Constant: 0:347 1.000000 -0:347 Sign (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 Sign ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Sequence -0:347 move second child to first child (temp 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 move second child to first child (temp 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 smoothstep (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 sqrt (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 step (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 transpose (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 trunc (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 move second child to first child ( temp 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 move second child to first child ( temp 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 smoothstep ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 sqrt ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 step ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 transpose ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 trunc ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:350 Branch: Return with expression 0:? Constant: 0:? 3.000000 @@ -946,130 +946,130 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:354 'inF2' (in 4X4 matrix of float) +0:354 'inF0' ( in 4X4 matrix of float) +0:354 'inF1' ( in 4X4 matrix of float) +0:354 'inF2' ( in 4X4 matrix of float) 0:? Sequence -0:356 all (temp bool) -0:356 'inF0' (in 4X4 matrix of float) -0:356 Absolute value (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 any (temp bool) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 Ceiling (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 clamp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 degrees (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 determinant (temp float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 exp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 exp2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 findMSB (temp int) +0:356 all ( temp bool) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 Absolute value ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 any ( temp bool) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 Ceiling ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 clamp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 degrees ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 determinant ( temp float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 exp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 exp2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 findMSB ( temp int) 0:356 Constant: 0:356 7 (const int) -0:356 findLSB (temp int) +0:356 findLSB ( temp int) 0:356 Constant: 0:356 7 (const int) -0:356 Floor (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 mod (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 Fraction (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 frexp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 ldexp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 mix (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 log (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 matrix-scale (temp 4X4 matrix of float) -0:356 log2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 Floor ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 mod ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 Fraction ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 frexp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 ldexp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 mix ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 log ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 matrix-scale ( temp 4X4 matrix of float) +0:356 log2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Constant: 0:356 0.301030 -0:356 log2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 max (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 min (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 pow (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 radians (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 roundEven (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 inverse sqrt (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 clamp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 log2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 max ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 min ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 pow ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 radians ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 roundEven ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 inverse sqrt ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 clamp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Constant: 0:356 0.000000 0:356 Constant: 0:356 1.000000 -0:356 Sign (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 Sign ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Sequence -0:356 move second child to first child (temp 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 move second child to first child (temp 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 smoothstep (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 sqrt (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 step (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 transpose (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 trunc (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 move second child to first child ( temp 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 move second child to first child ( temp 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 smoothstep ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 sqrt ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 step ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 transpose ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 trunc ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:359 Branch: Return with expression 0:? Constant: 0:? 4.000000 @@ -1088,309 +1088,309 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp 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) -0:377 'inFV0' (in 2-component vector of float) -0:377 'inFV1' (in 2-component vector of float) -0:377 'inFM0' (in 2X2 matrix of float) -0:377 'inFM1' (in 2X2 matrix of float) +0:377 'inF0' ( in float) +0:377 'inF1' ( in float) +0:377 'inFV0' ( in 2-component vector of float) +0:377 'inFV1' ( in 2-component vector of float) +0:377 'inFM0' ( in 2X2 matrix of float) +0:377 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:378 Sequence -0:378 move second child to first child (temp float) -0:378 'r0' (temp float) -0:378 component-wise multiply (temp float) -0:378 'inF1' (in float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp float) +0:378 'r0' ( temp float) +0:378 component-wise multiply ( temp float) +0:378 'inF1' ( in float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r1' (temp 2-component vector of float) -0:378 vector-scale (temp 2-component vector of float) -0:378 'inF0' (in float) -0:378 'inFV0' (in 2-component vector of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r1' ( temp 2-component vector of float) +0:378 vector-scale ( temp 2-component vector of float) +0:378 'inF0' ( in float) +0:378 'inFV0' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r2' (temp 2-component vector of float) -0:378 vector-scale (temp 2-component vector of float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r2' ( temp 2-component vector of float) +0:378 vector-scale ( temp 2-component vector of float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp float) -0:378 'r3' (temp float) -0:378 dot-product (temp float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inFV1' (in 2-component vector of float) +0:378 move second child to first child ( temp float) +0:378 'r3' ( temp float) +0:378 dot-product ( temp float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inFV1' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r4' (temp 2-component vector of float) -0:378 vector-times-matrix (temp 2-component vector of float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inFM0' (in 2X2 matrix of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r4' ( temp 2-component vector of float) +0:378 vector-times-matrix ( temp 2-component vector of float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inFM0' ( in 2X2 matrix of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r5' (temp 2-component vector of float) -0:378 matrix-times-vector (temp 2-component vector of float) -0:378 'inFM0' (in 2X2 matrix of float) -0:378 'inFV0' (in 2-component vector of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r5' ( temp 2-component vector of float) +0:378 matrix-times-vector ( temp 2-component vector of float) +0:378 'inFM0' ( in 2X2 matrix of float) +0:378 'inFV0' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r6' (temp 2X2 matrix of float) -0:378 matrix-scale (temp 2X2 matrix of float) -0:378 'inF0' (in float) -0:378 'inFM0' (in 2X2 matrix of float) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r6' ( temp 2X2 matrix of float) +0:378 matrix-scale ( temp 2X2 matrix of float) +0:378 'inF0' ( in float) +0:378 'inFM0' ( in 2X2 matrix of float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r7' (temp 2X2 matrix of float) -0:378 matrix-scale (temp 2X2 matrix of float) -0:378 'inFM0' (in 2X2 matrix of float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r7' ( temp 2X2 matrix of float) +0:378 matrix-scale ( temp 2X2 matrix of float) +0:378 'inFM0' ( in 2X2 matrix of float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r8' (temp 2X2 matrix of float) -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; (temp void) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r8' ( temp 2X2 matrix of float) +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; ( temp void) 0:384 Function Parameters: -0:384 'inF0' (in float) -0:384 'inF1' (in float) -0:384 'inFV0' (in 3-component vector of float) -0:384 'inFV1' (in 3-component vector of float) -0:384 'inFM0' (in 3X3 matrix of float) -0:384 'inFM1' (in 3X3 matrix of float) +0:384 'inF0' ( in float) +0:384 'inF1' ( in float) +0:384 'inFV0' ( in 3-component vector of float) +0:384 'inFV1' ( in 3-component vector of float) +0:384 'inFM0' ( in 3X3 matrix of float) +0:384 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:385 Sequence -0:385 move second child to first child (temp float) -0:385 'r0' (temp float) -0:385 component-wise multiply (temp float) -0:385 'inF1' (in float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp float) +0:385 'r0' ( temp float) +0:385 component-wise multiply ( temp float) +0:385 'inF1' ( in float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r1' (temp 3-component vector of float) -0:385 vector-scale (temp 3-component vector of float) -0:385 'inF0' (in float) -0:385 'inFV0' (in 3-component vector of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r1' ( temp 3-component vector of float) +0:385 vector-scale ( temp 3-component vector of float) +0:385 'inF0' ( in float) +0:385 'inFV0' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r2' (temp 3-component vector of float) -0:385 vector-scale (temp 3-component vector of float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r2' ( temp 3-component vector of float) +0:385 vector-scale ( temp 3-component vector of float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp float) -0:385 'r3' (temp float) -0:385 dot-product (temp float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inFV1' (in 3-component vector of float) +0:385 move second child to first child ( temp float) +0:385 'r3' ( temp float) +0:385 dot-product ( temp float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inFV1' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r4' (temp 3-component vector of float) -0:385 vector-times-matrix (temp 3-component vector of float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inFM0' (in 3X3 matrix of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r4' ( temp 3-component vector of float) +0:385 vector-times-matrix ( temp 3-component vector of float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inFM0' ( in 3X3 matrix of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r5' (temp 3-component vector of float) -0:385 matrix-times-vector (temp 3-component vector of float) -0:385 'inFM0' (in 3X3 matrix of float) -0:385 'inFV0' (in 3-component vector of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r5' ( temp 3-component vector of float) +0:385 matrix-times-vector ( temp 3-component vector of float) +0:385 'inFM0' ( in 3X3 matrix of float) +0:385 'inFV0' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r6' (temp 3X3 matrix of float) -0:385 matrix-scale (temp 3X3 matrix of float) -0:385 'inF0' (in float) -0:385 'inFM0' (in 3X3 matrix of float) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r6' ( temp 3X3 matrix of float) +0:385 matrix-scale ( temp 3X3 matrix of float) +0:385 'inF0' ( in float) +0:385 'inFM0' ( in 3X3 matrix of float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r7' (temp 3X3 matrix of float) -0:385 matrix-scale (temp 3X3 matrix of float) -0:385 'inFM0' (in 3X3 matrix of float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r7' ( temp 3X3 matrix of float) +0:385 matrix-scale ( temp 3X3 matrix of float) +0:385 'inFM0' ( in 3X3 matrix of float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r8' (temp 3X3 matrix of float) -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; (temp void) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r8' ( temp 3X3 matrix of float) +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; ( temp void) 0:391 Function Parameters: -0:391 'inF0' (in float) -0:391 'inF1' (in float) -0:391 'inFV0' (in 4-component vector of float) -0:391 'inFV1' (in 4-component vector of float) -0:391 'inFM0' (in 4X4 matrix of float) -0:391 'inFM1' (in 4X4 matrix of float) +0:391 'inF0' ( in float) +0:391 'inF1' ( in float) +0:391 'inFV0' ( in 4-component vector of float) +0:391 'inFV1' ( in 4-component vector of float) +0:391 'inFM0' ( in 4X4 matrix of float) +0:391 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:392 Sequence -0:392 move second child to first child (temp float) -0:392 'r0' (temp float) -0:392 component-wise multiply (temp float) -0:392 'inF1' (in float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp float) +0:392 'r0' ( temp float) +0:392 component-wise multiply ( temp float) +0:392 'inF1' ( in float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r1' (temp 4-component vector of float) -0:392 vector-scale (temp 4-component vector of float) -0:392 'inF0' (in float) -0:392 'inFV0' (in 4-component vector of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r1' ( temp 4-component vector of float) +0:392 vector-scale ( temp 4-component vector of float) +0:392 'inF0' ( in float) +0:392 'inFV0' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r2' (temp 4-component vector of float) -0:392 vector-scale (temp 4-component vector of float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r2' ( temp 4-component vector of float) +0:392 vector-scale ( temp 4-component vector of float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp float) -0:392 'r3' (temp float) -0:392 dot-product (temp float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inFV1' (in 4-component vector of float) +0:392 move second child to first child ( temp float) +0:392 'r3' ( temp float) +0:392 dot-product ( temp float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inFV1' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r4' (temp 4-component vector of float) -0:392 vector-times-matrix (temp 4-component vector of float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inFM0' (in 4X4 matrix of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r4' ( temp 4-component vector of float) +0:392 vector-times-matrix ( temp 4-component vector of float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inFM0' ( in 4X4 matrix of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r5' (temp 4-component vector of float) -0:392 matrix-times-vector (temp 4-component vector of float) -0:392 'inFM0' (in 4X4 matrix of float) -0:392 'inFV0' (in 4-component vector of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r5' ( temp 4-component vector of float) +0:392 matrix-times-vector ( temp 4-component vector of float) +0:392 'inFM0' ( in 4X4 matrix of float) +0:392 'inFV0' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r6' (temp 4X4 matrix of float) -0:392 matrix-scale (temp 4X4 matrix of float) -0:392 'inF0' (in float) -0:392 'inFM0' (in 4X4 matrix of float) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r6' ( temp 4X4 matrix of float) +0:392 matrix-scale ( temp 4X4 matrix of float) +0:392 'inF0' ( in float) +0:392 'inFM0' ( in 4X4 matrix of float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r7' (temp 4X4 matrix of float) -0:392 matrix-scale (temp 4X4 matrix of float) -0:392 'inFM0' (in 4X4 matrix of float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r7' ( temp 4X4 matrix of float) +0:392 matrix-scale ( temp 4X4 matrix of float) +0:392 'inFM0' ( in 4X4 matrix of float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r8' (temp 4X4 matrix of float) -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; (temp void) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r8' ( temp 4X4 matrix of float) +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; ( temp void) 0:401 Function Parameters: -0:401 'inF0' (in float) -0:401 'inF1' (in float) -0:401 'inFV2' (in 2-component vector of float) -0:401 'inFV3' (in 3-component vector of float) -0:401 'inFM2x3' (in 2X3 matrix of float) -0:401 'inFM3x2' (in 3X2 matrix of float) -0:401 'inFM3x3' (in 3X3 matrix of float) -0:401 'inFM3x4' (in 3X4 matrix of float) -0:401 'inFM2x4' (in 2X4 matrix of float) +0:401 'inF0' ( in float) +0:401 'inF1' ( in float) +0:401 'inFV2' ( in 2-component vector of float) +0:401 'inFV3' ( in 3-component vector of float) +0:401 'inFM2x3' ( in 2X3 matrix of float) +0:401 'inFM3x2' ( in 3X2 matrix of float) +0:401 'inFM3x3' ( in 3X3 matrix of float) +0:401 'inFM3x4' ( in 3X4 matrix of float) +0:401 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:402 Sequence -0:402 move second child to first child (temp float) -0:402 'r00' (temp float) -0:402 component-wise multiply (temp float) -0:402 'inF1' (in float) -0:402 'inF0' (in float) +0:402 move second child to first child ( temp float) +0:402 'r00' ( temp float) +0:402 component-wise multiply ( temp float) +0:402 'inF1' ( in float) +0:402 'inF0' ( in float) 0:403 Sequence -0:403 move second child to first child (temp 2-component vector of float) -0:403 'r01' (temp 2-component vector of float) -0:403 vector-scale (temp 2-component vector of float) -0:403 'inF0' (in float) -0:403 'inFV2' (in 2-component vector of float) +0:403 move second child to first child ( temp 2-component vector of float) +0:403 'r01' ( temp 2-component vector of float) +0:403 vector-scale ( temp 2-component vector of float) +0:403 'inF0' ( in float) +0:403 'inFV2' ( in 2-component vector of float) 0:404 Sequence -0:404 move second child to first child (temp 3-component vector of float) -0:404 'r02' (temp 3-component vector of float) -0:404 vector-scale (temp 3-component vector of float) -0:404 'inF0' (in float) -0:404 'inFV3' (in 3-component vector of float) +0:404 move second child to first child ( temp 3-component vector of float) +0:404 'r02' ( temp 3-component vector of float) +0:404 vector-scale ( temp 3-component vector of float) +0:404 'inF0' ( in float) +0:404 'inFV3' ( in 3-component vector of float) 0:405 Sequence -0:405 move second child to first child (temp 2-component vector of float) -0:405 'r03' (temp 2-component vector of float) -0:405 vector-scale (temp 2-component vector of float) -0:405 'inFV2' (in 2-component vector of float) -0:405 'inF0' (in float) +0:405 move second child to first child ( temp 2-component vector of float) +0:405 'r03' ( temp 2-component vector of float) +0:405 vector-scale ( temp 2-component vector of float) +0:405 'inFV2' ( in 2-component vector of float) +0:405 'inF0' ( in float) 0:406 Sequence -0:406 move second child to first child (temp 3-component vector of float) -0:406 'r04' (temp 3-component vector of float) -0:406 vector-scale (temp 3-component vector of float) -0:406 'inFV3' (in 3-component vector of float) -0:406 'inF0' (in float) +0:406 move second child to first child ( temp 3-component vector of float) +0:406 'r04' ( temp 3-component vector of float) +0:406 vector-scale ( temp 3-component vector of float) +0:406 'inFV3' ( in 3-component vector of float) +0:406 'inF0' ( in float) 0:407 Sequence -0:407 move second child to first child (temp float) -0:407 'r05' (temp float) -0:407 dot-product (temp float) -0:407 'inFV2' (in 2-component vector of float) -0:407 'inFV2' (in 2-component vector of float) +0:407 move second child to first child ( temp float) +0:407 'r05' ( temp float) +0:407 dot-product ( temp float) +0:407 'inFV2' ( in 2-component vector of float) +0:407 'inFV2' ( in 2-component vector of float) 0:408 Sequence -0:408 move second child to first child (temp float) -0:408 'r06' (temp float) -0:408 dot-product (temp float) -0:408 'inFV3' (in 3-component vector of float) -0:408 'inFV3' (in 3-component vector of float) +0:408 move second child to first child ( temp float) +0:408 'r06' ( temp float) +0:408 dot-product ( temp float) +0:408 'inFV3' ( in 3-component vector of float) +0:408 'inFV3' ( in 3-component vector of float) 0:409 Sequence -0:409 move second child to first child (temp 3-component vector of float) -0:409 'r07' (temp 3-component vector of float) -0:409 matrix-times-vector (temp 3-component vector of float) -0:409 'inFM2x3' (in 2X3 matrix of float) -0:409 'inFV2' (in 2-component vector of float) +0:409 move second child to first child ( temp 3-component vector of float) +0:409 'r07' ( temp 3-component vector of float) +0:409 matrix-times-vector ( temp 3-component vector of float) +0:409 'inFM2x3' ( in 2X3 matrix of float) +0:409 'inFV2' ( in 2-component vector of float) 0:410 Sequence -0:410 move second child to first child (temp 2-component vector of float) -0:410 'r08' (temp 2-component vector of float) -0:410 matrix-times-vector (temp 2-component vector of float) -0:410 'inFM3x2' (in 3X2 matrix of float) -0:410 'inFV3' (in 3-component vector of float) +0:410 move second child to first child ( temp 2-component vector of float) +0:410 'r08' ( temp 2-component vector of float) +0:410 matrix-times-vector ( temp 2-component vector of float) +0:410 'inFM3x2' ( in 3X2 matrix of float) +0:410 'inFV3' ( in 3-component vector of float) 0:411 Sequence -0:411 move second child to first child (temp 2-component vector of float) -0:411 'r09' (temp 2-component vector of float) -0:411 vector-times-matrix (temp 2-component vector of float) -0:411 'inFV3' (in 3-component vector of float) -0:411 'inFM2x3' (in 2X3 matrix of float) +0:411 move second child to first child ( temp 2-component vector of float) +0:411 'r09' ( temp 2-component vector of float) +0:411 vector-times-matrix ( temp 2-component vector of float) +0:411 'inFV3' ( in 3-component vector of float) +0:411 'inFM2x3' ( in 2X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3-component vector of float) -0:412 'r10' (temp 3-component vector of float) -0:412 vector-times-matrix (temp 3-component vector of float) -0:412 'inFV2' (in 2-component vector of float) -0:412 'inFM3x2' (in 3X2 matrix of float) +0:412 move second child to first child ( temp 3-component vector of float) +0:412 'r10' ( temp 3-component vector of float) +0:412 vector-times-matrix ( temp 3-component vector of float) +0:412 'inFV2' ( in 2-component vector of float) +0:412 'inFM3x2' ( in 3X2 matrix of float) 0:413 Sequence -0:413 move second child to first child (temp 2X3 matrix of float) -0:413 'r11' (temp 2X3 matrix of float) -0:413 matrix-scale (temp 2X3 matrix of float) -0:413 'inF0' (in float) -0:413 'inFM2x3' (in 2X3 matrix of float) +0:413 move second child to first child ( temp 2X3 matrix of float) +0:413 'r11' ( temp 2X3 matrix of float) +0:413 matrix-scale ( temp 2X3 matrix of float) +0:413 'inF0' ( in float) +0:413 'inFM2x3' ( in 2X3 matrix of float) 0:414 Sequence -0:414 move second child to first child (temp 3X2 matrix of float) -0:414 'r12' (temp 3X2 matrix of float) -0:414 matrix-scale (temp 3X2 matrix of float) -0:414 'inF0' (in float) -0:414 'inFM3x2' (in 3X2 matrix of float) +0:414 move second child to first child ( temp 3X2 matrix of float) +0:414 'r12' ( temp 3X2 matrix of float) +0:414 matrix-scale ( temp 3X2 matrix of float) +0:414 'inF0' ( in float) +0:414 'inFM3x2' ( in 3X2 matrix of float) 0:415 Sequence -0:415 move second child to first child (temp 2X2 matrix of float) -0:415 'r13' (temp 2X2 matrix of float) -0:415 matrix-multiply (temp 2X2 matrix of float) -0:415 'inFM3x2' (in 3X2 matrix of float) -0:415 'inFM2x3' (in 2X3 matrix of float) +0:415 move second child to first child ( temp 2X2 matrix of float) +0:415 'r13' ( temp 2X2 matrix of float) +0:415 matrix-multiply ( temp 2X2 matrix of float) +0:415 'inFM3x2' ( in 3X2 matrix of float) +0:415 'inFM2x3' ( in 2X3 matrix of float) 0:416 Sequence -0:416 move second child to first child (temp 2X3 matrix of float) -0:416 'r14' (temp 2X3 matrix of float) -0:416 matrix-multiply (temp 2X3 matrix of float) -0:416 'inFM3x3' (in 3X3 matrix of float) -0:416 'inFM2x3' (in 2X3 matrix of float) +0:416 move second child to first child ( temp 2X3 matrix of float) +0:416 'r14' ( temp 2X3 matrix of float) +0:416 matrix-multiply ( temp 2X3 matrix of float) +0:416 'inFM3x3' ( in 3X3 matrix of float) +0:416 'inFM2x3' ( in 2X3 matrix of float) 0:417 Sequence -0:417 move second child to first child (temp 2X4 matrix of float) -0:417 'r15' (temp 2X4 matrix of float) -0:417 matrix-multiply (temp 2X4 matrix of float) -0:417 'inFM3x4' (in 3X4 matrix of float) -0:417 'inFM2x3' (in 2X3 matrix of float) +0:417 move second child to first child ( temp 2X4 matrix of float) +0:417 'r15' ( temp 2X4 matrix of float) +0:417 matrix-multiply ( temp 2X4 matrix of float) +0:417 'inFM3x4' ( in 3X4 matrix of float) +0:417 'inFM2x3' ( in 2X3 matrix of float) 0:418 Sequence -0:418 move second child to first child (temp 3X4 matrix of float) -0:418 'r16' (temp 3X4 matrix of float) -0:418 matrix-multiply (temp 3X4 matrix of float) -0:418 'inFM2x4' (in 2X4 matrix of float) -0:418 'inFM3x2' (in 3X2 matrix of float) +0:418 move second child to first child ( temp 3X4 matrix of float) +0:418 'r16' ( temp 3X4 matrix of float) +0:418 matrix-multiply ( temp 3X4 matrix of float) +0:418 'inFM2x4' ( in 2X4 matrix of float) +0:418 'inFM3x2' ( in 3X2 matrix of float) 0:? Linker Objects @@ -1400,940 +1400,940 @@ WARNING: Linking vertex stage: Entry point not found Shader version: 450 0:? Sequence -0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp 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) -0:2 'inF2' (in float) -0:2 'inU0' (in uint) -0:2 'inU1' (in uint) +0:2 'inF0' ( in float) +0:2 'inF1' ( in float) +0:2 'inF2' ( in float) +0:2 'inU0' ( in uint) +0:2 'inU1' ( in uint) 0:? Sequence -0:3 all (temp bool) -0:3 'inF0' (in float) -0:4 Absolute value (temp float) -0:4 'inF0' (in float) -0:5 arc cosine (temp float) -0:5 'inF0' (in float) -0:6 any (temp bool) -0:6 'inF0' (in float) -0:7 arc sine (temp float) -0:7 'inF0' (in float) -0:8 floatBitsToInt (temp int) -0:8 'inF0' (in float) -0:9 floatBitsToUint (temp uint) -0:9 'inF0' (in float) -0:10 intBitsToFloat (temp float) -0:10 'inU0' (in uint) -0:12 arc tangent (temp float) -0:12 'inF0' (in float) -0:13 arc tangent (temp float) -0:13 'inF0' (in float) -0:13 'inF1' (in float) -0:14 Ceiling (temp float) -0:14 'inF0' (in float) -0:15 clamp (temp float) -0:15 'inF0' (in float) -0:15 'inF1' (in float) -0:15 'inF2' (in float) -0:16 cosine (temp float) -0:16 'inF0' (in float) -0:17 hyp. cosine (temp float) -0:17 'inF0' (in float) -0:18 bitCount (temp int) +0:3 all ( temp bool) +0:3 'inF0' ( in float) +0:4 Absolute value ( temp float) +0:4 'inF0' ( in float) +0:5 arc cosine ( temp float) +0:5 'inF0' ( in float) +0:6 any ( temp bool) +0:6 'inF0' ( in float) +0:7 arc sine ( temp float) +0:7 'inF0' ( in float) +0:8 floatBitsToInt ( temp int) +0:8 'inF0' ( in float) +0:9 floatBitsToUint ( temp uint) +0:9 'inF0' ( in float) +0:10 intBitsToFloat ( temp float) +0:10 'inU0' ( in uint) +0:12 arc tangent ( temp float) +0:12 'inF0' ( in float) +0:13 arc tangent ( temp float) +0:13 'inF0' ( in float) +0:13 'inF1' ( in float) +0:14 Ceiling ( temp float) +0:14 'inF0' ( in float) +0:15 clamp ( temp float) +0:15 'inF0' ( in float) +0:15 'inF1' ( in float) +0:15 'inF2' ( in float) +0:16 cosine ( temp float) +0:16 'inF0' ( in float) +0:17 hyp. cosine ( temp float) +0:17 'inF0' ( in float) +0:18 bitCount ( temp int) 0:18 Constant: 0:18 7 (const int) -0:19 degrees (temp float) -0:19 'inF0' (in float) -0:23 exp (temp float) -0:23 'inF0' (in float) -0:24 exp2 (temp float) -0:24 'inF0' (in float) -0:25 findMSB (temp int) +0:19 degrees ( temp float) +0:19 'inF0' ( in float) +0:23 exp ( temp float) +0:23 'inF0' ( in float) +0:24 exp2 ( temp float) +0:24 'inF0' ( in float) +0:25 findMSB ( temp int) 0:25 Constant: 0:25 7 (const int) -0:26 findLSB (temp int) +0:26 findLSB ( temp int) 0:26 Constant: 0:26 7 (const int) -0:27 Floor (temp float) -0:27 'inF0' (in float) -0:29 mod (temp float) -0:29 'inF0' (in float) -0:29 'inF1' (in float) -0:30 Fraction (temp float) -0:30 'inF0' (in float) -0:31 frexp (temp float) -0:31 'inF0' (in float) -0:31 'inF1' (in float) -0:32 isinf (temp bool) -0:32 'inF0' (in float) -0:33 isnan (temp bool) -0:33 'inF0' (in float) -0:34 ldexp (temp float) -0:34 'inF0' (in float) -0:34 'inF1' (in float) -0:35 mix (temp float) -0:35 'inF0' (in float) -0:35 'inF1' (in float) -0:35 'inF2' (in float) -0:36 log (temp float) -0:36 'inF0' (in float) -0:37 component-wise multiply (temp float) -0:37 log2 (temp float) -0:37 'inF0' (in float) +0:27 Floor ( temp float) +0:27 'inF0' ( in float) +0:29 mod ( temp float) +0:29 'inF0' ( in float) +0:29 'inF1' ( in float) +0:30 Fraction ( temp float) +0:30 'inF0' ( in float) +0:31 frexp ( temp float) +0:31 'inF0' ( in float) +0:31 'inF1' ( in float) +0:32 isinf ( temp bool) +0:32 'inF0' ( in float) +0:33 isnan ( temp bool) +0:33 'inF0' ( in float) +0:34 ldexp ( temp float) +0:34 'inF0' ( in float) +0:34 'inF1' ( in float) +0:35 mix ( temp float) +0:35 'inF0' ( in float) +0:35 'inF1' ( in float) +0:35 'inF2' ( in float) +0:36 log ( temp float) +0:36 'inF0' ( in float) +0:37 component-wise multiply ( temp float) +0:37 log2 ( temp float) +0:37 'inF0' ( in float) 0:37 Constant: 0:37 0.301030 -0:38 log2 (temp float) -0:38 'inF0' (in float) -0:39 max (temp float) -0:39 'inF0' (in float) -0:39 'inF1' (in float) -0:40 min (temp float) -0:40 'inF0' (in float) -0:40 'inF1' (in float) -0:42 pow (temp float) -0:42 'inF0' (in float) -0:42 'inF1' (in float) -0:43 radians (temp float) -0:43 'inF0' (in float) -0:44 bitFieldReverse (temp int) +0:38 log2 ( temp float) +0:38 'inF0' ( in float) +0:39 max ( temp float) +0:39 'inF0' ( in float) +0:39 'inF1' ( in float) +0:40 min ( temp float) +0:40 'inF0' ( in float) +0:40 'inF1' ( in float) +0:42 pow ( temp float) +0:42 'inF0' ( in float) +0:42 'inF1' ( in float) +0:43 radians ( temp float) +0:43 'inF0' ( in float) +0:44 bitFieldReverse ( temp int) 0:44 Constant: 0:44 2 (const int) -0:45 roundEven (temp float) -0:45 'inF0' (in float) -0:46 inverse sqrt (temp float) -0:46 'inF0' (in float) -0:47 clamp (temp float) -0:47 'inF0' (in float) +0:45 roundEven ( temp float) +0:45 'inF0' ( in float) +0:46 inverse sqrt ( temp float) +0:46 'inF0' ( in float) +0:47 clamp ( temp float) +0:47 'inF0' ( in float) 0:47 Constant: 0:47 0.000000 0:47 Constant: 0:47 1.000000 -0:48 Sign (temp float) -0:48 'inF0' (in float) -0:49 sine (temp float) -0:49 'inF0' (in float) +0:48 Sign ( temp float) +0:48 'inF0' ( in float) +0:49 sine ( temp float) +0:49 'inF0' ( in float) 0:50 Sequence -0:50 move second child to first child (temp float) -0:50 'inF1' (in float) -0:50 sine (temp float) -0:50 'inF0' (in float) -0:50 move second child to first child (temp float) -0:50 'inF2' (in float) -0:50 cosine (temp float) -0:50 'inF0' (in float) -0:51 hyp. sine (temp float) -0:51 'inF0' (in float) -0:52 smoothstep (temp float) -0:52 'inF0' (in float) -0:52 'inF1' (in float) -0:52 'inF2' (in float) -0:53 sqrt (temp float) -0:53 'inF0' (in float) -0:54 step (temp float) -0:54 'inF0' (in float) -0:54 'inF1' (in float) -0:55 tangent (temp float) -0:55 'inF0' (in float) -0:56 hyp. tangent (temp float) -0:56 'inF0' (in float) -0:58 trunc (temp float) -0:58 'inF0' (in float) +0:50 move second child to first child ( temp float) +0:50 'inF1' ( in float) +0:50 sine ( temp float) +0:50 'inF0' ( in float) +0:50 move second child to first child ( temp float) +0:50 'inF2' ( in float) +0:50 cosine ( temp float) +0:50 'inF0' ( in float) +0:51 hyp. sine ( temp float) +0:51 'inF0' ( in float) +0:52 smoothstep ( temp float) +0:52 'inF0' ( in float) +0:52 'inF1' ( in float) +0:52 'inF2' ( in float) +0:53 sqrt ( temp float) +0:53 'inF0' ( in float) +0:54 step ( temp float) +0:54 'inF0' ( in float) +0:54 'inF1' ( in float) +0:55 tangent ( temp float) +0:55 'inF0' ( in float) +0:56 hyp. tangent ( temp float) +0:56 'inF0' ( in float) +0:58 trunc ( temp float) +0:58 'inF0' ( in float) 0:60 Branch: Return with expression 0:60 Constant: 0:60 0.000000 -0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 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) -0:64 'inF2' (in 1-component vector of float) +0:64 'inF0' ( in 1-component vector of float) +0:64 'inF1' ( in 1-component vector of float) +0:64 'inF2' ( in 1-component vector of float) 0:? Sequence 0:66 Branch: Return with expression 0:66 Constant: 0:66 0.000000 -0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 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) -0:70 'inF2' (in 2-component vector of float) -0:70 'inU0' (in 2-component vector of uint) -0:70 'inU1' (in 2-component vector of uint) +0:70 'inF0' ( in 2-component vector of float) +0:70 'inF1' ( in 2-component vector of float) +0:70 'inF2' ( in 2-component vector of float) +0:70 'inU0' ( in 2-component vector of uint) +0:70 'inU1' ( in 2-component vector of uint) 0:? Sequence -0:71 all (temp bool) -0:71 'inF0' (in 2-component vector of float) -0:72 Absolute value (temp 2-component vector of float) -0:72 'inF0' (in 2-component vector of float) -0:73 arc cosine (temp 2-component vector of float) -0:73 'inF0' (in 2-component vector of float) -0:74 any (temp bool) -0:74 'inF0' (in 2-component vector of float) -0:75 arc sine (temp 2-component vector of float) -0:75 'inF0' (in 2-component vector of float) -0:76 floatBitsToInt (temp 2-component vector of int) -0:76 'inF0' (in 2-component vector of float) -0:77 floatBitsToUint (temp 2-component vector of uint) -0:77 'inF0' (in 2-component vector of float) -0:78 intBitsToFloat (temp 2-component vector of float) -0:78 'inU0' (in 2-component vector of uint) -0:80 arc tangent (temp 2-component vector of float) -0:80 'inF0' (in 2-component vector of float) -0:81 arc tangent (temp 2-component vector of float) -0:81 'inF0' (in 2-component vector of float) -0:81 'inF1' (in 2-component vector of float) -0:82 Ceiling (temp 2-component vector of float) -0:82 'inF0' (in 2-component vector of float) -0:83 clamp (temp 2-component vector of float) -0:83 'inF0' (in 2-component vector of float) -0:83 'inF1' (in 2-component vector of float) -0:83 'inF2' (in 2-component vector of float) -0:84 cosine (temp 2-component vector of float) -0:84 'inF0' (in 2-component vector of float) -0:85 hyp. cosine (temp 2-component vector of float) -0:85 'inF0' (in 2-component vector of float) -0:? bitCount (temp 2-component vector of int) +0:71 all ( temp bool) +0:71 'inF0' ( in 2-component vector of float) +0:72 Absolute value ( temp 2-component vector of float) +0:72 'inF0' ( in 2-component vector of float) +0:73 arc cosine ( temp 2-component vector of float) +0:73 'inF0' ( in 2-component vector of float) +0:74 any ( temp bool) +0:74 'inF0' ( in 2-component vector of float) +0:75 arc sine ( temp 2-component vector of float) +0:75 'inF0' ( in 2-component vector of float) +0:76 floatBitsToInt ( temp 2-component vector of int) +0:76 'inF0' ( in 2-component vector of float) +0:77 floatBitsToUint ( temp 2-component vector of uint) +0:77 'inF0' ( in 2-component vector of float) +0:78 intBitsToFloat ( temp 2-component vector of float) +0:78 'inU0' ( in 2-component vector of uint) +0:80 arc tangent ( temp 2-component vector of float) +0:80 'inF0' ( in 2-component vector of float) +0:81 arc tangent ( temp 2-component vector of float) +0:81 'inF0' ( in 2-component vector of float) +0:81 'inF1' ( in 2-component vector of float) +0:82 Ceiling ( temp 2-component vector of float) +0:82 'inF0' ( in 2-component vector of float) +0:83 clamp ( temp 2-component vector of float) +0:83 'inF0' ( in 2-component vector of float) +0:83 'inF1' ( in 2-component vector of float) +0:83 'inF2' ( in 2-component vector of float) +0:84 cosine ( temp 2-component vector of float) +0:84 'inF0' ( in 2-component vector of float) +0:85 hyp. cosine ( temp 2-component vector of float) +0:85 'inF0' ( in 2-component vector of float) +0:? bitCount ( temp 2-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) -0:87 degrees (temp 2-component vector of float) -0:87 'inF0' (in 2-component vector of float) -0:88 distance (temp float) -0:88 'inF0' (in 2-component vector of float) -0:88 'inF1' (in 2-component vector of float) -0:89 dot-product (temp float) -0:89 'inF0' (in 2-component vector of float) -0:89 'inF1' (in 2-component vector of float) -0:93 exp (temp 2-component vector of float) -0:93 'inF0' (in 2-component vector of float) -0:94 exp2 (temp 2-component vector of float) -0:94 'inF0' (in 2-component vector of float) -0:95 face-forward (temp 2-component vector of float) -0:95 'inF0' (in 2-component vector of float) -0:95 'inF1' (in 2-component vector of float) -0:95 'inF2' (in 2-component vector of float) -0:96 findMSB (temp int) +0:87 degrees ( temp 2-component vector of float) +0:87 'inF0' ( in 2-component vector of float) +0:88 distance ( temp float) +0:88 'inF0' ( in 2-component vector of float) +0:88 'inF1' ( in 2-component vector of float) +0:89 dot-product ( temp float) +0:89 'inF0' ( in 2-component vector of float) +0:89 'inF1' ( in 2-component vector of float) +0:93 exp ( temp 2-component vector of float) +0:93 'inF0' ( in 2-component vector of float) +0:94 exp2 ( temp 2-component vector of float) +0:94 'inF0' ( in 2-component vector of float) +0:95 face-forward ( temp 2-component vector of float) +0:95 'inF0' ( in 2-component vector of float) +0:95 'inF1' ( in 2-component vector of float) +0:95 'inF2' ( in 2-component vector of float) +0:96 findMSB ( temp int) 0:96 Constant: 0:96 7 (const int) -0:97 findLSB (temp int) +0:97 findLSB ( temp int) 0:97 Constant: 0:97 7 (const int) -0:98 Floor (temp 2-component vector of float) -0:98 'inF0' (in 2-component vector of float) -0:100 mod (temp 2-component vector of float) -0:100 'inF0' (in 2-component vector of float) -0:100 'inF1' (in 2-component vector of float) -0:101 Fraction (temp 2-component vector of float) -0:101 'inF0' (in 2-component vector of float) -0:102 frexp (temp 2-component vector of float) -0:102 'inF0' (in 2-component vector of float) -0:102 'inF1' (in 2-component vector of float) -0:103 isinf (temp 2-component vector of bool) -0:103 'inF0' (in 2-component vector of float) -0:104 isnan (temp 2-component vector of bool) -0:104 'inF0' (in 2-component vector of float) -0:105 ldexp (temp 2-component vector of float) -0:105 'inF0' (in 2-component vector of float) -0:105 'inF1' (in 2-component vector of float) -0:106 mix (temp 2-component vector of float) -0:106 'inF0' (in 2-component vector of float) -0:106 'inF1' (in 2-component vector of float) -0:106 'inF2' (in 2-component vector of float) -0:107 length (temp float) -0:107 'inF0' (in 2-component vector of float) -0:108 log (temp 2-component vector of float) -0:108 'inF0' (in 2-component vector of float) -0:109 vector-scale (temp 2-component vector of float) -0:109 log2 (temp 2-component vector of float) -0:109 'inF0' (in 2-component vector of float) +0:98 Floor ( temp 2-component vector of float) +0:98 'inF0' ( in 2-component vector of float) +0:100 mod ( temp 2-component vector of float) +0:100 'inF0' ( in 2-component vector of float) +0:100 'inF1' ( in 2-component vector of float) +0:101 Fraction ( temp 2-component vector of float) +0:101 'inF0' ( in 2-component vector of float) +0:102 frexp ( temp 2-component vector of float) +0:102 'inF0' ( in 2-component vector of float) +0:102 'inF1' ( in 2-component vector of float) +0:103 isinf ( temp 2-component vector of bool) +0:103 'inF0' ( in 2-component vector of float) +0:104 isnan ( temp 2-component vector of bool) +0:104 'inF0' ( in 2-component vector of float) +0:105 ldexp ( temp 2-component vector of float) +0:105 'inF0' ( in 2-component vector of float) +0:105 'inF1' ( in 2-component vector of float) +0:106 mix ( temp 2-component vector of float) +0:106 'inF0' ( in 2-component vector of float) +0:106 'inF1' ( in 2-component vector of float) +0:106 'inF2' ( in 2-component vector of float) +0:107 length ( temp float) +0:107 'inF0' ( in 2-component vector of float) +0:108 log ( temp 2-component vector of float) +0:108 'inF0' ( in 2-component vector of float) +0:109 vector-scale ( temp 2-component vector of float) +0:109 log2 ( temp 2-component vector of float) +0:109 'inF0' ( in 2-component vector of float) 0:109 Constant: 0:109 0.301030 -0:110 log2 (temp 2-component vector of float) -0:110 'inF0' (in 2-component vector of float) -0:111 max (temp 2-component vector of float) -0:111 'inF0' (in 2-component vector of float) -0:111 'inF1' (in 2-component vector of float) -0:112 min (temp 2-component vector of float) -0:112 'inF0' (in 2-component vector of float) -0:112 'inF1' (in 2-component vector of float) -0:114 normalize (temp 2-component vector of float) -0:114 'inF0' (in 2-component vector of float) -0:115 pow (temp 2-component vector of float) -0:115 'inF0' (in 2-component vector of float) -0:115 'inF1' (in 2-component vector of float) -0:116 radians (temp 2-component vector of float) -0:116 'inF0' (in 2-component vector of float) -0:117 reflect (temp 2-component vector of float) -0:117 'inF0' (in 2-component vector of float) -0:117 'inF1' (in 2-component vector of float) -0:118 refract (temp 2-component vector of float) -0:118 'inF0' (in 2-component vector of float) -0:118 'inF1' (in 2-component vector of float) +0:110 log2 ( temp 2-component vector of float) +0:110 'inF0' ( in 2-component vector of float) +0:111 max ( temp 2-component vector of float) +0:111 'inF0' ( in 2-component vector of float) +0:111 'inF1' ( in 2-component vector of float) +0:112 min ( temp 2-component vector of float) +0:112 'inF0' ( in 2-component vector of float) +0:112 'inF1' ( in 2-component vector of float) +0:114 normalize ( temp 2-component vector of float) +0:114 'inF0' ( in 2-component vector of float) +0:115 pow ( temp 2-component vector of float) +0:115 'inF0' ( in 2-component vector of float) +0:115 'inF1' ( in 2-component vector of float) +0:116 radians ( temp 2-component vector of float) +0:116 'inF0' ( in 2-component vector of float) +0:117 reflect ( temp 2-component vector of float) +0:117 'inF0' ( in 2-component vector of float) +0:117 'inF1' ( in 2-component vector of float) +0:118 refract ( temp 2-component vector of float) +0:118 'inF0' ( in 2-component vector of float) +0:118 'inF1' ( in 2-component vector of float) 0:118 Constant: 0:118 2.000000 -0:? bitFieldReverse (temp 2-component vector of int) +0:? bitFieldReverse ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) -0:120 roundEven (temp 2-component vector of float) -0:120 'inF0' (in 2-component vector of float) -0:121 inverse sqrt (temp 2-component vector of float) -0:121 'inF0' (in 2-component vector of float) -0:122 clamp (temp 2-component vector of float) -0:122 'inF0' (in 2-component vector of float) +0:120 roundEven ( temp 2-component vector of float) +0:120 'inF0' ( in 2-component vector of float) +0:121 inverse sqrt ( temp 2-component vector of float) +0:121 'inF0' ( in 2-component vector of float) +0:122 clamp ( temp 2-component vector of float) +0:122 'inF0' ( in 2-component vector of float) 0:122 Constant: 0:122 0.000000 0:122 Constant: 0:122 1.000000 -0:123 Sign (temp 2-component vector of float) -0:123 'inF0' (in 2-component vector of float) -0:124 sine (temp 2-component vector of float) -0:124 'inF0' (in 2-component vector of float) +0:123 Sign ( temp 2-component vector of float) +0:123 'inF0' ( in 2-component vector of float) +0:124 sine ( temp 2-component vector of float) +0:124 'inF0' ( in 2-component vector of float) 0:125 Sequence -0:125 move second child to first child (temp 2-component vector of float) -0:125 'inF1' (in 2-component vector of float) -0:125 sine (temp 2-component vector of float) -0:125 'inF0' (in 2-component vector of float) -0:125 move second child to first child (temp 2-component vector of float) -0:125 'inF2' (in 2-component vector of float) -0:125 cosine (temp 2-component vector of float) -0:125 'inF0' (in 2-component vector of float) -0:126 hyp. sine (temp 2-component vector of float) -0:126 'inF0' (in 2-component vector of float) -0:127 smoothstep (temp 2-component vector of float) -0:127 'inF0' (in 2-component vector of float) -0:127 'inF1' (in 2-component vector of float) -0:127 'inF2' (in 2-component vector of float) -0:128 sqrt (temp 2-component vector of float) -0:128 'inF0' (in 2-component vector of float) -0:129 step (temp 2-component vector of float) -0:129 'inF0' (in 2-component vector of float) -0:129 'inF1' (in 2-component vector of float) -0:130 tangent (temp 2-component vector of float) -0:130 'inF0' (in 2-component vector of float) -0:131 hyp. tangent (temp 2-component vector of float) -0:131 'inF0' (in 2-component vector of float) -0:133 trunc (temp 2-component vector of float) -0:133 'inF0' (in 2-component vector of float) +0:125 move second child to first child ( temp 2-component vector of float) +0:125 'inF1' ( in 2-component vector of float) +0:125 sine ( temp 2-component vector of float) +0:125 'inF0' ( in 2-component vector of float) +0:125 move second child to first child ( temp 2-component vector of float) +0:125 'inF2' ( in 2-component vector of float) +0:125 cosine ( temp 2-component vector of float) +0:125 'inF0' ( in 2-component vector of float) +0:126 hyp. sine ( temp 2-component vector of float) +0:126 'inF0' ( in 2-component vector of float) +0:127 smoothstep ( temp 2-component vector of float) +0:127 'inF0' ( in 2-component vector of float) +0:127 'inF1' ( in 2-component vector of float) +0:127 'inF2' ( in 2-component vector of float) +0:128 sqrt ( temp 2-component vector of float) +0:128 'inF0' ( in 2-component vector of float) +0:129 step ( temp 2-component vector of float) +0:129 'inF0' ( in 2-component vector of float) +0:129 'inF1' ( in 2-component vector of float) +0:130 tangent ( temp 2-component vector of float) +0:130 'inF0' ( in 2-component vector of float) +0:131 hyp. tangent ( temp 2-component vector of float) +0:131 'inF0' ( in 2-component vector of float) +0:133 trunc ( temp 2-component vector of float) +0:133 'inF0' ( in 2-component vector of float) 0:136 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 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) -0:140 'inF2' (in 3-component vector of float) -0:140 'inU0' (in 3-component vector of uint) -0:140 'inU1' (in 3-component vector of uint) +0:140 'inF0' ( in 3-component vector of float) +0:140 'inF1' ( in 3-component vector of float) +0:140 'inF2' ( in 3-component vector of float) +0:140 'inU0' ( in 3-component vector of uint) +0:140 'inU1' ( in 3-component vector of uint) 0:? Sequence -0:141 all (temp bool) -0:141 'inF0' (in 3-component vector of float) -0:142 Absolute value (temp 3-component vector of float) -0:142 'inF0' (in 3-component vector of float) -0:143 arc cosine (temp 3-component vector of float) -0:143 'inF0' (in 3-component vector of float) -0:144 any (temp bool) -0:144 'inF0' (in 3-component vector of float) -0:145 arc sine (temp 3-component vector of float) -0:145 'inF0' (in 3-component vector of float) -0:146 floatBitsToInt (temp 3-component vector of int) -0:146 'inF0' (in 3-component vector of float) -0:147 floatBitsToUint (temp 3-component vector of uint) -0:147 'inF0' (in 3-component vector of float) -0:148 intBitsToFloat (temp 3-component vector of float) -0:148 'inU0' (in 3-component vector of uint) -0:150 arc tangent (temp 3-component vector of float) -0:150 'inF0' (in 3-component vector of float) -0:151 arc tangent (temp 3-component vector of float) -0:151 'inF0' (in 3-component vector of float) -0:151 'inF1' (in 3-component vector of float) -0:152 Ceiling (temp 3-component vector of float) -0:152 'inF0' (in 3-component vector of float) -0:153 clamp (temp 3-component vector of float) -0:153 'inF0' (in 3-component vector of float) -0:153 'inF1' (in 3-component vector of float) -0:153 'inF2' (in 3-component vector of float) -0:154 cosine (temp 3-component vector of float) -0:154 'inF0' (in 3-component vector of float) -0:155 hyp. cosine (temp 3-component vector of float) -0:155 'inF0' (in 3-component vector of float) -0:? bitCount (temp 3-component vector of int) +0:141 all ( temp bool) +0:141 'inF0' ( in 3-component vector of float) +0:142 Absolute value ( temp 3-component vector of float) +0:142 'inF0' ( in 3-component vector of float) +0:143 arc cosine ( temp 3-component vector of float) +0:143 'inF0' ( in 3-component vector of float) +0:144 any ( temp bool) +0:144 'inF0' ( in 3-component vector of float) +0:145 arc sine ( temp 3-component vector of float) +0:145 'inF0' ( in 3-component vector of float) +0:146 floatBitsToInt ( temp 3-component vector of int) +0:146 'inF0' ( in 3-component vector of float) +0:147 floatBitsToUint ( temp 3-component vector of uint) +0:147 'inF0' ( in 3-component vector of float) +0:148 intBitsToFloat ( temp 3-component vector of float) +0:148 'inU0' ( in 3-component vector of uint) +0:150 arc tangent ( temp 3-component vector of float) +0:150 'inF0' ( in 3-component vector of float) +0:151 arc tangent ( temp 3-component vector of float) +0:151 'inF0' ( in 3-component vector of float) +0:151 'inF1' ( in 3-component vector of float) +0:152 Ceiling ( temp 3-component vector of float) +0:152 'inF0' ( in 3-component vector of float) +0:153 clamp ( temp 3-component vector of float) +0:153 'inF0' ( in 3-component vector of float) +0:153 'inF1' ( in 3-component vector of float) +0:153 'inF2' ( in 3-component vector of float) +0:154 cosine ( temp 3-component vector of float) +0:154 'inF0' ( in 3-component vector of float) +0:155 hyp. cosine ( temp 3-component vector of float) +0:155 'inF0' ( in 3-component vector of float) +0:? bitCount ( temp 3-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) -0:157 cross-product (temp 3-component vector of float) -0:157 'inF0' (in 3-component vector of float) -0:157 'inF1' (in 3-component vector of float) -0:158 degrees (temp 3-component vector of float) -0:158 'inF0' (in 3-component vector of float) -0:159 distance (temp float) -0:159 'inF0' (in 3-component vector of float) -0:159 'inF1' (in 3-component vector of float) -0:160 dot-product (temp float) -0:160 'inF0' (in 3-component vector of float) -0:160 'inF1' (in 3-component vector of float) -0:164 exp (temp 3-component vector of float) -0:164 'inF0' (in 3-component vector of float) -0:165 exp2 (temp 3-component vector of float) -0:165 'inF0' (in 3-component vector of float) -0:166 face-forward (temp 3-component vector of float) -0:166 'inF0' (in 3-component vector of float) -0:166 'inF1' (in 3-component vector of float) -0:166 'inF2' (in 3-component vector of float) -0:167 findMSB (temp int) +0:157 cross-product ( temp 3-component vector of float) +0:157 'inF0' ( in 3-component vector of float) +0:157 'inF1' ( in 3-component vector of float) +0:158 degrees ( temp 3-component vector of float) +0:158 'inF0' ( in 3-component vector of float) +0:159 distance ( temp float) +0:159 'inF0' ( in 3-component vector of float) +0:159 'inF1' ( in 3-component vector of float) +0:160 dot-product ( temp float) +0:160 'inF0' ( in 3-component vector of float) +0:160 'inF1' ( in 3-component vector of float) +0:164 exp ( temp 3-component vector of float) +0:164 'inF0' ( in 3-component vector of float) +0:165 exp2 ( temp 3-component vector of float) +0:165 'inF0' ( in 3-component vector of float) +0:166 face-forward ( temp 3-component vector of float) +0:166 'inF0' ( in 3-component vector of float) +0:166 'inF1' ( in 3-component vector of float) +0:166 'inF2' ( in 3-component vector of float) +0:167 findMSB ( temp int) 0:167 Constant: 0:167 7 (const int) -0:168 findLSB (temp int) +0:168 findLSB ( temp int) 0:168 Constant: 0:168 7 (const int) -0:169 Floor (temp 3-component vector of float) -0:169 'inF0' (in 3-component vector of float) -0:171 mod (temp 3-component vector of float) -0:171 'inF0' (in 3-component vector of float) -0:171 'inF1' (in 3-component vector of float) -0:172 Fraction (temp 3-component vector of float) -0:172 'inF0' (in 3-component vector of float) -0:173 frexp (temp 3-component vector of float) -0:173 'inF0' (in 3-component vector of float) -0:173 'inF1' (in 3-component vector of float) -0:174 isinf (temp 3-component vector of bool) -0:174 'inF0' (in 3-component vector of float) -0:175 isnan (temp 3-component vector of bool) -0:175 'inF0' (in 3-component vector of float) -0:176 ldexp (temp 3-component vector of float) -0:176 'inF0' (in 3-component vector of float) -0:176 'inF1' (in 3-component vector of float) -0:177 mix (temp 3-component vector of float) -0:177 'inF0' (in 3-component vector of float) -0:177 'inF1' (in 3-component vector of float) -0:177 'inF2' (in 3-component vector of float) -0:178 length (temp float) -0:178 'inF0' (in 3-component vector of float) -0:179 log (temp 3-component vector of float) -0:179 'inF0' (in 3-component vector of float) -0:180 vector-scale (temp 3-component vector of float) -0:180 log2 (temp 3-component vector of float) -0:180 'inF0' (in 3-component vector of float) +0:169 Floor ( temp 3-component vector of float) +0:169 'inF0' ( in 3-component vector of float) +0:171 mod ( temp 3-component vector of float) +0:171 'inF0' ( in 3-component vector of float) +0:171 'inF1' ( in 3-component vector of float) +0:172 Fraction ( temp 3-component vector of float) +0:172 'inF0' ( in 3-component vector of float) +0:173 frexp ( temp 3-component vector of float) +0:173 'inF0' ( in 3-component vector of float) +0:173 'inF1' ( in 3-component vector of float) +0:174 isinf ( temp 3-component vector of bool) +0:174 'inF0' ( in 3-component vector of float) +0:175 isnan ( temp 3-component vector of bool) +0:175 'inF0' ( in 3-component vector of float) +0:176 ldexp ( temp 3-component vector of float) +0:176 'inF0' ( in 3-component vector of float) +0:176 'inF1' ( in 3-component vector of float) +0:177 mix ( temp 3-component vector of float) +0:177 'inF0' ( in 3-component vector of float) +0:177 'inF1' ( in 3-component vector of float) +0:177 'inF2' ( in 3-component vector of float) +0:178 length ( temp float) +0:178 'inF0' ( in 3-component vector of float) +0:179 log ( temp 3-component vector of float) +0:179 'inF0' ( in 3-component vector of float) +0:180 vector-scale ( temp 3-component vector of float) +0:180 log2 ( temp 3-component vector of float) +0:180 'inF0' ( in 3-component vector of float) 0:180 Constant: 0:180 0.301030 -0:181 log2 (temp 3-component vector of float) -0:181 'inF0' (in 3-component vector of float) -0:182 max (temp 3-component vector of float) -0:182 'inF0' (in 3-component vector of float) -0:182 'inF1' (in 3-component vector of float) -0:183 min (temp 3-component vector of float) -0:183 'inF0' (in 3-component vector of float) -0:183 'inF1' (in 3-component vector of float) -0:185 normalize (temp 3-component vector of float) -0:185 'inF0' (in 3-component vector of float) -0:186 pow (temp 3-component vector of float) -0:186 'inF0' (in 3-component vector of float) -0:186 'inF1' (in 3-component vector of float) -0:187 radians (temp 3-component vector of float) -0:187 'inF0' (in 3-component vector of float) -0:188 reflect (temp 3-component vector of float) -0:188 'inF0' (in 3-component vector of float) -0:188 'inF1' (in 3-component vector of float) -0:189 refract (temp 3-component vector of float) -0:189 'inF0' (in 3-component vector of float) -0:189 'inF1' (in 3-component vector of float) +0:181 log2 ( temp 3-component vector of float) +0:181 'inF0' ( in 3-component vector of float) +0:182 max ( temp 3-component vector of float) +0:182 'inF0' ( in 3-component vector of float) +0:182 'inF1' ( in 3-component vector of float) +0:183 min ( temp 3-component vector of float) +0:183 'inF0' ( in 3-component vector of float) +0:183 'inF1' ( in 3-component vector of float) +0:185 normalize ( temp 3-component vector of float) +0:185 'inF0' ( in 3-component vector of float) +0:186 pow ( temp 3-component vector of float) +0:186 'inF0' ( in 3-component vector of float) +0:186 'inF1' ( in 3-component vector of float) +0:187 radians ( temp 3-component vector of float) +0:187 'inF0' ( in 3-component vector of float) +0:188 reflect ( temp 3-component vector of float) +0:188 'inF0' ( in 3-component vector of float) +0:188 'inF1' ( in 3-component vector of float) +0:189 refract ( temp 3-component vector of float) +0:189 'inF0' ( in 3-component vector of float) +0:189 'inF1' ( in 3-component vector of float) 0:189 Constant: 0:189 2.000000 -0:? bitFieldReverse (temp 3-component vector of int) +0:? bitFieldReverse ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) -0:191 roundEven (temp 3-component vector of float) -0:191 'inF0' (in 3-component vector of float) -0:192 inverse sqrt (temp 3-component vector of float) -0:192 'inF0' (in 3-component vector of float) -0:193 clamp (temp 3-component vector of float) -0:193 'inF0' (in 3-component vector of float) +0:191 roundEven ( temp 3-component vector of float) +0:191 'inF0' ( in 3-component vector of float) +0:192 inverse sqrt ( temp 3-component vector of float) +0:192 'inF0' ( in 3-component vector of float) +0:193 clamp ( temp 3-component vector of float) +0:193 'inF0' ( in 3-component vector of float) 0:193 Constant: 0:193 0.000000 0:193 Constant: 0:193 1.000000 -0:194 Sign (temp 3-component vector of float) -0:194 'inF0' (in 3-component vector of float) -0:195 sine (temp 3-component vector of float) -0:195 'inF0' (in 3-component vector of float) +0:194 Sign ( temp 3-component vector of float) +0:194 'inF0' ( in 3-component vector of float) +0:195 sine ( temp 3-component vector of float) +0:195 'inF0' ( in 3-component vector of float) 0:196 Sequence -0:196 move second child to first child (temp 3-component vector of float) -0:196 'inF1' (in 3-component vector of float) -0:196 sine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) -0:196 move second child to first child (temp 3-component vector of float) -0:196 'inF2' (in 3-component vector of float) -0:196 cosine (temp 3-component vector of float) -0:196 'inF0' (in 3-component vector of float) -0:197 hyp. sine (temp 3-component vector of float) -0:197 'inF0' (in 3-component vector of float) -0:198 smoothstep (temp 3-component vector of float) -0:198 'inF0' (in 3-component vector of float) -0:198 'inF1' (in 3-component vector of float) -0:198 'inF2' (in 3-component vector of float) -0:199 sqrt (temp 3-component vector of float) -0:199 'inF0' (in 3-component vector of float) -0:200 step (temp 3-component vector of float) -0:200 'inF0' (in 3-component vector of float) -0:200 'inF1' (in 3-component vector of float) -0:201 tangent (temp 3-component vector of float) -0:201 'inF0' (in 3-component vector of float) -0:202 hyp. tangent (temp 3-component vector of float) -0:202 'inF0' (in 3-component vector of float) -0:204 trunc (temp 3-component vector of float) -0:204 'inF0' (in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'inF1' ( in 3-component vector of float) +0:196 sine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) +0:196 move second child to first child ( temp 3-component vector of float) +0:196 'inF2' ( in 3-component vector of float) +0:196 cosine ( temp 3-component vector of float) +0:196 'inF0' ( in 3-component vector of float) +0:197 hyp. sine ( temp 3-component vector of float) +0:197 'inF0' ( in 3-component vector of float) +0:198 smoothstep ( temp 3-component vector of float) +0:198 'inF0' ( in 3-component vector of float) +0:198 'inF1' ( in 3-component vector of float) +0:198 'inF2' ( in 3-component vector of float) +0:199 sqrt ( temp 3-component vector of float) +0:199 'inF0' ( in 3-component vector of float) +0:200 step ( temp 3-component vector of float) +0:200 'inF0' ( in 3-component vector of float) +0:200 'inF1' ( in 3-component vector of float) +0:201 tangent ( temp 3-component vector of float) +0:201 'inF0' ( in 3-component vector of float) +0:202 hyp. tangent ( temp 3-component vector of float) +0:202 'inF0' ( in 3-component vector of float) +0:204 trunc ( temp 3-component vector of float) +0:204 'inF0' ( in 3-component vector of float) 0:207 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 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) -0:211 'inF2' (in 4-component vector of float) -0:211 'inU0' (in 4-component vector of uint) -0:211 'inU1' (in 4-component vector of uint) +0:211 'inF0' ( in 4-component vector of float) +0:211 'inF1' ( in 4-component vector of float) +0:211 'inF2' ( in 4-component vector of float) +0:211 'inU0' ( in 4-component vector of uint) +0:211 'inU1' ( in 4-component vector of uint) 0:? Sequence -0:212 all (temp bool) -0:212 'inF0' (in 4-component vector of float) -0:213 Absolute value (temp 4-component vector of float) -0:213 'inF0' (in 4-component vector of float) -0:214 arc cosine (temp 4-component vector of float) -0:214 'inF0' (in 4-component vector of float) -0:215 any (temp bool) -0:215 'inF0' (in 4-component vector of float) -0:216 arc sine (temp 4-component vector of float) -0:216 'inF0' (in 4-component vector of float) -0:217 floatBitsToInt (temp 4-component vector of int) -0:217 'inF0' (in 4-component vector of float) -0:218 floatBitsToUint (temp 4-component vector of uint) -0:218 'inF0' (in 4-component vector of float) -0:219 intBitsToFloat (temp 4-component vector of float) -0:219 'inU0' (in 4-component vector of uint) -0:221 arc tangent (temp 4-component vector of float) -0:221 'inF0' (in 4-component vector of float) -0:222 arc tangent (temp 4-component vector of float) -0:222 'inF0' (in 4-component vector of float) -0:222 'inF1' (in 4-component vector of float) -0:223 Ceiling (temp 4-component vector of float) -0:223 'inF0' (in 4-component vector of float) -0:224 clamp (temp 4-component vector of float) -0:224 'inF0' (in 4-component vector of float) -0:224 'inF1' (in 4-component vector of float) -0:224 'inF2' (in 4-component vector of float) -0:225 cosine (temp 4-component vector of float) -0:225 'inF0' (in 4-component vector of float) -0:226 hyp. cosine (temp 4-component vector of float) -0:226 'inF0' (in 4-component vector of float) -0:? bitCount (temp 4-component vector of int) +0:212 all ( temp bool) +0:212 'inF0' ( in 4-component vector of float) +0:213 Absolute value ( temp 4-component vector of float) +0:213 'inF0' ( in 4-component vector of float) +0:214 arc cosine ( temp 4-component vector of float) +0:214 'inF0' ( in 4-component vector of float) +0:215 any ( temp bool) +0:215 'inF0' ( in 4-component vector of float) +0:216 arc sine ( temp 4-component vector of float) +0:216 'inF0' ( in 4-component vector of float) +0:217 floatBitsToInt ( temp 4-component vector of int) +0:217 'inF0' ( in 4-component vector of float) +0:218 floatBitsToUint ( temp 4-component vector of uint) +0:218 'inF0' ( in 4-component vector of float) +0:219 intBitsToFloat ( temp 4-component vector of float) +0:219 'inU0' ( in 4-component vector of uint) +0:221 arc tangent ( temp 4-component vector of float) +0:221 'inF0' ( in 4-component vector of float) +0:222 arc tangent ( temp 4-component vector of float) +0:222 'inF0' ( in 4-component vector of float) +0:222 'inF1' ( in 4-component vector of float) +0:223 Ceiling ( temp 4-component vector of float) +0:223 'inF0' ( in 4-component vector of float) +0:224 clamp ( temp 4-component vector of float) +0:224 'inF0' ( in 4-component vector of float) +0:224 'inF1' ( in 4-component vector of float) +0:224 'inF2' ( in 4-component vector of float) +0:225 cosine ( temp 4-component vector of float) +0:225 'inF0' ( in 4-component vector of float) +0:226 hyp. cosine ( temp 4-component vector of float) +0:226 'inF0' ( in 4-component vector of float) +0:? bitCount ( temp 4-component vector of int) 0:? Constant: 0:? 7 (const int) 0:? 3 (const int) 0:? 5 (const int) 0:? 2 (const int) -0:228 degrees (temp 4-component vector of float) -0:228 'inF0' (in 4-component vector of float) -0:229 distance (temp float) -0:229 'inF0' (in 4-component vector of float) -0:229 'inF1' (in 4-component vector of float) -0:230 dot-product (temp float) -0:230 'inF0' (in 4-component vector of float) -0:230 'inF1' (in 4-component vector of float) -0:231 Construct vec4 (temp 4-component vector of float) +0:228 degrees ( temp 4-component vector of float) +0:228 'inF0' ( in 4-component vector of float) +0:229 distance ( temp float) +0:229 'inF0' ( in 4-component vector of float) +0:229 'inF1' ( in 4-component vector of float) +0:230 dot-product ( temp float) +0:230 'inF0' ( in 4-component vector of float) +0:230 'inF1' ( in 4-component vector of float) +0:231 Construct vec4 ( temp 4-component vector of float) 0:231 Constant: 0:231 1.000000 -0:231 component-wise multiply (temp float) -0:231 direct index (temp float) -0:231 'inF0' (in 4-component vector of float) +0:231 component-wise multiply ( temp float) +0:231 direct index ( temp float) +0:231 'inF0' ( in 4-component vector of float) 0:231 Constant: 0:231 1 (const int) -0:231 direct index (temp float) -0:231 'inF1' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF1' ( in 4-component vector of float) 0:231 Constant: 0:231 1 (const int) -0:231 direct index (temp float) -0:231 'inF0' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF0' ( in 4-component vector of float) 0:231 Constant: 0:231 2 (const int) -0:231 direct index (temp float) -0:231 'inF1' (in 4-component vector of float) +0:231 direct index ( temp float) +0:231 'inF1' ( in 4-component vector of float) 0:231 Constant: 0:231 3 (const int) -0:235 exp (temp 4-component vector of float) -0:235 'inF0' (in 4-component vector of float) -0:236 exp2 (temp 4-component vector of float) -0:236 'inF0' (in 4-component vector of float) -0:237 face-forward (temp 4-component vector of float) -0:237 'inF0' (in 4-component vector of float) -0:237 'inF1' (in 4-component vector of float) -0:237 'inF2' (in 4-component vector of float) -0:238 findMSB (temp int) +0:235 exp ( temp 4-component vector of float) +0:235 'inF0' ( in 4-component vector of float) +0:236 exp2 ( temp 4-component vector of float) +0:236 'inF0' ( in 4-component vector of float) +0:237 face-forward ( temp 4-component vector of float) +0:237 'inF0' ( in 4-component vector of float) +0:237 'inF1' ( in 4-component vector of float) +0:237 'inF2' ( in 4-component vector of float) +0:238 findMSB ( temp int) 0:238 Constant: 0:238 7 (const int) -0:239 findLSB (temp int) +0:239 findLSB ( temp int) 0:239 Constant: 0:239 7 (const int) -0:240 Floor (temp 4-component vector of float) -0:240 'inF0' (in 4-component vector of float) -0:242 mod (temp 4-component vector of float) -0:242 'inF0' (in 4-component vector of float) -0:242 'inF1' (in 4-component vector of float) -0:243 Fraction (temp 4-component vector of float) -0:243 'inF0' (in 4-component vector of float) -0:244 frexp (temp 4-component vector of float) -0:244 'inF0' (in 4-component vector of float) -0:244 'inF1' (in 4-component vector of float) -0:245 isinf (temp 4-component vector of bool) -0:245 'inF0' (in 4-component vector of float) -0:246 isnan (temp 4-component vector of bool) -0:246 'inF0' (in 4-component vector of float) -0:247 ldexp (temp 4-component vector of float) -0:247 'inF0' (in 4-component vector of float) -0:247 'inF1' (in 4-component vector of float) -0:248 mix (temp 4-component vector of float) -0:248 'inF0' (in 4-component vector of float) -0:248 'inF1' (in 4-component vector of float) -0:248 'inF2' (in 4-component vector of float) -0:249 length (temp float) -0:249 'inF0' (in 4-component vector of float) -0:250 log (temp 4-component vector of float) -0:250 'inF0' (in 4-component vector of float) -0:251 vector-scale (temp 4-component vector of float) -0:251 log2 (temp 4-component vector of float) -0:251 'inF0' (in 4-component vector of float) +0:240 Floor ( temp 4-component vector of float) +0:240 'inF0' ( in 4-component vector of float) +0:242 mod ( temp 4-component vector of float) +0:242 'inF0' ( in 4-component vector of float) +0:242 'inF1' ( in 4-component vector of float) +0:243 Fraction ( temp 4-component vector of float) +0:243 'inF0' ( in 4-component vector of float) +0:244 frexp ( temp 4-component vector of float) +0:244 'inF0' ( in 4-component vector of float) +0:244 'inF1' ( in 4-component vector of float) +0:245 isinf ( temp 4-component vector of bool) +0:245 'inF0' ( in 4-component vector of float) +0:246 isnan ( temp 4-component vector of bool) +0:246 'inF0' ( in 4-component vector of float) +0:247 ldexp ( temp 4-component vector of float) +0:247 'inF0' ( in 4-component vector of float) +0:247 'inF1' ( in 4-component vector of float) +0:248 mix ( temp 4-component vector of float) +0:248 'inF0' ( in 4-component vector of float) +0:248 'inF1' ( in 4-component vector of float) +0:248 'inF2' ( in 4-component vector of float) +0:249 length ( temp float) +0:249 'inF0' ( in 4-component vector of float) +0:250 log ( temp 4-component vector of float) +0:250 'inF0' ( in 4-component vector of float) +0:251 vector-scale ( temp 4-component vector of float) +0:251 log2 ( temp 4-component vector of float) +0:251 'inF0' ( in 4-component vector of float) 0:251 Constant: 0:251 0.301030 -0:252 log2 (temp 4-component vector of float) -0:252 'inF0' (in 4-component vector of float) -0:253 max (temp 4-component vector of float) -0:253 'inF0' (in 4-component vector of float) -0:253 'inF1' (in 4-component vector of float) -0:254 min (temp 4-component vector of float) -0:254 'inF0' (in 4-component vector of float) -0:254 'inF1' (in 4-component vector of float) -0:256 normalize (temp 4-component vector of float) -0:256 'inF0' (in 4-component vector of float) -0:257 pow (temp 4-component vector of float) -0:257 'inF0' (in 4-component vector of float) -0:257 'inF1' (in 4-component vector of float) -0:258 radians (temp 4-component vector of float) -0:258 'inF0' (in 4-component vector of float) -0:259 reflect (temp 4-component vector of float) -0:259 'inF0' (in 4-component vector of float) -0:259 'inF1' (in 4-component vector of float) -0:260 refract (temp 4-component vector of float) -0:260 'inF0' (in 4-component vector of float) -0:260 'inF1' (in 4-component vector of float) +0:252 log2 ( temp 4-component vector of float) +0:252 'inF0' ( in 4-component vector of float) +0:253 max ( temp 4-component vector of float) +0:253 'inF0' ( in 4-component vector of float) +0:253 'inF1' ( in 4-component vector of float) +0:254 min ( temp 4-component vector of float) +0:254 'inF0' ( in 4-component vector of float) +0:254 'inF1' ( in 4-component vector of float) +0:256 normalize ( temp 4-component vector of float) +0:256 'inF0' ( in 4-component vector of float) +0:257 pow ( temp 4-component vector of float) +0:257 'inF0' ( in 4-component vector of float) +0:257 'inF1' ( in 4-component vector of float) +0:258 radians ( temp 4-component vector of float) +0:258 'inF0' ( in 4-component vector of float) +0:259 reflect ( temp 4-component vector of float) +0:259 'inF0' ( in 4-component vector of float) +0:259 'inF1' ( in 4-component vector of float) +0:260 refract ( temp 4-component vector of float) +0:260 'inF0' ( in 4-component vector of float) +0:260 'inF1' ( in 4-component vector of float) 0:260 Constant: 0:260 2.000000 -0:? bitFieldReverse (temp 4-component vector of int) +0:? bitFieldReverse ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:262 roundEven (temp 4-component vector of float) -0:262 'inF0' (in 4-component vector of float) -0:263 inverse sqrt (temp 4-component vector of float) -0:263 'inF0' (in 4-component vector of float) -0:264 clamp (temp 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:262 roundEven ( temp 4-component vector of float) +0:262 'inF0' ( in 4-component vector of float) +0:263 inverse sqrt ( temp 4-component vector of float) +0:263 'inF0' ( in 4-component vector of float) +0:264 clamp ( temp 4-component vector of float) +0:264 'inF0' ( in 4-component vector of float) 0:264 Constant: 0:264 0.000000 0:264 Constant: 0:264 1.000000 -0:265 Sign (temp 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) -0:266 sine (temp 4-component vector of float) -0:266 'inF0' (in 4-component vector of float) +0:265 Sign ( temp 4-component vector of float) +0:265 'inF0' ( in 4-component vector of float) +0:266 sine ( temp 4-component vector of float) +0:266 'inF0' ( in 4-component vector of float) 0:267 Sequence -0:267 move second child to first child (temp 4-component vector of float) -0:267 'inF1' (in 4-component vector of float) -0:267 sine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) -0:267 move second child to first child (temp 4-component vector of float) -0:267 'inF2' (in 4-component vector of float) -0:267 cosine (temp 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) -0:268 hyp. sine (temp 4-component vector of float) -0:268 'inF0' (in 4-component vector of float) -0:269 smoothstep (temp 4-component vector of float) -0:269 'inF0' (in 4-component vector of float) -0:269 'inF1' (in 4-component vector of float) -0:269 'inF2' (in 4-component vector of float) -0:270 sqrt (temp 4-component vector of float) -0:270 'inF0' (in 4-component vector of float) -0:271 step (temp 4-component vector of float) -0:271 'inF0' (in 4-component vector of float) -0:271 'inF1' (in 4-component vector of float) -0:272 tangent (temp 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) -0:273 hyp. tangent (temp 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:275 trunc (temp 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'inF1' ( in 4-component vector of float) +0:267 sine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) +0:267 move second child to first child ( temp 4-component vector of float) +0:267 'inF2' ( in 4-component vector of float) +0:267 cosine ( temp 4-component vector of float) +0:267 'inF0' ( in 4-component vector of float) +0:268 hyp. sine ( temp 4-component vector of float) +0:268 'inF0' ( in 4-component vector of float) +0:269 smoothstep ( temp 4-component vector of float) +0:269 'inF0' ( in 4-component vector of float) +0:269 'inF1' ( in 4-component vector of float) +0:269 'inF2' ( in 4-component vector of float) +0:270 sqrt ( temp 4-component vector of float) +0:270 'inF0' ( in 4-component vector of float) +0:271 step ( temp 4-component vector of float) +0:271 'inF0' ( in 4-component vector of float) +0:271 'inF1' ( in 4-component vector of float) +0:272 tangent ( temp 4-component vector of float) +0:272 'inF0' ( in 4-component vector of float) +0:273 hyp. tangent ( temp 4-component vector of float) +0:273 'inF0' ( in 4-component vector of float) +0:275 trunc ( temp 4-component vector of float) +0:275 'inF0' ( in 4-component vector of float) 0:278 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 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) -0:336 'inF2' (in 2X2 matrix of float) +0:336 'inF0' ( in 2X2 matrix of float) +0:336 'inF1' ( in 2X2 matrix of float) +0:336 'inF2' ( in 2X2 matrix of float) 0:? Sequence -0:338 all (temp bool) -0:338 'inF0' (in 2X2 matrix of float) -0:338 Absolute value (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 any (temp bool) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 arc tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 Ceiling (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 clamp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 degrees (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 determinant (temp float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 exp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 exp2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 findMSB (temp int) +0:338 all ( temp bool) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 Absolute value ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 any ( temp bool) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 arc tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 Ceiling ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 clamp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 degrees ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 determinant ( temp float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 exp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 exp2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 findMSB ( temp int) 0:338 Constant: 0:338 7 (const int) -0:338 findLSB (temp int) +0:338 findLSB ( temp int) 0:338 Constant: 0:338 7 (const int) -0:338 Floor (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 mod (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 Fraction (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 frexp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 ldexp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 mix (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 log (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 matrix-scale (temp 2X2 matrix of float) -0:338 log2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 Floor ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 mod ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 Fraction ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 frexp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 ldexp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 mix ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 log ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 matrix-scale ( temp 2X2 matrix of float) +0:338 log2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Constant: 0:338 0.301030 -0:338 log2 (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 max (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 min (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 pow (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 radians (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 roundEven (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 inverse sqrt (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 clamp (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 log2 ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 max ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 min ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 pow ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 radians ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 roundEven ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 inverse sqrt ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 clamp ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Constant: 0:338 0.000000 0:338 Constant: 0:338 1.000000 -0:338 Sign (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 Sign ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:338 Sequence -0:338 move second child to first child (temp 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 move second child to first child (temp 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 cosine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. sine (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 smoothstep (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 'inF2' (in 2X2 matrix of float) -0:338 sqrt (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 step (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 'inF1' (in 2X2 matrix of float) -0:338 tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 hyp. tangent (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 transpose (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) -0:338 trunc (temp 2X2 matrix of float) -0:338 'inF0' (in 2X2 matrix of float) +0:338 move second child to first child ( temp 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 move second child to first child ( temp 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 cosine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. sine ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 smoothstep ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 'inF2' ( in 2X2 matrix of float) +0:338 sqrt ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 step ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 'inF1' ( in 2X2 matrix of float) +0:338 tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 hyp. tangent ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 transpose ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) +0:338 trunc ( temp 2X2 matrix of float) +0:338 'inF0' ( in 2X2 matrix of float) 0:341 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 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) -0:345 'inF2' (in 3X3 matrix of float) +0:345 'inF0' ( in 3X3 matrix of float) +0:345 'inF1' ( in 3X3 matrix of float) +0:345 'inF2' ( in 3X3 matrix of float) 0:? Sequence -0:347 all (temp bool) -0:347 'inF0' (in 3X3 matrix of float) -0:347 Absolute value (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 any (temp bool) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 arc tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 Ceiling (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 clamp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 degrees (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 determinant (temp float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 exp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 exp2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 findMSB (temp int) +0:347 all ( temp bool) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 Absolute value ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 any ( temp bool) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 arc tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 Ceiling ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 clamp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 degrees ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 determinant ( temp float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 exp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 exp2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 findMSB ( temp int) 0:347 Constant: 0:347 7 (const int) -0:347 findLSB (temp int) +0:347 findLSB ( temp int) 0:347 Constant: 0:347 7 (const int) -0:347 Floor (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 mod (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 Fraction (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 frexp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 ldexp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 mix (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 log (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 matrix-scale (temp 3X3 matrix of float) -0:347 log2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 Floor ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 mod ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 Fraction ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 frexp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 ldexp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 mix ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 log ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 matrix-scale ( temp 3X3 matrix of float) +0:347 log2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Constant: 0:347 0.301030 -0:347 log2 (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 max (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 min (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 pow (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 radians (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 roundEven (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 inverse sqrt (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 clamp (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 log2 ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 max ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 min ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 pow ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 radians ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 roundEven ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 inverse sqrt ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 clamp ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Constant: 0:347 0.000000 0:347 Constant: 0:347 1.000000 -0:347 Sign (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 Sign ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:347 Sequence -0:347 move second child to first child (temp 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 move second child to first child (temp 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 cosine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. sine (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 smoothstep (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 'inF2' (in 3X3 matrix of float) -0:347 sqrt (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 step (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 'inF1' (in 3X3 matrix of float) -0:347 tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 hyp. tangent (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 transpose (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) -0:347 trunc (temp 3X3 matrix of float) -0:347 'inF0' (in 3X3 matrix of float) +0:347 move second child to first child ( temp 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 move second child to first child ( temp 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 cosine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. sine ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 smoothstep ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 'inF2' ( in 3X3 matrix of float) +0:347 sqrt ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 step ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 'inF1' ( in 3X3 matrix of float) +0:347 tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 hyp. tangent ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 transpose ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) +0:347 trunc ( temp 3X3 matrix of float) +0:347 'inF0' ( in 3X3 matrix of float) 0:350 Branch: Return with expression 0:? Constant: 0:? 3.000000 @@ -2345,130 +2345,130 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 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) -0:354 'inF2' (in 4X4 matrix of float) +0:354 'inF0' ( in 4X4 matrix of float) +0:354 'inF1' ( in 4X4 matrix of float) +0:354 'inF2' ( in 4X4 matrix of float) 0:? Sequence -0:356 all (temp bool) -0:356 'inF0' (in 4X4 matrix of float) -0:356 Absolute value (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 any (temp bool) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 arc tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 Ceiling (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 clamp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 degrees (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 determinant (temp float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 exp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 exp2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 findMSB (temp int) +0:356 all ( temp bool) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 Absolute value ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 any ( temp bool) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 arc tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 Ceiling ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 clamp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 degrees ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 determinant ( temp float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 exp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 exp2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 findMSB ( temp int) 0:356 Constant: 0:356 7 (const int) -0:356 findLSB (temp int) +0:356 findLSB ( temp int) 0:356 Constant: 0:356 7 (const int) -0:356 Floor (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 mod (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 Fraction (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 frexp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 ldexp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 mix (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 log (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 matrix-scale (temp 4X4 matrix of float) -0:356 log2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 Floor ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 mod ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 Fraction ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 frexp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 ldexp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 mix ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 log ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 matrix-scale ( temp 4X4 matrix of float) +0:356 log2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Constant: 0:356 0.301030 -0:356 log2 (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 max (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 min (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 pow (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 radians (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 roundEven (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 inverse sqrt (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 clamp (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 log2 ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 max ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 min ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 pow ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 radians ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 roundEven ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 inverse sqrt ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 clamp ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Constant: 0:356 0.000000 0:356 Constant: 0:356 1.000000 -0:356 Sign (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 Sign ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:356 Sequence -0:356 move second child to first child (temp 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 move second child to first child (temp 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 cosine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. sine (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 smoothstep (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 'inF2' (in 4X4 matrix of float) -0:356 sqrt (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 step (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 'inF1' (in 4X4 matrix of float) -0:356 tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 hyp. tangent (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 transpose (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) -0:356 trunc (temp 4X4 matrix of float) -0:356 'inF0' (in 4X4 matrix of float) +0:356 move second child to first child ( temp 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 move second child to first child ( temp 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 cosine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. sine ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 smoothstep ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 'inF2' ( in 4X4 matrix of float) +0:356 sqrt ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 step ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 'inF1' ( in 4X4 matrix of float) +0:356 tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 hyp. tangent ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 transpose ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) +0:356 trunc ( temp 4X4 matrix of float) +0:356 'inF0' ( in 4X4 matrix of float) 0:359 Branch: Return with expression 0:? Constant: 0:? 4.000000 @@ -2487,309 +2487,309 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp 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) -0:377 'inFV0' (in 2-component vector of float) -0:377 'inFV1' (in 2-component vector of float) -0:377 'inFM0' (in 2X2 matrix of float) -0:377 'inFM1' (in 2X2 matrix of float) +0:377 'inF0' ( in float) +0:377 'inF1' ( in float) +0:377 'inFV0' ( in 2-component vector of float) +0:377 'inFV1' ( in 2-component vector of float) +0:377 'inFM0' ( in 2X2 matrix of float) +0:377 'inFM1' ( in 2X2 matrix of float) 0:? Sequence 0:378 Sequence -0:378 move second child to first child (temp float) -0:378 'r0' (temp float) -0:378 component-wise multiply (temp float) -0:378 'inF1' (in float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp float) +0:378 'r0' ( temp float) +0:378 component-wise multiply ( temp float) +0:378 'inF1' ( in float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r1' (temp 2-component vector of float) -0:378 vector-scale (temp 2-component vector of float) -0:378 'inF0' (in float) -0:378 'inFV0' (in 2-component vector of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r1' ( temp 2-component vector of float) +0:378 vector-scale ( temp 2-component vector of float) +0:378 'inF0' ( in float) +0:378 'inFV0' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r2' (temp 2-component vector of float) -0:378 vector-scale (temp 2-component vector of float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r2' ( temp 2-component vector of float) +0:378 vector-scale ( temp 2-component vector of float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp float) -0:378 'r3' (temp float) -0:378 dot-product (temp float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inFV1' (in 2-component vector of float) +0:378 move second child to first child ( temp float) +0:378 'r3' ( temp float) +0:378 dot-product ( temp float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inFV1' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r4' (temp 2-component vector of float) -0:378 vector-times-matrix (temp 2-component vector of float) -0:378 'inFV0' (in 2-component vector of float) -0:378 'inFM0' (in 2X2 matrix of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r4' ( temp 2-component vector of float) +0:378 vector-times-matrix ( temp 2-component vector of float) +0:378 'inFV0' ( in 2-component vector of float) +0:378 'inFM0' ( in 2X2 matrix of float) 0:378 Sequence -0:378 move second child to first child (temp 2-component vector of float) -0:378 'r5' (temp 2-component vector of float) -0:378 matrix-times-vector (temp 2-component vector of float) -0:378 'inFM0' (in 2X2 matrix of float) -0:378 'inFV0' (in 2-component vector of float) +0:378 move second child to first child ( temp 2-component vector of float) +0:378 'r5' ( temp 2-component vector of float) +0:378 matrix-times-vector ( temp 2-component vector of float) +0:378 'inFM0' ( in 2X2 matrix of float) +0:378 'inFV0' ( in 2-component vector of float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r6' (temp 2X2 matrix of float) -0:378 matrix-scale (temp 2X2 matrix of float) -0:378 'inF0' (in float) -0:378 'inFM0' (in 2X2 matrix of float) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r6' ( temp 2X2 matrix of float) +0:378 matrix-scale ( temp 2X2 matrix of float) +0:378 'inF0' ( in float) +0:378 'inFM0' ( in 2X2 matrix of float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r7' (temp 2X2 matrix of float) -0:378 matrix-scale (temp 2X2 matrix of float) -0:378 'inFM0' (in 2X2 matrix of float) -0:378 'inF0' (in float) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r7' ( temp 2X2 matrix of float) +0:378 matrix-scale ( temp 2X2 matrix of float) +0:378 'inFM0' ( in 2X2 matrix of float) +0:378 'inF0' ( in float) 0:378 Sequence -0:378 move second child to first child (temp 2X2 matrix of float) -0:378 'r8' (temp 2X2 matrix of float) -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; (temp void) +0:378 move second child to first child ( temp 2X2 matrix of float) +0:378 'r8' ( temp 2X2 matrix of float) +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; ( temp void) 0:384 Function Parameters: -0:384 'inF0' (in float) -0:384 'inF1' (in float) -0:384 'inFV0' (in 3-component vector of float) -0:384 'inFV1' (in 3-component vector of float) -0:384 'inFM0' (in 3X3 matrix of float) -0:384 'inFM1' (in 3X3 matrix of float) +0:384 'inF0' ( in float) +0:384 'inF1' ( in float) +0:384 'inFV0' ( in 3-component vector of float) +0:384 'inFV1' ( in 3-component vector of float) +0:384 'inFM0' ( in 3X3 matrix of float) +0:384 'inFM1' ( in 3X3 matrix of float) 0:? Sequence 0:385 Sequence -0:385 move second child to first child (temp float) -0:385 'r0' (temp float) -0:385 component-wise multiply (temp float) -0:385 'inF1' (in float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp float) +0:385 'r0' ( temp float) +0:385 component-wise multiply ( temp float) +0:385 'inF1' ( in float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r1' (temp 3-component vector of float) -0:385 vector-scale (temp 3-component vector of float) -0:385 'inF0' (in float) -0:385 'inFV0' (in 3-component vector of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r1' ( temp 3-component vector of float) +0:385 vector-scale ( temp 3-component vector of float) +0:385 'inF0' ( in float) +0:385 'inFV0' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r2' (temp 3-component vector of float) -0:385 vector-scale (temp 3-component vector of float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r2' ( temp 3-component vector of float) +0:385 vector-scale ( temp 3-component vector of float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp float) -0:385 'r3' (temp float) -0:385 dot-product (temp float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inFV1' (in 3-component vector of float) +0:385 move second child to first child ( temp float) +0:385 'r3' ( temp float) +0:385 dot-product ( temp float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inFV1' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r4' (temp 3-component vector of float) -0:385 vector-times-matrix (temp 3-component vector of float) -0:385 'inFV0' (in 3-component vector of float) -0:385 'inFM0' (in 3X3 matrix of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r4' ( temp 3-component vector of float) +0:385 vector-times-matrix ( temp 3-component vector of float) +0:385 'inFV0' ( in 3-component vector of float) +0:385 'inFM0' ( in 3X3 matrix of float) 0:385 Sequence -0:385 move second child to first child (temp 3-component vector of float) -0:385 'r5' (temp 3-component vector of float) -0:385 matrix-times-vector (temp 3-component vector of float) -0:385 'inFM0' (in 3X3 matrix of float) -0:385 'inFV0' (in 3-component vector of float) +0:385 move second child to first child ( temp 3-component vector of float) +0:385 'r5' ( temp 3-component vector of float) +0:385 matrix-times-vector ( temp 3-component vector of float) +0:385 'inFM0' ( in 3X3 matrix of float) +0:385 'inFV0' ( in 3-component vector of float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r6' (temp 3X3 matrix of float) -0:385 matrix-scale (temp 3X3 matrix of float) -0:385 'inF0' (in float) -0:385 'inFM0' (in 3X3 matrix of float) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r6' ( temp 3X3 matrix of float) +0:385 matrix-scale ( temp 3X3 matrix of float) +0:385 'inF0' ( in float) +0:385 'inFM0' ( in 3X3 matrix of float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r7' (temp 3X3 matrix of float) -0:385 matrix-scale (temp 3X3 matrix of float) -0:385 'inFM0' (in 3X3 matrix of float) -0:385 'inF0' (in float) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r7' ( temp 3X3 matrix of float) +0:385 matrix-scale ( temp 3X3 matrix of float) +0:385 'inFM0' ( in 3X3 matrix of float) +0:385 'inF0' ( in float) 0:385 Sequence -0:385 move second child to first child (temp 3X3 matrix of float) -0:385 'r8' (temp 3X3 matrix of float) -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; (temp void) +0:385 move second child to first child ( temp 3X3 matrix of float) +0:385 'r8' ( temp 3X3 matrix of float) +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; ( temp void) 0:391 Function Parameters: -0:391 'inF0' (in float) -0:391 'inF1' (in float) -0:391 'inFV0' (in 4-component vector of float) -0:391 'inFV1' (in 4-component vector of float) -0:391 'inFM0' (in 4X4 matrix of float) -0:391 'inFM1' (in 4X4 matrix of float) +0:391 'inF0' ( in float) +0:391 'inF1' ( in float) +0:391 'inFV0' ( in 4-component vector of float) +0:391 'inFV1' ( in 4-component vector of float) +0:391 'inFM0' ( in 4X4 matrix of float) +0:391 'inFM1' ( in 4X4 matrix of float) 0:? Sequence 0:392 Sequence -0:392 move second child to first child (temp float) -0:392 'r0' (temp float) -0:392 component-wise multiply (temp float) -0:392 'inF1' (in float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp float) +0:392 'r0' ( temp float) +0:392 component-wise multiply ( temp float) +0:392 'inF1' ( in float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r1' (temp 4-component vector of float) -0:392 vector-scale (temp 4-component vector of float) -0:392 'inF0' (in float) -0:392 'inFV0' (in 4-component vector of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r1' ( temp 4-component vector of float) +0:392 vector-scale ( temp 4-component vector of float) +0:392 'inF0' ( in float) +0:392 'inFV0' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r2' (temp 4-component vector of float) -0:392 vector-scale (temp 4-component vector of float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r2' ( temp 4-component vector of float) +0:392 vector-scale ( temp 4-component vector of float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp float) -0:392 'r3' (temp float) -0:392 dot-product (temp float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inFV1' (in 4-component vector of float) +0:392 move second child to first child ( temp float) +0:392 'r3' ( temp float) +0:392 dot-product ( temp float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inFV1' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r4' (temp 4-component vector of float) -0:392 vector-times-matrix (temp 4-component vector of float) -0:392 'inFV0' (in 4-component vector of float) -0:392 'inFM0' (in 4X4 matrix of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r4' ( temp 4-component vector of float) +0:392 vector-times-matrix ( temp 4-component vector of float) +0:392 'inFV0' ( in 4-component vector of float) +0:392 'inFM0' ( in 4X4 matrix of float) 0:392 Sequence -0:392 move second child to first child (temp 4-component vector of float) -0:392 'r5' (temp 4-component vector of float) -0:392 matrix-times-vector (temp 4-component vector of float) -0:392 'inFM0' (in 4X4 matrix of float) -0:392 'inFV0' (in 4-component vector of float) +0:392 move second child to first child ( temp 4-component vector of float) +0:392 'r5' ( temp 4-component vector of float) +0:392 matrix-times-vector ( temp 4-component vector of float) +0:392 'inFM0' ( in 4X4 matrix of float) +0:392 'inFV0' ( in 4-component vector of float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r6' (temp 4X4 matrix of float) -0:392 matrix-scale (temp 4X4 matrix of float) -0:392 'inF0' (in float) -0:392 'inFM0' (in 4X4 matrix of float) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r6' ( temp 4X4 matrix of float) +0:392 matrix-scale ( temp 4X4 matrix of float) +0:392 'inF0' ( in float) +0:392 'inFM0' ( in 4X4 matrix of float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r7' (temp 4X4 matrix of float) -0:392 matrix-scale (temp 4X4 matrix of float) -0:392 'inFM0' (in 4X4 matrix of float) -0:392 'inF0' (in float) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r7' ( temp 4X4 matrix of float) +0:392 matrix-scale ( temp 4X4 matrix of float) +0:392 'inFM0' ( in 4X4 matrix of float) +0:392 'inF0' ( in float) 0:392 Sequence -0:392 move second child to first child (temp 4X4 matrix of float) -0:392 'r8' (temp 4X4 matrix of float) -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; (temp void) +0:392 move second child to first child ( temp 4X4 matrix of float) +0:392 'r8' ( temp 4X4 matrix of float) +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; ( temp void) 0:401 Function Parameters: -0:401 'inF0' (in float) -0:401 'inF1' (in float) -0:401 'inFV2' (in 2-component vector of float) -0:401 'inFV3' (in 3-component vector of float) -0:401 'inFM2x3' (in 2X3 matrix of float) -0:401 'inFM3x2' (in 3X2 matrix of float) -0:401 'inFM3x3' (in 3X3 matrix of float) -0:401 'inFM3x4' (in 3X4 matrix of float) -0:401 'inFM2x4' (in 2X4 matrix of float) +0:401 'inF0' ( in float) +0:401 'inF1' ( in float) +0:401 'inFV2' ( in 2-component vector of float) +0:401 'inFV3' ( in 3-component vector of float) +0:401 'inFM2x3' ( in 2X3 matrix of float) +0:401 'inFM3x2' ( in 3X2 matrix of float) +0:401 'inFM3x3' ( in 3X3 matrix of float) +0:401 'inFM3x4' ( in 3X4 matrix of float) +0:401 'inFM2x4' ( in 2X4 matrix of float) 0:? Sequence 0:402 Sequence -0:402 move second child to first child (temp float) -0:402 'r00' (temp float) -0:402 component-wise multiply (temp float) -0:402 'inF1' (in float) -0:402 'inF0' (in float) +0:402 move second child to first child ( temp float) +0:402 'r00' ( temp float) +0:402 component-wise multiply ( temp float) +0:402 'inF1' ( in float) +0:402 'inF0' ( in float) 0:403 Sequence -0:403 move second child to first child (temp 2-component vector of float) -0:403 'r01' (temp 2-component vector of float) -0:403 vector-scale (temp 2-component vector of float) -0:403 'inF0' (in float) -0:403 'inFV2' (in 2-component vector of float) +0:403 move second child to first child ( temp 2-component vector of float) +0:403 'r01' ( temp 2-component vector of float) +0:403 vector-scale ( temp 2-component vector of float) +0:403 'inF0' ( in float) +0:403 'inFV2' ( in 2-component vector of float) 0:404 Sequence -0:404 move second child to first child (temp 3-component vector of float) -0:404 'r02' (temp 3-component vector of float) -0:404 vector-scale (temp 3-component vector of float) -0:404 'inF0' (in float) -0:404 'inFV3' (in 3-component vector of float) +0:404 move second child to first child ( temp 3-component vector of float) +0:404 'r02' ( temp 3-component vector of float) +0:404 vector-scale ( temp 3-component vector of float) +0:404 'inF0' ( in float) +0:404 'inFV3' ( in 3-component vector of float) 0:405 Sequence -0:405 move second child to first child (temp 2-component vector of float) -0:405 'r03' (temp 2-component vector of float) -0:405 vector-scale (temp 2-component vector of float) -0:405 'inFV2' (in 2-component vector of float) -0:405 'inF0' (in float) +0:405 move second child to first child ( temp 2-component vector of float) +0:405 'r03' ( temp 2-component vector of float) +0:405 vector-scale ( temp 2-component vector of float) +0:405 'inFV2' ( in 2-component vector of float) +0:405 'inF0' ( in float) 0:406 Sequence -0:406 move second child to first child (temp 3-component vector of float) -0:406 'r04' (temp 3-component vector of float) -0:406 vector-scale (temp 3-component vector of float) -0:406 'inFV3' (in 3-component vector of float) -0:406 'inF0' (in float) +0:406 move second child to first child ( temp 3-component vector of float) +0:406 'r04' ( temp 3-component vector of float) +0:406 vector-scale ( temp 3-component vector of float) +0:406 'inFV3' ( in 3-component vector of float) +0:406 'inF0' ( in float) 0:407 Sequence -0:407 move second child to first child (temp float) -0:407 'r05' (temp float) -0:407 dot-product (temp float) -0:407 'inFV2' (in 2-component vector of float) -0:407 'inFV2' (in 2-component vector of float) +0:407 move second child to first child ( temp float) +0:407 'r05' ( temp float) +0:407 dot-product ( temp float) +0:407 'inFV2' ( in 2-component vector of float) +0:407 'inFV2' ( in 2-component vector of float) 0:408 Sequence -0:408 move second child to first child (temp float) -0:408 'r06' (temp float) -0:408 dot-product (temp float) -0:408 'inFV3' (in 3-component vector of float) -0:408 'inFV3' (in 3-component vector of float) +0:408 move second child to first child ( temp float) +0:408 'r06' ( temp float) +0:408 dot-product ( temp float) +0:408 'inFV3' ( in 3-component vector of float) +0:408 'inFV3' ( in 3-component vector of float) 0:409 Sequence -0:409 move second child to first child (temp 3-component vector of float) -0:409 'r07' (temp 3-component vector of float) -0:409 matrix-times-vector (temp 3-component vector of float) -0:409 'inFM2x3' (in 2X3 matrix of float) -0:409 'inFV2' (in 2-component vector of float) +0:409 move second child to first child ( temp 3-component vector of float) +0:409 'r07' ( temp 3-component vector of float) +0:409 matrix-times-vector ( temp 3-component vector of float) +0:409 'inFM2x3' ( in 2X3 matrix of float) +0:409 'inFV2' ( in 2-component vector of float) 0:410 Sequence -0:410 move second child to first child (temp 2-component vector of float) -0:410 'r08' (temp 2-component vector of float) -0:410 matrix-times-vector (temp 2-component vector of float) -0:410 'inFM3x2' (in 3X2 matrix of float) -0:410 'inFV3' (in 3-component vector of float) +0:410 move second child to first child ( temp 2-component vector of float) +0:410 'r08' ( temp 2-component vector of float) +0:410 matrix-times-vector ( temp 2-component vector of float) +0:410 'inFM3x2' ( in 3X2 matrix of float) +0:410 'inFV3' ( in 3-component vector of float) 0:411 Sequence -0:411 move second child to first child (temp 2-component vector of float) -0:411 'r09' (temp 2-component vector of float) -0:411 vector-times-matrix (temp 2-component vector of float) -0:411 'inFV3' (in 3-component vector of float) -0:411 'inFM2x3' (in 2X3 matrix of float) +0:411 move second child to first child ( temp 2-component vector of float) +0:411 'r09' ( temp 2-component vector of float) +0:411 vector-times-matrix ( temp 2-component vector of float) +0:411 'inFV3' ( in 3-component vector of float) +0:411 'inFM2x3' ( in 2X3 matrix of float) 0:412 Sequence -0:412 move second child to first child (temp 3-component vector of float) -0:412 'r10' (temp 3-component vector of float) -0:412 vector-times-matrix (temp 3-component vector of float) -0:412 'inFV2' (in 2-component vector of float) -0:412 'inFM3x2' (in 3X2 matrix of float) +0:412 move second child to first child ( temp 3-component vector of float) +0:412 'r10' ( temp 3-component vector of float) +0:412 vector-times-matrix ( temp 3-component vector of float) +0:412 'inFV2' ( in 2-component vector of float) +0:412 'inFM3x2' ( in 3X2 matrix of float) 0:413 Sequence -0:413 move second child to first child (temp 2X3 matrix of float) -0:413 'r11' (temp 2X3 matrix of float) -0:413 matrix-scale (temp 2X3 matrix of float) -0:413 'inF0' (in float) -0:413 'inFM2x3' (in 2X3 matrix of float) +0:413 move second child to first child ( temp 2X3 matrix of float) +0:413 'r11' ( temp 2X3 matrix of float) +0:413 matrix-scale ( temp 2X3 matrix of float) +0:413 'inF0' ( in float) +0:413 'inFM2x3' ( in 2X3 matrix of float) 0:414 Sequence -0:414 move second child to first child (temp 3X2 matrix of float) -0:414 'r12' (temp 3X2 matrix of float) -0:414 matrix-scale (temp 3X2 matrix of float) -0:414 'inF0' (in float) -0:414 'inFM3x2' (in 3X2 matrix of float) +0:414 move second child to first child ( temp 3X2 matrix of float) +0:414 'r12' ( temp 3X2 matrix of float) +0:414 matrix-scale ( temp 3X2 matrix of float) +0:414 'inF0' ( in float) +0:414 'inFM3x2' ( in 3X2 matrix of float) 0:415 Sequence -0:415 move second child to first child (temp 2X2 matrix of float) -0:415 'r13' (temp 2X2 matrix of float) -0:415 matrix-multiply (temp 2X2 matrix of float) -0:415 'inFM3x2' (in 3X2 matrix of float) -0:415 'inFM2x3' (in 2X3 matrix of float) +0:415 move second child to first child ( temp 2X2 matrix of float) +0:415 'r13' ( temp 2X2 matrix of float) +0:415 matrix-multiply ( temp 2X2 matrix of float) +0:415 'inFM3x2' ( in 3X2 matrix of float) +0:415 'inFM2x3' ( in 2X3 matrix of float) 0:416 Sequence -0:416 move second child to first child (temp 2X3 matrix of float) -0:416 'r14' (temp 2X3 matrix of float) -0:416 matrix-multiply (temp 2X3 matrix of float) -0:416 'inFM3x3' (in 3X3 matrix of float) -0:416 'inFM2x3' (in 2X3 matrix of float) +0:416 move second child to first child ( temp 2X3 matrix of float) +0:416 'r14' ( temp 2X3 matrix of float) +0:416 matrix-multiply ( temp 2X3 matrix of float) +0:416 'inFM3x3' ( in 3X3 matrix of float) +0:416 'inFM2x3' ( in 2X3 matrix of float) 0:417 Sequence -0:417 move second child to first child (temp 2X4 matrix of float) -0:417 'r15' (temp 2X4 matrix of float) -0:417 matrix-multiply (temp 2X4 matrix of float) -0:417 'inFM3x4' (in 3X4 matrix of float) -0:417 'inFM2x3' (in 2X3 matrix of float) +0:417 move second child to first child ( temp 2X4 matrix of float) +0:417 'r15' ( temp 2X4 matrix of float) +0:417 matrix-multiply ( temp 2X4 matrix of float) +0:417 'inFM3x4' ( in 3X4 matrix of float) +0:417 'inFM2x3' ( in 2X3 matrix of float) 0:418 Sequence -0:418 move second child to first child (temp 3X4 matrix of float) -0:418 'r16' (temp 3X4 matrix of float) -0:418 matrix-multiply (temp 3X4 matrix of float) -0:418 'inFM2x4' (in 2X4 matrix of float) -0:418 'inFM3x2' (in 3X2 matrix of float) +0:418 move second child to first child ( temp 3X4 matrix of float) +0:418 'r16' ( temp 3X4 matrix of float) +0:418 matrix-multiply ( temp 3X4 matrix of float) +0:418 'inFM2x4' ( in 2X4 matrix of float) +0:418 'inFM3x2' ( in 3X2 matrix of float) 0:? Linker Objects // Module Version 10000 diff --git a/Test/baseResults/hlsl.layout.frag.out b/Test/baseResults/hlsl.layout.frag.out index 65a9f271..6a5eceb0 100755 --- a/Test/baseResults/hlsl.layout.frag.out +++ b/Test/baseResults/hlsl.layout.frag.out @@ -2,33 +2,33 @@ hlsl.layout.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: PixelShaderFunction(vf4; (temp 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) +0:16 'input' ( in 4-component vector of float) 0:? Sequence 0:17 Branch: Return with expression -0:17 add (temp 4-component vector of float) -0:17 add (temp 4-component vector of float) -0:17 add (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) -0:17 v1: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:17 'anon@0' (layout(set=3 binding=5 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1}) +0:17 add ( temp 4-component vector of float) +0:17 add ( temp 4-component vector of float) +0:17 add ( temp 4-component vector of float) +0:17 'input' ( in 4-component vector of float) +0:17 v1: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:17 'anon@0' (layout( set=3 binding=5 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1}) 0:17 Constant: 0:17 0 (const uint) -0:17 v5: direct index for structure (layout(row_major std430 offset=0 ) buffer 4-component vector of float) -0:17 'anon@1' (layout(row_major std430 push_constant ) buffer block{layout(row_major std430 offset=0 ) buffer 4-component vector of float v5}) +0:17 v5: direct index for structure (layout( row_major std430 offset=0) buffer 4-component vector of float) +0:17 'anon@1' (layout( row_major std430 push_constant) buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5}) 0:17 Constant: 0:17 0 (const uint) -0:17 v1PostLayout: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:17 'anon@2' (layout(set=4 binding=7 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1PostLayout}) +0:17 v1PostLayout: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:17 'anon@2' (layout( set=4 binding=7 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout}) 0:17 Constant: 0:17 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout(set=3 binding=5 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1}) -0:? 'anon@1' (layout(row_major std430 push_constant ) buffer block{layout(row_major std430 offset=0 ) buffer 4-component vector of float v5}) -0:? 'specConst' (specialization-constant const int) +0:? 'anon@0' (layout( set=3 binding=5 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1}) +0:? 'anon@1' (layout( row_major std430 push_constant) buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5}) +0:? 'specConst' ( specialization-constant const int) 0:? 10 (const int) -0:? 'anon@2' (layout(set=4 binding=7 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1PostLayout}) +0:? 'anon@2' (layout( set=4 binding=7 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout}) Linked fragment stage: @@ -38,33 +38,33 @@ WARNING: Linking fragment stage: Entry point not found Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: PixelShaderFunction(vf4; (temp 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) +0:16 'input' ( in 4-component vector of float) 0:? Sequence 0:17 Branch: Return with expression -0:17 add (temp 4-component vector of float) -0:17 add (temp 4-component vector of float) -0:17 add (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) -0:17 v1: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:17 'anon@0' (layout(set=3 binding=5 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1}) +0:17 add ( temp 4-component vector of float) +0:17 add ( temp 4-component vector of float) +0:17 add ( temp 4-component vector of float) +0:17 'input' ( in 4-component vector of float) +0:17 v1: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:17 'anon@0' (layout( set=3 binding=5 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1}) 0:17 Constant: 0:17 0 (const uint) -0:17 v5: direct index for structure (layout(row_major std430 offset=0 ) buffer 4-component vector of float) -0:17 'anon@1' (layout(row_major std430 push_constant ) buffer block{layout(row_major std430 offset=0 ) buffer 4-component vector of float v5}) +0:17 v5: direct index for structure (layout( row_major std430 offset=0) buffer 4-component vector of float) +0:17 'anon@1' (layout( row_major std430 push_constant) buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5}) 0:17 Constant: 0:17 0 (const uint) -0:17 v1PostLayout: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) -0:17 'anon@2' (layout(set=4 binding=7 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1PostLayout}) +0:17 v1PostLayout: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) +0:17 'anon@2' (layout( set=4 binding=7 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout}) 0:17 Constant: 0:17 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout(set=3 binding=5 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1}) -0:? 'anon@1' (layout(row_major std430 push_constant ) buffer block{layout(row_major std430 offset=0 ) buffer 4-component vector of float v5}) -0:? 'specConst' (specialization-constant const int) +0:? 'anon@0' (layout( set=3 binding=5 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1}) +0:? 'anon@1' (layout( row_major std430 push_constant) buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5}) +0:? 'specConst' ( specialization-constant const int) 0:? 10 (const int) -0:? 'anon@2' (layout(set=4 binding=7 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v1PostLayout}) +0:? 'anon@2' (layout( set=4 binding=7 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/Test/baseResults/hlsl.load.2dms.dx10.frag.out index 7196580e..938df6ad 100644 --- a/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -2,132 +2,132 @@ hlsl.load.2dms.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:32 'g_tTex2dmsf4' (uniform texture2DMS) -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 textureFetch ( temp 4-component vector of float) +0:32 'g_tTex2dmsf4' ( uniform texture2DMS) +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 (temp 4-component vector of int) -0:33 'g_tTex2dmsi4' (uniform itexture2DMS) -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 textureFetch ( temp 4-component vector of int) +0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) +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 (temp 4-component vector of uint) -0:34 'g_tTex2dmsu4' (uniform utexture2DMS) -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 textureFetch ( temp 4-component vector of uint) +0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) +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 (temp 4-component vector of float) -0:37 'g_tTex2dmsf4' (uniform texture2DMS) -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 textureFetchOffset ( temp 4-component vector of float) +0:37 'g_tTex2dmsf4' ( uniform texture2DMS) +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: 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 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 (temp 4-component vector of int) -0:38 'g_tTex2dmsi4' (uniform itexture2DMS) -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 textureFetchOffset ( temp 4-component vector of int) +0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) +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: 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 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 (temp 4-component vector of uint) -0:39 'g_tTex2dmsu4' (uniform utexture2DMS) -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 textureFetchOffset ( temp 4-component vector of uint) +0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) +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: 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 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 (temp 4-component vector of float) -0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) -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 textureFetch ( temp 4-component vector of float) +0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +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 (temp 4-component vector of int) -0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -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 textureFetch ( temp 4-component vector of int) +0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +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 (temp 4-component vector of uint) -0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -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 textureFetch ( temp 4-component vector of uint) +0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +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 (temp 4-component vector of float) -0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of float) +0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +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: 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 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 (temp 4-component vector of int) -0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of int) +0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +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: 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 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 (temp 4-component vector of uint) -0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of uint) +0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +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: 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 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}) +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}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -135,45 +135,45 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:51 1.000000 0:51 1.000000 -0:52 move second child to first child (temp float) -0:52 Depth: direct index for structure (temp float) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:52 move second child to first child ( temp float) +0:52 Depth: direct index for structure ( temp float) +0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsi4' (uniform itexture2DMS) -0:? 'g_tTex2dmsu4' (uniform utexture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -182,132 +182,132 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:32 'g_tTex2dmsf4' (uniform texture2DMS) -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 textureFetch ( temp 4-component vector of float) +0:32 'g_tTex2dmsf4' ( uniform texture2DMS) +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 (temp 4-component vector of int) -0:33 'g_tTex2dmsi4' (uniform itexture2DMS) -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 textureFetch ( temp 4-component vector of int) +0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) +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 (temp 4-component vector of uint) -0:34 'g_tTex2dmsu4' (uniform utexture2DMS) -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 textureFetch ( temp 4-component vector of uint) +0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) +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 (temp 4-component vector of float) -0:37 'g_tTex2dmsf4' (uniform texture2DMS) -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 textureFetchOffset ( temp 4-component vector of float) +0:37 'g_tTex2dmsf4' ( uniform texture2DMS) +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: 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 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 (temp 4-component vector of int) -0:38 'g_tTex2dmsi4' (uniform itexture2DMS) -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 textureFetchOffset ( temp 4-component vector of int) +0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) +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: 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 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 (temp 4-component vector of uint) -0:39 'g_tTex2dmsu4' (uniform utexture2DMS) -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 textureFetchOffset ( temp 4-component vector of uint) +0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) +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: 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 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 (temp 4-component vector of float) -0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) -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 textureFetch ( temp 4-component vector of float) +0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +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 (temp 4-component vector of int) -0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -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 textureFetch ( temp 4-component vector of int) +0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +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 (temp 4-component vector of uint) -0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -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 textureFetch ( temp 4-component vector of uint) +0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +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 (temp 4-component vector of float) -0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of float) +0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +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: 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 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 (temp 4-component vector of int) -0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of int) +0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +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: 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 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 (temp 4-component vector of uint) -0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -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 textureFetchOffset ( temp 4-component vector of uint) +0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +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: 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 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}) +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}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -315,45 +315,45 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:51 1.000000 0:51 1.000000 -0:52 move second child to first child (temp float) -0:52 Depth: direct index for structure (temp float) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:52 move second child to first child ( temp float) +0:52 Depth: direct index for structure ( temp float) +0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex2dmsf4' (uniform texture2DMS) -0:? 'g_tTex2dmsi4' (uniform itexture2DMS) -0:? 'g_tTex2dmsu4' (uniform utexture2DMS) -0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex2dmsf4' ( uniform texture2DMS) +0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) +0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) +0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) +0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) +0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.array.dx10.frag.out b/Test/baseResults/hlsl.load.array.dx10.frag.out index 56807c6f..d52647d1 100644 --- a/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -2,14 +2,14 @@ hlsl.load.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4a' (uniform texture1DArray) -0:52 vector swizzle (temp 2-component vector of int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetch ( temp 4-component vector of float) +0:52 'g_tTex1df4a' ( uniform texture1DArray) +0:52 vector swizzle ( temp 2-component vector of int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -17,18 +17,18 @@ gl_FragCoord origin is upper left 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) -0:52 direct index (temp int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 direct index ( temp int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:53 textureFetch (temp 4-component vector of int) -0:53 'g_tTex1di4a' (uniform itexture1DArray) -0:53 vector swizzle (temp 2-component vector of int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetch ( temp 4-component vector of int) +0:53 'g_tTex1di4a' ( uniform itexture1DArray) +0:53 vector swizzle ( temp 2-component vector of int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -36,18 +36,18 @@ gl_FragCoord origin is upper left 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) -0:53 direct index (temp int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 direct index ( temp int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:54 textureFetch (temp 4-component vector of uint) -0:54 'g_tTex1du4a' (uniform utexture1DArray) -0:54 vector swizzle (temp 2-component vector of int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetch ( temp 4-component vector of uint) +0:54 'g_tTex1du4a' ( uniform utexture1DArray) +0:54 vector swizzle ( temp 2-component vector of int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -55,18 +55,18 @@ gl_FragCoord origin is upper left 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) -0:54 direct index (temp int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:57 textureFetch (temp 4-component vector of float) -0:57 'g_tTex2df4a' (uniform texture2DArray) -0:57 vector swizzle (temp 3-component vector of int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetch ( temp 4-component vector of float) +0:57 'g_tTex2df4a' ( uniform texture2DArray) +0:57 vector swizzle ( temp 3-component vector of int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -76,18 +76,18 @@ gl_FragCoord origin is upper left 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) -0:57 direct index (temp int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 direct index ( temp int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:58 textureFetch (temp 4-component vector of int) -0:58 'g_tTex2di4a' (uniform itexture2DArray) -0:58 vector swizzle (temp 3-component vector of int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetch ( temp 4-component vector of int) +0:58 'g_tTex2di4a' ( uniform itexture2DArray) +0:58 vector swizzle ( temp 3-component vector of int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -97,18 +97,18 @@ gl_FragCoord origin is upper left 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) -0:58 direct index (temp int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 direct index ( temp int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:59 textureFetch (temp 4-component vector of uint) -0:59 'g_tTex2du4a' (uniform utexture2DArray) -0:59 vector swizzle (temp 3-component vector of int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetch ( temp 4-component vector of uint) +0:59 'g_tTex2du4a' ( uniform utexture2DArray) +0:59 vector swizzle ( temp 3-component vector of int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -118,16 +118,16 @@ gl_FragCoord origin is upper left 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) -0:59 direct index (temp int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 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) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Color: direct index for structure ( temp 4-component vector of float) +0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -135,60 +135,60 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:67 1.000000 -0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:68 move second child to first child ( temp float) +0:68 Depth: direct index for structure ( temp float) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -197,14 +197,14 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4a' (uniform texture1DArray) -0:52 vector swizzle (temp 2-component vector of int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetch ( temp 4-component vector of float) +0:52 'g_tTex1df4a' ( uniform texture1DArray) +0:52 vector swizzle ( temp 2-component vector of int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -212,18 +212,18 @@ gl_FragCoord origin is upper left 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) -0:52 direct index (temp int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 direct index ( temp int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:53 textureFetch (temp 4-component vector of int) -0:53 'g_tTex1di4a' (uniform itexture1DArray) -0:53 vector swizzle (temp 2-component vector of int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetch ( temp 4-component vector of int) +0:53 'g_tTex1di4a' ( uniform itexture1DArray) +0:53 vector swizzle ( temp 2-component vector of int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -231,18 +231,18 @@ gl_FragCoord origin is upper left 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) -0:53 direct index (temp int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 direct index ( temp int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:54 textureFetch (temp 4-component vector of uint) -0:54 'g_tTex1du4a' (uniform utexture1DArray) -0:54 vector swizzle (temp 2-component vector of int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetch ( temp 4-component vector of uint) +0:54 'g_tTex1du4a' ( uniform utexture1DArray) +0:54 vector swizzle ( temp 2-component vector of int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -250,18 +250,18 @@ gl_FragCoord origin is upper left 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) -0:54 direct index (temp int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:57 textureFetch (temp 4-component vector of float) -0:57 'g_tTex2df4a' (uniform texture2DArray) -0:57 vector swizzle (temp 3-component vector of int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetch ( temp 4-component vector of float) +0:57 'g_tTex2df4a' ( uniform texture2DArray) +0:57 vector swizzle ( temp 3-component vector of int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -271,18 +271,18 @@ gl_FragCoord origin is upper left 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) -0:57 direct index (temp int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 direct index ( temp int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:58 textureFetch (temp 4-component vector of int) -0:58 'g_tTex2di4a' (uniform itexture2DArray) -0:58 vector swizzle (temp 3-component vector of int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetch ( temp 4-component vector of int) +0:58 'g_tTex2di4a' ( uniform itexture2DArray) +0:58 vector swizzle ( temp 3-component vector of int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -292,18 +292,18 @@ gl_FragCoord origin is upper left 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) -0:58 direct index (temp int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 direct index ( temp int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:59 textureFetch (temp 4-component vector of uint) -0:59 'g_tTex2du4a' (uniform utexture2DArray) -0:59 vector swizzle (temp 3-component vector of int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetch ( temp 4-component vector of uint) +0:59 'g_tTex2du4a' ( uniform utexture2DArray) +0:59 vector swizzle ( temp 3-component vector of int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -313,16 +313,16 @@ gl_FragCoord origin is upper left 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) -0:59 direct index (temp int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 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) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Color: direct index for structure ( temp 4-component vector of float) +0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -330,60 +330,60 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:67 1.000000 -0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:68 move second child to first child ( temp float) +0:68 Depth: direct index for structure ( temp float) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.basic.dx10.frag.out b/Test/baseResults/hlsl.load.basic.dx10.frag.out index 4459b4aa..bc9374c3 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -2,65 +2,65 @@ hlsl.load.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp 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 textureFetch ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp 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 textureFetch ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp 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 textureFetch ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-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 @@ -68,18 +68,18 @@ gl_FragCoord origin is upper left 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-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 @@ -87,18 +87,18 @@ gl_FragCoord origin is upper left 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-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 @@ -106,18 +106,18 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-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 @@ -127,18 +127,18 @@ gl_FragCoord origin is upper left 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-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 @@ -148,18 +148,18 @@ gl_FragCoord origin is upper left 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-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 @@ -169,16 +169,16 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp 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 direct index ( temp 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) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -186,60 +186,60 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -248,65 +248,65 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp 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 textureFetch ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp 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 textureFetch ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp 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 textureFetch ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-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 @@ -314,18 +314,18 @@ gl_FragCoord origin is upper left 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-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 @@ -333,18 +333,18 @@ gl_FragCoord origin is upper left 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-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 @@ -352,18 +352,18 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-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 @@ -373,18 +373,18 @@ gl_FragCoord origin is upper left 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-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 @@ -394,18 +394,18 @@ gl_FragCoord origin is upper left 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-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 @@ -415,16 +415,16 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp 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 direct index ( temp 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) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -432,60 +432,60 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index 2da41e73..51547c5f 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,65 +1,65 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 vector swizzle (temp 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 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -0:52 vector swizzle (temp 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 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of uint) -0:53 'g_tTex1du4' (uniform utexture1D) -0:53 vector swizzle (temp 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 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 vector swizzle ( temp 2-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 @@ -67,18 +67,18 @@ Shader version: 450 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) -0:56 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -0:57 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 vector swizzle ( temp 2-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 @@ -86,18 +86,18 @@ Shader version: 450 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:58 'g_tTex2du4' (uniform utexture2D) -0:58 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 vector swizzle ( temp 2-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 @@ -105,18 +105,18 @@ Shader version: 450 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 vector swizzle ( temp 3-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 @@ -126,18 +126,18 @@ Shader version: 450 0:61 1 (const int) 0:61 Constant: 0:61 2 (const int) -0:61 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -0:62 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 vector swizzle ( temp 3-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 @@ -147,18 +147,18 @@ Shader version: 450 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:63 'g_tTex3du4' (uniform utexture3D) -0:63 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 vector swizzle ( temp 3-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 @@ -168,16 +168,16 @@ Shader version: 450 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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) -0:67 Pos: direct index for structure (temp 4-component vector of float) -0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Pos: direct index for structure ( temp 4-component vector of float) +0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -186,42 +186,42 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:69 Branch: Return with expression -0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:47 Function Definition: main( (temp void) +0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:47 Function Definition: main( ( temp void) 0:47 Function Parameters: 0:? Sequence 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:47 Pos: direct index for structure (temp 4-component vector of float) -0:47 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:47 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:47 Pos: direct index for structure ( temp 4-component vector of float) +0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:47 Constant: 0:47 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? '@entryPointOutput' (layout( location=0) out structure{}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked vertex stage: @@ -229,65 +229,65 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 vector swizzle (temp 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 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -0:52 vector swizzle (temp 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 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of uint) -0:53 'g_tTex1du4' (uniform utexture1D) -0:53 vector swizzle (temp 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 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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 (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 vector swizzle ( temp 2-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 @@ -295,18 +295,18 @@ Shader version: 450 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) -0:56 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -0:57 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 vector swizzle ( temp 2-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 @@ -314,18 +314,18 @@ Shader version: 450 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:58 'g_tTex2du4' (uniform utexture2D) -0:58 vector swizzle (temp 2-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 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 vector swizzle ( temp 2-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 @@ -333,18 +333,18 @@ Shader version: 450 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 vector swizzle ( temp 3-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 @@ -354,18 +354,18 @@ Shader version: 450 0:61 1 (const int) 0:61 Constant: 0:61 2 (const int) -0:61 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -0:62 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 vector swizzle ( temp 3-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 @@ -375,18 +375,18 @@ Shader version: 450 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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 (temp 4-component vector of uint) -0:63 'g_tTex3du4' (uniform utexture3D) -0:63 vector swizzle (temp 3-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 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 vector swizzle ( temp 3-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 @@ -396,16 +396,16 @@ Shader version: 450 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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) -0:67 Pos: direct index for structure (temp 4-component vector of float) -0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Pos: direct index for structure ( temp 4-component vector of float) +0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -414,42 +414,42 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:69 Branch: Return with expression -0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:47 Function Definition: main( (temp void) +0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:47 Function Definition: main( ( temp void) 0:47 Function Parameters: 0:? Sequence 0:47 Sequence -0:47 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:47 Pos: direct index for structure (temp 4-component vector of float) -0:47 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:47 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:47 Pos: direct index for structure ( temp 4-component vector of float) +0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:47 Constant: 0:47 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? '@entryPointOutput' (layout( location=0) out structure{}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.dx10.frag.out index fe2b72bf..e7c0569f 100644 --- a/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -2,39 +2,39 @@ hlsl.load.buffer.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp 4-component vector of float) -0:28 'r00' (temp 4-component vector of float) -0:28 textureFetch (temp 4-component vector of float) -0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer) -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 move second child to first child ( temp 4-component vector of float) +0:28 'r00' ( temp 4-component vector of float) +0:28 textureFetch ( temp 4-component vector of float) +0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer) +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 (temp 4-component vector of int) -0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer) -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 move second child to first child ( temp 4-component vector of int) +0:29 'r01' ( temp 4-component vector of int) +0:29 textureFetch ( temp 4-component vector of int) +0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer) +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 (temp 4-component vector of uint) -0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer) -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 move second child to first child ( temp 4-component vector of uint) +0:30 'r02' ( temp 4-component vector of uint) +0:30 textureFetch ( temp 4-component vector of uint) +0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer) +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}) +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}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -42,42 +42,42 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:34 1.000000 -0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp float) +0:35 Depth: direct index for structure ( temp float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer) -0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer) -0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer) -0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform samplerBuffer) +0:? 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer) +0:? 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer) +0:? 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -86,39 +86,39 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp 4-component vector of float) -0:28 'r00' (temp 4-component vector of float) -0:28 textureFetch (temp 4-component vector of float) -0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer) -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 move second child to first child ( temp 4-component vector of float) +0:28 'r00' ( temp 4-component vector of float) +0:28 textureFetch ( temp 4-component vector of float) +0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer) +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 (temp 4-component vector of int) -0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer) -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 move second child to first child ( temp 4-component vector of int) +0:29 'r01' ( temp 4-component vector of int) +0:29 textureFetch ( temp 4-component vector of int) +0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer) +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 (temp 4-component vector of uint) -0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer) -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 move second child to first child ( temp 4-component vector of uint) +0:30 'r02' ( temp 4-component vector of uint) +0:30 textureFetch ( temp 4-component vector of uint) +0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer) +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}) +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}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -126,42 +126,42 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:34 1.000000 -0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp float) +0:35 Depth: direct index for structure ( temp float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer) -0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer) -0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer) -0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform samplerBuffer) +0:? 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer) +0:? 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer) +0:? 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out index bea06dc4..0c5668e5 100644 --- a/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out @@ -2,42 +2,42 @@ hlsl.load.buffer.float.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp float) -0:28 'r00' (temp float) -0:28 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:28 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -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 move second child to first child ( temp float) +0:28 'r00' ( temp float) +0:28 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:28 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +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 int) -0:29 'r01' (temp int) -0:29 Construct int (temp int) -0:? textureFetch (temp 4-component vector of int) -0:29 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer) -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 move second child to first child ( temp int) +0:29 'r01' ( temp int) +0:29 Construct int ( temp int) +0:? textureFetch ( temp 4-component vector of int) +0:29 'g_tTexbis' (layout( r32i) uniform isamplerBuffer) +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 uint) -0:30 'r02' (temp uint) -0:30 Construct uint (temp uint) -0:? textureFetch (temp 4-component vector of uint) -0:30 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer) -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 move second child to first child ( temp uint) +0:30 'r02' ( temp uint) +0:30 Construct uint ( temp uint) +0:? textureFetch ( temp 4-component vector of uint) +0:30 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer) +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}) +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}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -45,42 +45,42 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:34 1.000000 -0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp float) +0:35 Depth: direct index for structure ( temp float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer) -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer) -0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tTexbfs_test' (layout( binding=0 r32f) uniform samplerBuffer) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTexbis' (layout( r32i) uniform isamplerBuffer) +0:? 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -89,42 +89,42 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:28 move second child to first child (temp float) -0:28 'r00' (temp float) -0:28 Construct float (temp float) -0:? textureFetch (temp 4-component vector of float) -0:28 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -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 move second child to first child ( temp float) +0:28 'r00' ( temp float) +0:28 Construct float ( temp float) +0:? textureFetch ( temp 4-component vector of float) +0:28 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +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 int) -0:29 'r01' (temp int) -0:29 Construct int (temp int) -0:? textureFetch (temp 4-component vector of int) -0:29 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer) -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 move second child to first child ( temp int) +0:29 'r01' ( temp int) +0:29 Construct int ( temp int) +0:? textureFetch ( temp 4-component vector of int) +0:29 'g_tTexbis' (layout( r32i) uniform isamplerBuffer) +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 uint) -0:30 'r02' (temp uint) -0:30 Construct uint (temp uint) -0:? textureFetch (temp 4-component vector of uint) -0:30 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer) -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 move second child to first child ( temp uint) +0:30 'r02' ( temp uint) +0:30 Construct uint ( temp uint) +0:? textureFetch ( temp 4-component vector of uint) +0:30 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer) +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}) +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}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -132,42 +132,42 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:34 1.000000 -0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp float) +0:35 Depth: direct index for structure ( temp float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer) -0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer) -0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer) -0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tTexbfs_test' (layout( binding=0 r32f) uniform samplerBuffer) +0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? 'g_tTexbis' (layout( r32i) uniform isamplerBuffer) +0:? 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.offset.dx10.frag.out b/Test/baseResults/hlsl.load.offset.dx10.frag.out index f75d3955..0f4b6191 100644 --- a/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -2,77 +2,77 @@ hlsl.load.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:52 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 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 (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:53 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 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:54 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 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 (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-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 @@ -80,22 +80,22 @@ gl_FragCoord origin is upper left 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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) -0:57 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 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 (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-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 @@ -103,22 +103,22 @@ gl_FragCoord origin is upper left 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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) -0:58 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 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-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 @@ -126,22 +126,22 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp 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 direct index ( temp 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) -0:59 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 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) -0:62 textureFetchOffset (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-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 @@ -151,22 +151,22 @@ gl_FragCoord origin is upper left 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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) -0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:63 textureFetchOffset (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-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 @@ -176,22 +176,22 @@ gl_FragCoord origin is upper left 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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) -0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:64 textureFetchOffset (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-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 @@ -201,20 +201,20 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp 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 direct index ( temp 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) -0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -222,60 +222,60 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -284,77 +284,77 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:52 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 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 (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:53 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 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp 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 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp 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: 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 direct index ( temp 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) -0:54 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 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 (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-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 @@ -362,22 +362,22 @@ gl_FragCoord origin is upper left 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) -0:57 direct index (temp 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 direct index ( temp 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) -0:57 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 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 (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-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 @@ -385,22 +385,22 @@ gl_FragCoord origin is upper left 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 direct index (temp 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 direct index ( temp 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) -0:58 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 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-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 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-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 @@ -408,22 +408,22 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp 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 direct index ( temp 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) -0:59 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 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) -0:62 textureFetchOffset (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-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 @@ -433,22 +433,22 @@ gl_FragCoord origin is upper left 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) -0:62 direct index (temp 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 direct index ( temp 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) -0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:63 textureFetchOffset (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-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 @@ -458,22 +458,22 @@ gl_FragCoord origin is upper left 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 direct index (temp 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 direct index ( temp 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) -0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:64 textureFetchOffset (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-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 textureFetchOffset ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-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 @@ -483,20 +483,20 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp 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 direct index ( temp 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) -0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure (layout( offset=64) uniform 3-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 6 (const uint) -0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -504,60 +504,60 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index 86576a1d..65d92f03 100644 --- a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -2,14 +2,14 @@ hlsl.load.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4a' (uniform texture1DArray) -0:52 vector swizzle (temp 2-component vector of int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4a' ( uniform texture1DArray) +0:52 vector swizzle ( temp 2-component vector of int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -17,22 +17,22 @@ gl_FragCoord origin is upper left 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) -0:52 direct index (temp int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 direct index ( temp int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const 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 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 (temp 4-component vector of int) -0:53 'g_tTex1di4a' (uniform itexture1DArray) -0:53 vector swizzle (temp 2-component vector of int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4a' ( uniform itexture1DArray) +0:53 vector swizzle ( temp 2-component vector of int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -40,22 +40,22 @@ gl_FragCoord origin is upper left 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) -0:53 direct index (temp int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 direct index ( temp int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const 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 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4a' (uniform utexture1DArray) -0:54 vector swizzle (temp 2-component vector of int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4a' ( uniform utexture1DArray) +0:54 vector swizzle ( temp 2-component vector of int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -63,22 +63,22 @@ gl_FragCoord origin is upper left 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) -0:54 direct index (temp int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const 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 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 (temp 4-component vector of float) -0:57 'g_tTex2df4a' (uniform texture2DArray) -0:57 vector swizzle (temp 3-component vector of int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4a' ( uniform texture2DArray) +0:57 vector swizzle ( temp 3-component vector of int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -88,22 +88,22 @@ gl_FragCoord origin is upper left 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) -0:57 direct index (temp int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 direct index ( temp int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const 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 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 (temp 4-component vector of int) -0:58 'g_tTex2di4a' (uniform itexture2DArray) -0:58 vector swizzle (temp 3-component vector of int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4a' ( uniform itexture2DArray) +0:58 vector swizzle ( temp 3-component vector of int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -113,22 +113,22 @@ gl_FragCoord origin is upper left 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) -0:58 direct index (temp int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 direct index ( temp int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const 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 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4a' (uniform utexture2DArray) -0:59 vector swizzle (temp 3-component vector of int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4a' ( uniform utexture2DArray) +0:59 vector swizzle ( temp 3-component vector of int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -138,20 +138,20 @@ gl_FragCoord origin is upper left 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) -0:59 direct index (temp int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const 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 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}) +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}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -159,60 +159,60 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:65 1.000000 0:65 1.000000 -0:66 move second child to first child (temp float) -0:66 Depth: direct index for structure (temp float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:66 move second child to first child ( temp float) +0:66 Depth: direct index for structure ( temp float) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Branch: Return with expression -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -221,14 +221,14 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: @main( (temp 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 (temp 4-component vector of float) -0:52 'g_tTex1df4a' (uniform texture1DArray) -0:52 vector swizzle (temp 2-component vector of int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4a' ( uniform texture1DArray) +0:52 vector swizzle ( temp 2-component vector of int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -236,22 +236,22 @@ gl_FragCoord origin is upper left 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) -0:52 direct index (temp int) -0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 direct index ( temp int) +0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const 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 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 (temp 4-component vector of int) -0:53 'g_tTex1di4a' (uniform itexture1DArray) -0:53 vector swizzle (temp 2-component vector of int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4a' ( uniform itexture1DArray) +0:53 vector swizzle ( temp 2-component vector of int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -259,22 +259,22 @@ gl_FragCoord origin is upper left 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) -0:53 direct index (temp int) -0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 direct index ( temp int) +0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const 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 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 (temp 4-component vector of uint) -0:54 'g_tTex1du4a' (uniform utexture1DArray) -0:54 vector swizzle (temp 2-component vector of int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4a' ( uniform utexture1DArray) +0:54 vector swizzle ( temp 2-component vector of int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -282,22 +282,22 @@ gl_FragCoord origin is upper left 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) -0:54 direct index (temp int) -0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const 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 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 (temp 4-component vector of float) -0:57 'g_tTex2df4a' (uniform texture2DArray) -0:57 vector swizzle (temp 3-component vector of int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4a' ( uniform texture2DArray) +0:57 vector swizzle ( temp 3-component vector of int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -307,22 +307,22 @@ gl_FragCoord origin is upper left 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) -0:57 direct index (temp int) -0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 direct index ( temp int) +0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const 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 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 (temp 4-component vector of int) -0:58 'g_tTex2di4a' (uniform itexture2DArray) -0:58 vector swizzle (temp 3-component vector of int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4a' ( uniform itexture2DArray) +0:58 vector swizzle ( temp 3-component vector of int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -332,22 +332,22 @@ gl_FragCoord origin is upper left 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) -0:58 direct index (temp int) -0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 direct index ( temp int) +0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const 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 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 (temp 4-component vector of uint) -0:59 'g_tTex2du4a' (uniform utexture2DArray) -0:59 vector swizzle (temp 3-component vector of int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4a' ( uniform utexture2DArray) +0:59 vector swizzle ( temp 3-component vector of int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -357,20 +357,20 @@ gl_FragCoord origin is upper left 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) -0:59 direct index (temp int) -0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const 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 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}) +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}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -378,60 +378,60 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:65 1.000000 0:65 1.000000 -0:66 move second child to first child (temp float) -0:66 Depth: direct index for structure (temp float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:66 move second child to first child ( temp float) +0:66 Depth: direct index for structure ( temp float) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Branch: Return with expression -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Definition: main( (temp void) +0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:48 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) -0:48 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float) -0:48 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out b/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out index e386ecab..73d5c10a 100644 --- a/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out @@ -2,30 +2,30 @@ hlsl.load.rwbuffer.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:22 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Parameters: 0:? Sequence -0:25 imageLoad (temp 4-component vector of float) -0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:25 c1: direct index for structure (layout(offset=0 ) uniform int) -0:25 '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}) +0:25 imageLoad ( temp 4-component vector of float) +0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:25 c1: direct index for structure (layout( offset=0) uniform int) +0:25 '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}) 0:25 Constant: 0:25 0 (const uint) -0:26 imageLoad (temp 4-component vector of uint) -0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:26 c1: direct index for structure (layout(offset=0 ) uniform int) -0:26 '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}) +0:26 imageLoad ( temp 4-component vector of uint) +0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:26 c1: direct index for structure (layout( offset=0) uniform int) +0:26 '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}) 0:26 Constant: 0:26 0 (const uint) -0:27 imageLoad (temp 4-component vector of int) -0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:27 c1: direct index for structure (layout(offset=0 ) uniform int) -0:27 '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}) +0:27 imageLoad ( temp 4-component vector of int) +0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:27 c1: direct index for structure (layout( offset=0) uniform int) +0:27 '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}) 0:27 Constant: 0:27 0 (const uint) -0:29 move second child to first child (temp 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'psout' (temp structure{temp 4-component vector of float Color}) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: @@ -34,23 +34,23 @@ gl_FragCoord origin is upper left 0:29 1.000000 0:29 1.000000 0:31 Branch: Return with expression -0:31 'psout' (temp structure{temp 4-component vector of float Color}) -0:22 Function Definition: main( (temp void) +0:31 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:? Linker Objects -0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -59,30 +59,30 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:22 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Parameters: 0:? Sequence -0:25 imageLoad (temp 4-component vector of float) -0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:25 c1: direct index for structure (layout(offset=0 ) uniform int) -0:25 '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}) +0:25 imageLoad ( temp 4-component vector of float) +0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:25 c1: direct index for structure (layout( offset=0) uniform int) +0:25 '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}) 0:25 Constant: 0:25 0 (const uint) -0:26 imageLoad (temp 4-component vector of uint) -0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:26 c1: direct index for structure (layout(offset=0 ) uniform int) -0:26 '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}) +0:26 imageLoad ( temp 4-component vector of uint) +0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:26 c1: direct index for structure (layout( offset=0) uniform int) +0:26 '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}) 0:26 Constant: 0:26 0 (const uint) -0:27 imageLoad (temp 4-component vector of int) -0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:27 c1: direct index for structure (layout(offset=0 ) uniform int) -0:27 '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}) +0:27 imageLoad ( temp 4-component vector of int) +0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:27 c1: direct index for structure (layout( offset=0) uniform int) +0:27 '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}) 0:27 Constant: 0:27 0 (const uint) -0:29 move second child to first child (temp 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'psout' (temp structure{temp 4-component vector of float Color}) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: @@ -91,23 +91,23 @@ gl_FragCoord origin is upper left 0:29 1.000000 0:29 1.000000 0:31 Branch: Return with expression -0:31 'psout' (temp structure{temp 4-component vector of float Color}) -0:22 Function Definition: main( (temp void) +0:31 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:? Linker Objects -0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out b/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out index 41c8b27a..c4cae33d 100644 --- a/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out @@ -2,48 +2,48 @@ hlsl.load.rwtexture.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence -0:44 imageLoad (temp 4-component vector of float) -0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-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 imageLoad ( temp 4-component vector of float) +0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:44 c2: direct index for structure (layout( offset=8) uniform 2-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 1 (const uint) -0:45 imageLoad (temp 4-component vector of int) -0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:45 '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}) +0:45 imageLoad ( temp 4-component vector of int) +0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:45 '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}) 0:45 Constant: 0:45 1 (const uint) -0:46 imageLoad (temp 4-component vector of uint) -0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:46 '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}) +0:46 imageLoad ( temp 4-component vector of uint) +0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:46 '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}) 0:46 Constant: 0:46 1 (const uint) -0:49 imageLoad (temp 4-component vector of float) -0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -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 imageLoad ( temp 4-component vector of float) +0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +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) -0:50 imageLoad (temp 4-component vector of int) -0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:50 '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}) +0:50 imageLoad ( temp 4-component vector of int) +0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:50 '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}) 0:50 Constant: 0:50 2 (const uint) -0:51 imageLoad (temp 4-component vector of uint) -0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-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 imageLoad ( temp 4-component vector of uint) +0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:51 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) -0:53 move second child to first child (temp 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: @@ -51,54 +51,54 @@ gl_FragCoord origin is upper left 0:53 1.000000 0:53 1.000000 0:53 1.000000 -0:54 move second child to first child (temp float) -0:54 Depth: direct index for structure (temp float) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:54 move second child to first child ( temp float) +0:54 Depth: direct index for structure ( temp float) +0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Constant: 0:54 1.000000 0:56 Branch: Return with expression -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Definition: main( (temp void) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:40 Depth: direct index for structure (temp float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:40 Depth: direct index for structure ( temp float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -107,48 +107,48 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence -0:44 imageLoad (temp 4-component vector of float) -0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-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 imageLoad ( temp 4-component vector of float) +0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:44 c2: direct index for structure (layout( offset=8) uniform 2-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 1 (const uint) -0:45 imageLoad (temp 4-component vector of int) -0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:45 '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}) +0:45 imageLoad ( temp 4-component vector of int) +0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:45 '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}) 0:45 Constant: 0:45 1 (const uint) -0:46 imageLoad (temp 4-component vector of uint) -0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:46 '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}) +0:46 imageLoad ( temp 4-component vector of uint) +0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:46 '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}) 0:46 Constant: 0:46 1 (const uint) -0:49 imageLoad (temp 4-component vector of float) -0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -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 imageLoad ( temp 4-component vector of float) +0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +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) -0:50 imageLoad (temp 4-component vector of int) -0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:50 '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}) +0:50 imageLoad ( temp 4-component vector of int) +0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:50 '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}) 0:50 Constant: 0:50 2 (const uint) -0:51 imageLoad (temp 4-component vector of uint) -0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-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 imageLoad ( temp 4-component vector of uint) +0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:51 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) -0:53 move second child to first child (temp 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: @@ -156,54 +156,54 @@ gl_FragCoord origin is upper left 0:53 1.000000 0:53 1.000000 0:53 1.000000 -0:54 move second child to first child (temp float) -0:54 Depth: direct index for structure (temp float) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:54 move second child to first child ( temp float) +0:54 Depth: direct index for structure ( temp float) +0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Constant: 0:54 1.000000 0:56 Branch: Return with expression -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Definition: main( (temp void) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:40 Depth: direct index for structure (temp float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:40 Depth: direct index for structure ( temp float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out b/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out index 0b57d58f..b8da508f 100644 --- a/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out @@ -2,66 +2,66 @@ hlsl.load.rwtexture.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence -0:44 imageLoad (temp 4-component vector of float) -0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:44 c1: direct index for structure (layout(offset=0 ) uniform 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 imageLoad ( temp 4-component vector of float) +0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:44 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) -0:45 imageLoad (temp 4-component vector of int) -0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:45 c1: direct index for structure (layout(offset=0 ) uniform int) -0:45 '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}) +0:45 imageLoad ( temp 4-component vector of int) +0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:45 c1: direct index for structure (layout( offset=0) uniform int) +0:45 '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}) 0:45 Constant: 0:45 0 (const uint) -0:46 imageLoad (temp 4-component vector of uint) -0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:46 c1: direct index for structure (layout(offset=0 ) uniform int) -0:46 '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}) +0:46 imageLoad ( temp 4-component vector of uint) +0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:46 c1: direct index for structure (layout( offset=0) uniform int) +0:46 '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}) 0:46 Constant: 0:46 0 (const uint) -0:49 imageLoad (temp 4-component vector of float) -0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:49 c2: direct index for structure (layout(offset=8 ) 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 imageLoad ( temp 4-component vector of float) +0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:49 c2: direct index for structure (layout( offset=8) 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 1 (const uint) -0:50 imageLoad (temp 4-component vector of int) -0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:50 '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}) +0:50 imageLoad ( temp 4-component vector of int) +0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:50 '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}) 0:50 Constant: 0:50 1 (const uint) -0:51 imageLoad (temp 4-component vector of uint) -0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -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 imageLoad ( temp 4-component vector of uint) +0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +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) -0:54 imageLoad (temp 4-component vector of float) -0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -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 imageLoad ( temp 4-component vector of float) +0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) +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) -0:55 imageLoad (temp 4-component vector of int) -0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:55 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:55 '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}) +0:55 imageLoad ( temp 4-component vector of int) +0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:55 '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}) 0:55 Constant: 0:55 2 (const uint) -0:56 imageLoad (temp 4-component vector of uint) -0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -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 imageLoad ( temp 4-component vector of uint) +0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +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) -0:58 move second child to first child (temp 4-component vector of float) -0:58 Color: direct index for structure (temp 4-component vector of float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp 4-component vector of float) +0:58 Color: direct index for structure ( temp 4-component vector of float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 Constant: @@ -69,54 +69,54 @@ gl_FragCoord origin is upper left 0:58 1.000000 0:58 1.000000 0:58 1.000000 -0:59 move second child to first child (temp float) -0:59 Depth: direct index for structure (temp float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:59 move second child to first child ( temp float) +0:59 Depth: direct index for structure ( temp float) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 1.000000 0:61 Branch: Return with expression -0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Definition: main( (temp void) +0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:40 Depth: direct index for structure (temp float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:40 Depth: direct index for structure ( temp float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -125,66 +125,66 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence -0:44 imageLoad (temp 4-component vector of float) -0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:44 c1: direct index for structure (layout(offset=0 ) uniform 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 imageLoad ( temp 4-component vector of float) +0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:44 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) -0:45 imageLoad (temp 4-component vector of int) -0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:45 c1: direct index for structure (layout(offset=0 ) uniform int) -0:45 '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}) +0:45 imageLoad ( temp 4-component vector of int) +0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:45 c1: direct index for structure (layout( offset=0) uniform int) +0:45 '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}) 0:45 Constant: 0:45 0 (const uint) -0:46 imageLoad (temp 4-component vector of uint) -0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:46 c1: direct index for structure (layout(offset=0 ) uniform int) -0:46 '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}) +0:46 imageLoad ( temp 4-component vector of uint) +0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:46 c1: direct index for structure (layout( offset=0) uniform int) +0:46 '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}) 0:46 Constant: 0:46 0 (const uint) -0:49 imageLoad (temp 4-component vector of float) -0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:49 c2: direct index for structure (layout(offset=8 ) 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 imageLoad ( temp 4-component vector of float) +0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:49 c2: direct index for structure (layout( offset=8) 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 1 (const uint) -0:50 imageLoad (temp 4-component vector of int) -0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:50 '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}) +0:50 imageLoad ( temp 4-component vector of int) +0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:50 '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}) 0:50 Constant: 0:50 1 (const uint) -0:51 imageLoad (temp 4-component vector of uint) -0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -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 imageLoad ( temp 4-component vector of uint) +0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +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) -0:54 imageLoad (temp 4-component vector of float) -0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -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 imageLoad ( temp 4-component vector of float) +0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) +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) -0:55 imageLoad (temp 4-component vector of int) -0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:55 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:55 '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}) +0:55 imageLoad ( temp 4-component vector of int) +0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:55 '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}) 0:55 Constant: 0:55 2 (const uint) -0:56 imageLoad (temp 4-component vector of uint) -0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -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 imageLoad ( temp 4-component vector of uint) +0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +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) -0:58 move second child to first child (temp 4-component vector of float) -0:58 Color: direct index for structure (temp 4-component vector of float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp 4-component vector of float) +0:58 Color: direct index for structure ( temp 4-component vector of float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 Constant: @@ -192,54 +192,54 @@ gl_FragCoord origin is upper left 0:58 1.000000 0:58 1.000000 0:58 1.000000 -0:59 move second child to first child (temp float) -0:59 Depth: direct index for structure (temp float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:59 move second child to first child ( temp float) +0:59 Depth: direct index for structure ( temp float) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 1.000000 0:61 Branch: Return with expression -0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Definition: main( (temp void) +0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence -0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:40 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:40 Color: direct index for structure ( temp 4-component vector of float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:40 Depth: direct index for structure (temp float) -0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:40 Depth: direct index for structure ( temp float) +0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.binary.frag.out b/Test/baseResults/hlsl.logical.binary.frag.out index 3f4393c9..e9014401 100644 --- a/Test/baseResults/hlsl.logical.binary.frag.out +++ b/Test/baseResults/hlsl.logical.binary.frag.out @@ -2,42 +2,42 @@ hlsl.logical.binary.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence -0:13 Test condition and select (temp void) +0:13 Test condition and select ( temp void) 0:13 Condition -0:13 logical-and (temp bool) -0:13 Convert int to bool (temp bool) -0:13 ival: direct index for structure (layout(offset=0 ) uniform int) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 logical-and ( temp bool) +0:13 Convert int to bool ( temp bool) +0:13 ival: direct index for structure (layout( offset=0) uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) -0:13 Convert int to bool (temp bool) -0:13 Convert float to int (temp int) -0:13 fval: direct index for structure (layout(offset=32 ) uniform float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 Convert int to bool ( temp bool) +0:13 Convert float to int ( temp int) +0:13 fval: direct index for structure (layout( offset=32) uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null -0:14 Test condition and select (temp void) +0:14 Test condition and select ( temp void) 0:14 Condition -0:14 logical-or (temp bool) -0:14 Convert int to bool (temp bool) -0:14 ival: direct index for structure (layout(offset=0 ) uniform int) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 logical-or ( temp bool) +0:14 Convert int to bool ( temp bool) +0:14 ival: direct index for structure (layout( offset=0) uniform int) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) -0:14 Convert int to bool (temp bool) -0:14 Convert float to int (temp int) -0:14 fval: direct index for structure (layout(offset=32 ) uniform float) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 Convert int to bool ( temp bool) +0:14 Convert float to int ( temp int) +0:14 fval: direct index for structure (layout( offset=32) uniform float) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null -0:17 move second child to first child (temp 4-component vector of float) -0:17 Color: direct index for structure (temp 4-component vector of float) -0:17 'psout' (temp structure{temp 4-component vector of float Color}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 Color: direct index for structure ( temp 4-component vector of float) +0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: @@ -46,20 +46,20 @@ gl_FragCoord origin is upper left 0:17 1.000000 0:17 1.000000 0:18 Branch: Return with expression -0:18 'psout' (temp structure{temp 4-component vector of float Color}) -0:12 Function Definition: main( (temp void) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:12 Color: direct index for structure (temp 4-component vector of float) -0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:12 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:12 Color: direct index for structure ( temp 4-component vector of float) +0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -68,42 +68,42 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence -0:13 Test condition and select (temp void) +0:13 Test condition and select ( temp void) 0:13 Condition -0:13 logical-and (temp bool) -0:13 Convert int to bool (temp bool) -0:13 ival: direct index for structure (layout(offset=0 ) uniform int) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 logical-and ( temp bool) +0:13 Convert int to bool ( temp bool) +0:13 ival: direct index for structure (layout( offset=0) uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) -0:13 Convert int to bool (temp bool) -0:13 Convert float to int (temp int) -0:13 fval: direct index for structure (layout(offset=32 ) uniform float) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 Convert int to bool ( temp bool) +0:13 Convert float to int ( temp int) +0:13 fval: direct index for structure (layout( offset=32) uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null -0:14 Test condition and select (temp void) +0:14 Test condition and select ( temp void) 0:14 Condition -0:14 logical-or (temp bool) -0:14 Convert int to bool (temp bool) -0:14 ival: direct index for structure (layout(offset=0 ) uniform int) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 logical-or ( temp bool) +0:14 Convert int to bool ( temp bool) +0:14 ival: direct index for structure (layout( offset=0) uniform int) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) -0:14 Convert int to bool (temp bool) -0:14 Convert float to int (temp int) -0:14 fval: direct index for structure (layout(offset=32 ) uniform float) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 Convert int to bool ( temp bool) +0:14 Convert float to int ( temp int) +0:14 fval: direct index for structure (layout( offset=32) uniform float) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null -0:17 move second child to first child (temp 4-component vector of float) -0:17 Color: direct index for structure (temp 4-component vector of float) -0:17 'psout' (temp structure{temp 4-component vector of float Color}) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 Color: direct index for structure ( temp 4-component vector of float) +0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: @@ -112,20 +112,20 @@ gl_FragCoord origin is upper left 0:17 1.000000 0:17 1.000000 0:18 Branch: Return with expression -0:18 'psout' (temp structure{temp 4-component vector of float Color}) -0:12 Function Definition: main( (temp void) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:12 Color: direct index for structure (temp 4-component vector of float) -0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:12 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:12 Color: direct index for structure ( temp 4-component vector of float) +0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.binary.vec.frag.out b/Test/baseResults/hlsl.logical.binary.vec.frag.out index 7a481ebb..2b005f0c 100644 --- a/Test/baseResults/hlsl.logical.binary.vec.frag.out +++ b/Test/baseResults/hlsl.logical.binary.vec.frag.out @@ -2,127 +2,127 @@ hlsl.logical.binary.vec.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of bool) -0:11 'r00' (temp 4-component vector of bool) -0:11 Negate conditional (temp 4-component vector of bool) -0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:11 move second child to first child ( temp 4-component vector of bool) +0:11 'r00' ( temp 4-component vector of bool) +0:11 Negate conditional ( temp 4-component vector of bool) +0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of bool) -0:12 'r01' (temp 4-component vector of bool) -0:12 logical-and (temp 4-component vector of bool) -0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:12 move second child to first child ( temp 4-component vector of bool) +0:12 'r01' ( temp 4-component vector of bool) +0:12 logical-and ( temp 4-component vector of bool) +0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) -0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of bool) -0:13 'r02' (temp 4-component vector of bool) -0:13 logical-or (temp 4-component vector of bool) -0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:13 move second child to first child ( temp 4-component vector of bool) +0:13 'r02' ( temp 4-component vector of bool) +0:13 logical-or ( temp 4-component vector of bool) +0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) -0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of bool) -0:15 'r10' (temp 4-component vector of bool) -0:15 logical-and (temp 4-component vector of bool) -0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) -0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:15 move second child to first child ( temp 4-component vector of bool) +0:15 'r10' ( temp 4-component vector of bool) +0:15 logical-and ( temp 4-component vector of bool) +0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) +0:15 b1a: direct index for structure (layout( offset=32) uniform bool) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) -0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of bool) -0:16 'r11' (temp 4-component vector of bool) -0:16 logical-or (temp 4-component vector of bool) -0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) -0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:16 move second child to first child ( temp 4-component vector of bool) +0:16 'r11' ( temp 4-component vector of bool) +0:16 logical-or ( temp 4-component vector of bool) +0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) +0:16 b1a: direct index for structure (layout( offset=32) uniform bool) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) -0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of bool) -0:18 'r20' (temp 4-component vector of bool) -0:18 logical-and (temp 4-component vector of bool) -0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:18 move second child to first child ( temp 4-component vector of bool) +0:18 'r20' ( temp 4-component vector of bool) +0:18 logical-and ( temp 4-component vector of bool) +0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) -0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) -0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) +0:18 b1b: direct index for structure (layout( offset=36) uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of bool) -0:19 'r21' (temp 4-component vector of bool) -0:19 logical-or (temp 4-component vector of bool) -0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:19 move second child to first child ( temp 4-component vector of bool) +0:19 'r21' ( temp 4-component vector of bool) +0:19 logical-or ( temp 4-component vector of bool) +0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) -0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) -0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) +0:19 b1b: direct index for structure (layout( offset=36) uniform bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) -0:22 move second child to first child (temp 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 'psout' (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) -0:22 Convert bool to float (temp 4-component vector of float) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 'r00' (temp 4-component vector of bool) -0:22 'r01' (temp 4-component vector of bool) -0:22 'r02' (temp 4-component vector of bool) -0:22 'r10' (temp 4-component vector of bool) -0:22 'r11' (temp 4-component vector of bool) -0:22 'r20' (temp 4-component vector of bool) -0:22 'r21' (temp 4-component vector of bool) +0:22 Convert bool to float ( temp 4-component vector of float) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 'r00' ( temp 4-component vector of bool) +0:22 'r01' ( temp 4-component vector of bool) +0:22 'r02' ( temp 4-component vector of bool) +0:22 'r10' ( temp 4-component vector of bool) +0:22 'r11' ( temp 4-component vector of bool) +0:22 'r20' ( temp 4-component vector of bool) +0:22 'r21' ( temp 4-component vector of bool) 0:23 Branch: Return with expression -0:23 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) Linked fragment stage: @@ -131,127 +131,127 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of bool) -0:11 'r00' (temp 4-component vector of bool) -0:11 Negate conditional (temp 4-component vector of bool) -0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:11 move second child to first child ( temp 4-component vector of bool) +0:11 'r00' ( temp 4-component vector of bool) +0:11 Negate conditional ( temp 4-component vector of bool) +0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of bool) -0:12 'r01' (temp 4-component vector of bool) -0:12 logical-and (temp 4-component vector of bool) -0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:12 move second child to first child ( temp 4-component vector of bool) +0:12 'r01' ( temp 4-component vector of bool) +0:12 logical-and ( temp 4-component vector of bool) +0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) -0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of bool) -0:13 'r02' (temp 4-component vector of bool) -0:13 logical-or (temp 4-component vector of bool) -0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:13 move second child to first child ( temp 4-component vector of bool) +0:13 'r02' ( temp 4-component vector of bool) +0:13 logical-or ( temp 4-component vector of bool) +0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) -0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of bool) -0:15 'r10' (temp 4-component vector of bool) -0:15 logical-and (temp 4-component vector of bool) -0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) -0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:15 move second child to first child ( temp 4-component vector of bool) +0:15 'r10' ( temp 4-component vector of bool) +0:15 logical-and ( temp 4-component vector of bool) +0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) +0:15 b1a: direct index for structure (layout( offset=32) uniform bool) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) -0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of bool) -0:16 'r11' (temp 4-component vector of bool) -0:16 logical-or (temp 4-component vector of bool) -0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) -0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:16 move second child to first child ( temp 4-component vector of bool) +0:16 'r11' ( temp 4-component vector of bool) +0:16 logical-or ( temp 4-component vector of bool) +0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) +0:16 b1a: direct index for structure (layout( offset=32) uniform bool) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) -0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of bool) -0:18 'r20' (temp 4-component vector of bool) -0:18 logical-and (temp 4-component vector of bool) -0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:18 move second child to first child ( temp 4-component vector of bool) +0:18 'r20' ( temp 4-component vector of bool) +0:18 logical-and ( temp 4-component vector of bool) +0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) -0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) -0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) +0:18 b1b: direct index for structure (layout( offset=36) uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of bool) -0:19 'r21' (temp 4-component vector of bool) -0:19 logical-or (temp 4-component vector of bool) -0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:19 move second child to first child ( temp 4-component vector of bool) +0:19 'r21' ( temp 4-component vector of bool) +0:19 logical-or ( temp 4-component vector of bool) +0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) -0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) -0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) +0:19 b1b: direct index for structure (layout( offset=36) uniform bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) -0:22 move second child to first child (temp 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 'psout' (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) -0:22 Convert bool to float (temp 4-component vector of float) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 logical-or (temp 4-component vector of bool) -0:22 'r00' (temp 4-component vector of bool) -0:22 'r01' (temp 4-component vector of bool) -0:22 'r02' (temp 4-component vector of bool) -0:22 'r10' (temp 4-component vector of bool) -0:22 'r11' (temp 4-component vector of bool) -0:22 'r20' (temp 4-component vector of bool) -0:22 'r21' (temp 4-component vector of bool) +0:22 Convert bool to float ( temp 4-component vector of float) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 logical-or ( temp 4-component vector of bool) +0:22 'r00' ( temp 4-component vector of bool) +0:22 'r01' ( temp 4-component vector of bool) +0:22 'r02' ( temp 4-component vector of bool) +0:22 'r10' ( temp 4-component vector of bool) +0:22 'r11' ( temp 4-component vector of bool) +0:22 'r20' ( temp 4-component vector of bool) +0:22 'r21' ( temp 4-component vector of bool) 0:23 Branch: Return with expression -0:23 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.unary.frag.out b/Test/baseResults/hlsl.logical.unary.frag.out index cbb4c308..2d45c447 100644 --- a/Test/baseResults/hlsl.logical.unary.frag.out +++ b/Test/baseResults/hlsl.logical.unary.frag.out @@ -2,68 +2,68 @@ hlsl.logical.unary.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence -0:13 Negate conditional (temp bool) -0:13 Convert int to bool (temp bool) -0:13 ival: direct index for structure (layout(offset=0 ) uniform int) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 Negate conditional ( temp bool) +0:13 Convert int to bool ( temp bool) +0:13 ival: direct index for structure (layout( offset=0) uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) -0:14 Negate conditional (temp 4-component vector of bool) -0:14 Convert int to bool (temp 4-component vector of bool) -0:14 ival4: direct index for structure (layout(offset=16 ) uniform 4-component vector of int) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 Negate conditional ( temp 4-component vector of bool) +0:14 Convert int to bool ( temp 4-component vector of bool) +0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 1 (const uint) -0:16 Negate conditional (temp bool) -0:16 Convert float to bool (temp bool) -0:16 fval: direct index for structure (layout(offset=32 ) uniform float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:16 Negate conditional ( temp bool) +0:16 Convert float to bool ( temp bool) +0:16 fval: direct index for structure (layout( offset=32) uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 2 (const uint) -0:17 Negate conditional (temp 4-component vector of bool) -0:17 Convert float to bool (temp 4-component vector of bool) -0:17 fval4: direct index for structure (layout(offset=48 ) uniform 4-component vector of float) -0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:17 Negate conditional ( temp 4-component vector of bool) +0:17 Convert float to bool ( temp 4-component vector of bool) +0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:17 Constant: 0:17 3 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 ival: direct index for structure (layout(offset=0 ) uniform int) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:19 ival: direct index for structure (layout( offset=0) uniform int) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null -0:20 Test condition and select (temp void) +0:20 Test condition and select ( temp void) 0:20 Condition -0:20 fval: direct index for structure (layout(offset=32 ) uniform float) -0:20 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:20 fval: direct index for structure (layout( offset=32) uniform float) +0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null -0:21 Test condition and select (temp void) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 Negate conditional (temp bool) -0:21 Convert int to bool (temp bool) -0:21 ival: direct index for structure (layout(offset=0 ) uniform int) -0:21 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:21 Negate conditional ( temp bool) +0:21 Convert int to bool ( temp bool) +0:21 ival: direct index for structure (layout( offset=0) uniform int) +0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null -0:22 Test condition and select (temp void) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Negate conditional (temp bool) -0:22 Convert float to bool (temp bool) -0:22 fval: direct index for structure (layout(offset=32 ) uniform float) -0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:22 Negate conditional ( temp bool) +0:22 Convert float to bool ( temp bool) +0:22 fval: direct index for structure (layout( offset=32) uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null -0:25 move second child to first child (temp 4-component vector of float) -0:25 Color: direct index for structure (temp 4-component vector of float) -0:25 'psout' (temp structure{temp 4-component vector of float Color}) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 Color: direct index for structure ( temp 4-component vector of float) +0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: @@ -72,20 +72,20 @@ gl_FragCoord origin is upper left 0:25 1.000000 0:25 1.000000 0:26 Branch: Return with expression -0:26 'psout' (temp structure{temp 4-component vector of float Color}) -0:12 Function Definition: main( (temp void) +0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:12 Color: direct index for structure (temp 4-component vector of float) -0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:12 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:12 Color: direct index for structure ( temp 4-component vector of float) +0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -94,68 +94,68 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence -0:13 Negate conditional (temp bool) -0:13 Convert int to bool (temp bool) -0:13 ival: direct index for structure (layout(offset=0 ) uniform int) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:13 Negate conditional ( temp bool) +0:13 Convert int to bool ( temp bool) +0:13 ival: direct index for structure (layout( offset=0) uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) -0:14 Negate conditional (temp 4-component vector of bool) -0:14 Convert int to bool (temp 4-component vector of bool) -0:14 ival4: direct index for structure (layout(offset=16 ) uniform 4-component vector of int) -0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:14 Negate conditional ( temp 4-component vector of bool) +0:14 Convert int to bool ( temp 4-component vector of bool) +0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int) +0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 1 (const uint) -0:16 Negate conditional (temp bool) -0:16 Convert float to bool (temp bool) -0:16 fval: direct index for structure (layout(offset=32 ) uniform float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:16 Negate conditional ( temp bool) +0:16 Convert float to bool ( temp bool) +0:16 fval: direct index for structure (layout( offset=32) uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 2 (const uint) -0:17 Negate conditional (temp 4-component vector of bool) -0:17 Convert float to bool (temp 4-component vector of bool) -0:17 fval4: direct index for structure (layout(offset=48 ) uniform 4-component vector of float) -0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:17 Negate conditional ( temp 4-component vector of bool) +0:17 Convert float to bool ( temp 4-component vector of bool) +0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:17 Constant: 0:17 3 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 ival: direct index for structure (layout(offset=0 ) uniform int) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:19 ival: direct index for structure (layout( offset=0) uniform int) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null -0:20 Test condition and select (temp void) +0:20 Test condition and select ( temp void) 0:20 Condition -0:20 fval: direct index for structure (layout(offset=32 ) uniform float) -0:20 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:20 fval: direct index for structure (layout( offset=32) uniform float) +0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null -0:21 Test condition and select (temp void) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 Negate conditional (temp bool) -0:21 Convert int to bool (temp bool) -0:21 ival: direct index for structure (layout(offset=0 ) uniform int) -0:21 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:21 Negate conditional ( temp bool) +0:21 Convert int to bool ( temp bool) +0:21 ival: direct index for structure (layout( offset=0) uniform int) +0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null -0:22 Test condition and select (temp void) +0:22 Test condition and select ( temp void) 0:22 Condition -0:22 Negate conditional (temp bool) -0:22 Convert float to bool (temp bool) -0:22 fval: direct index for structure (layout(offset=32 ) uniform float) -0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:22 Negate conditional ( temp bool) +0:22 Convert float to bool ( temp bool) +0:22 fval: direct index for structure (layout( offset=32) uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null -0:25 move second child to first child (temp 4-component vector of float) -0:25 Color: direct index for structure (temp 4-component vector of float) -0:25 'psout' (temp structure{temp 4-component vector of float Color}) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 Color: direct index for structure ( temp 4-component vector of float) +0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: @@ -164,20 +164,20 @@ gl_FragCoord origin is upper left 0:25 1.000000 0:25 1.000000 0:26 Branch: Return with expression -0:26 'psout' (temp structure{temp 4-component vector of float Color}) -0:12 Function Definition: main( (temp void) +0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:12 Color: direct index for structure (temp 4-component vector of float) -0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:12 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:12 Color: direct index for structure ( temp 4-component vector of float) +0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matNx1.frag.out b/Test/baseResults/hlsl.matNx1.frag.out index 56f107c3..cd0dbbf5 100644 --- a/Test/baseResults/hlsl.matNx1.frag.out +++ b/Test/baseResults/hlsl.matNx1.frag.out @@ -2,55 +2,55 @@ hlsl.matNx1.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestMatNx1( (temp void) +0:3 Function Definition: TestMatNx1( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 1X1 matrix of float) -0:13 'r00' (temp 1X1 matrix of float) -0:13 transpose (temp 1X1 matrix of float) -0:13 'f1x1' (temp 1X1 matrix of float) +0:13 move second child to first child ( temp 1X1 matrix of float) +0:13 'r00' ( temp 1X1 matrix of float) +0:13 transpose ( temp 1X1 matrix of float) +0:13 'f1x1' ( temp 1X1 matrix of float) 0:14 Sequence -0:14 move second child to first child (temp 1X2 matrix of float) -0:14 'r01' (temp 1X2 matrix of float) -0:14 transpose (temp 1X2 matrix of float) -0:14 'f2x1' (temp 2X1 matrix of float) +0:14 move second child to first child ( temp 1X2 matrix of float) +0:14 'r01' ( temp 1X2 matrix of float) +0:14 transpose ( temp 1X2 matrix of float) +0:14 'f2x1' ( temp 2X1 matrix of float) 0:15 Sequence -0:15 move second child to first child (temp 1X3 matrix of float) -0:15 'r02' (temp 1X3 matrix of float) -0:15 transpose (temp 1X3 matrix of float) -0:15 'f3x1' (temp 3X1 matrix of float) +0:15 move second child to first child ( temp 1X3 matrix of float) +0:15 'r02' ( temp 1X3 matrix of float) +0:15 transpose ( temp 1X3 matrix of float) +0:15 'f3x1' ( temp 3X1 matrix of float) 0:16 Sequence -0:16 move second child to first child (temp 1X4 matrix of float) -0:16 'r03' (temp 1X4 matrix of float) -0:16 transpose (temp 1X4 matrix of float) -0:16 'f4x1' (temp 4X1 matrix of float) +0:16 move second child to first child ( temp 1X4 matrix of float) +0:16 'r03' ( temp 1X4 matrix of float) +0:16 transpose ( temp 1X4 matrix of float) +0:16 'f4x1' ( temp 4X1 matrix of float) 0:18 Sequence -0:18 move second child to first child (temp 1X1 matrix of float) -0:18 'r10' (temp 1X1 matrix of float) -0:18 transpose (temp 1X1 matrix of float) -0:18 'f1x1' (temp 1X1 matrix of float) +0:18 move second child to first child ( temp 1X1 matrix of float) +0:18 'r10' ( temp 1X1 matrix of float) +0:18 transpose ( temp 1X1 matrix of float) +0:18 'f1x1' ( temp 1X1 matrix of float) 0:19 Sequence -0:19 move second child to first child (temp 2X1 matrix of float) -0:19 'r11' (temp 2X1 matrix of float) -0:19 transpose (temp 2X1 matrix of float) -0:19 'f1x2' (temp 1X2 matrix of float) +0:19 move second child to first child ( temp 2X1 matrix of float) +0:19 'r11' ( temp 2X1 matrix of float) +0:19 transpose ( temp 2X1 matrix of float) +0:19 'f1x2' ( temp 1X2 matrix of float) 0:20 Sequence -0:20 move second child to first child (temp 3X1 matrix of float) -0:20 'r12' (temp 3X1 matrix of float) -0:20 transpose (temp 3X1 matrix of float) -0:20 'f1x3' (temp 1X3 matrix of float) +0:20 move second child to first child ( temp 3X1 matrix of float) +0:20 'r12' ( temp 3X1 matrix of float) +0:20 transpose ( temp 3X1 matrix of float) +0:20 'f1x3' ( temp 1X3 matrix of float) 0:21 Sequence -0:21 move second child to first child (temp 4X1 matrix of float) -0:21 'r13' (temp 4X1 matrix of float) -0:21 transpose (temp 4X1 matrix of float) -0:21 'f1x4' (temp 1X4 matrix of float) -0:27 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:21 move second child to first child ( temp 4X1 matrix of float) +0:21 'r13' ( temp 4X1 matrix of float) +0:21 transpose ( temp 4X1 matrix of float) +0:21 'f1x4' ( temp 1X4 matrix of float) +0:27 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:27 Function Parameters: 0:? Sequence -0:29 move second child to first child (temp 4-component vector of float) -0:29 color: direct index for structure (temp 4-component vector of float) -0:29 'ps_output' (temp structure{temp 4-component vector of float color}) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 color: direct index for structure ( temp 4-component vector of float) +0:29 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: @@ -59,19 +59,19 @@ gl_FragCoord origin is upper left 0:29 1.000000 0:29 1.000000 0:30 Branch: Return with expression -0:30 'ps_output' (temp structure{temp 4-component vector of float color}) -0:27 Function Definition: main( (temp void) +0:30 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:27 color: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:27 color: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -80,55 +80,55 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestMatNx1( (temp void) +0:3 Function Definition: TestMatNx1( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 1X1 matrix of float) -0:13 'r00' (temp 1X1 matrix of float) -0:13 transpose (temp 1X1 matrix of float) -0:13 'f1x1' (temp 1X1 matrix of float) +0:13 move second child to first child ( temp 1X1 matrix of float) +0:13 'r00' ( temp 1X1 matrix of float) +0:13 transpose ( temp 1X1 matrix of float) +0:13 'f1x1' ( temp 1X1 matrix of float) 0:14 Sequence -0:14 move second child to first child (temp 1X2 matrix of float) -0:14 'r01' (temp 1X2 matrix of float) -0:14 transpose (temp 1X2 matrix of float) -0:14 'f2x1' (temp 2X1 matrix of float) +0:14 move second child to first child ( temp 1X2 matrix of float) +0:14 'r01' ( temp 1X2 matrix of float) +0:14 transpose ( temp 1X2 matrix of float) +0:14 'f2x1' ( temp 2X1 matrix of float) 0:15 Sequence -0:15 move second child to first child (temp 1X3 matrix of float) -0:15 'r02' (temp 1X3 matrix of float) -0:15 transpose (temp 1X3 matrix of float) -0:15 'f3x1' (temp 3X1 matrix of float) +0:15 move second child to first child ( temp 1X3 matrix of float) +0:15 'r02' ( temp 1X3 matrix of float) +0:15 transpose ( temp 1X3 matrix of float) +0:15 'f3x1' ( temp 3X1 matrix of float) 0:16 Sequence -0:16 move second child to first child (temp 1X4 matrix of float) -0:16 'r03' (temp 1X4 matrix of float) -0:16 transpose (temp 1X4 matrix of float) -0:16 'f4x1' (temp 4X1 matrix of float) +0:16 move second child to first child ( temp 1X4 matrix of float) +0:16 'r03' ( temp 1X4 matrix of float) +0:16 transpose ( temp 1X4 matrix of float) +0:16 'f4x1' ( temp 4X1 matrix of float) 0:18 Sequence -0:18 move second child to first child (temp 1X1 matrix of float) -0:18 'r10' (temp 1X1 matrix of float) -0:18 transpose (temp 1X1 matrix of float) -0:18 'f1x1' (temp 1X1 matrix of float) +0:18 move second child to first child ( temp 1X1 matrix of float) +0:18 'r10' ( temp 1X1 matrix of float) +0:18 transpose ( temp 1X1 matrix of float) +0:18 'f1x1' ( temp 1X1 matrix of float) 0:19 Sequence -0:19 move second child to first child (temp 2X1 matrix of float) -0:19 'r11' (temp 2X1 matrix of float) -0:19 transpose (temp 2X1 matrix of float) -0:19 'f1x2' (temp 1X2 matrix of float) +0:19 move second child to first child ( temp 2X1 matrix of float) +0:19 'r11' ( temp 2X1 matrix of float) +0:19 transpose ( temp 2X1 matrix of float) +0:19 'f1x2' ( temp 1X2 matrix of float) 0:20 Sequence -0:20 move second child to first child (temp 3X1 matrix of float) -0:20 'r12' (temp 3X1 matrix of float) -0:20 transpose (temp 3X1 matrix of float) -0:20 'f1x3' (temp 1X3 matrix of float) +0:20 move second child to first child ( temp 3X1 matrix of float) +0:20 'r12' ( temp 3X1 matrix of float) +0:20 transpose ( temp 3X1 matrix of float) +0:20 'f1x3' ( temp 1X3 matrix of float) 0:21 Sequence -0:21 move second child to first child (temp 4X1 matrix of float) -0:21 'r13' (temp 4X1 matrix of float) -0:21 transpose (temp 4X1 matrix of float) -0:21 'f1x4' (temp 1X4 matrix of float) -0:27 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:21 move second child to first child ( temp 4X1 matrix of float) +0:21 'r13' ( temp 4X1 matrix of float) +0:21 transpose ( temp 4X1 matrix of float) +0:21 'f1x4' ( temp 1X4 matrix of float) +0:27 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:27 Function Parameters: 0:? Sequence -0:29 move second child to first child (temp 4-component vector of float) -0:29 color: direct index for structure (temp 4-component vector of float) -0:29 'ps_output' (temp structure{temp 4-component vector of float color}) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 color: direct index for structure ( temp 4-component vector of float) +0:29 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: @@ -137,19 +137,19 @@ gl_FragCoord origin is upper left 0:29 1.000000 0:29 1.000000 0:30 Branch: Return with expression -0:30 'ps_output' (temp structure{temp 4-component vector of float color}) -0:27 Function Definition: main( (temp void) +0:30 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:27 color: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:27 color: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matType.bool.frag.out b/Test/baseResults/hlsl.matType.bool.frag.out index d22ffd44..b1c5762c 100644 --- a/Test/baseResults/hlsl.matType.bool.frag.out +++ b/Test/baseResults/hlsl.matType.bool.frag.out @@ -2,95 +2,95 @@ hlsl.matType.bool.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestBoolMatTypes( (temp void) +0:3 Function Definition: TestBoolMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence -0:25 move second child to first child (temp 1X1 matrix of bool) -0:25 'r00' (temp 1X1 matrix of bool) -0:25 transpose (temp 1X1 matrix of bool) -0:25 'b1x1' (temp 1X1 matrix of bool) +0:25 move second child to first child ( temp 1X1 matrix of bool) +0:25 'r00' ( temp 1X1 matrix of bool) +0:25 transpose ( temp 1X1 matrix of bool) +0:25 'b1x1' ( temp 1X1 matrix of bool) 0:26 Sequence -0:26 move second child to first child (temp 1X2 matrix of bool) -0:26 'r01' (temp 1X2 matrix of bool) -0:26 transpose (temp 1X2 matrix of bool) -0:26 'b2x1' (temp 2X1 matrix of bool) +0:26 move second child to first child ( temp 1X2 matrix of bool) +0:26 'r01' ( temp 1X2 matrix of bool) +0:26 transpose ( temp 1X2 matrix of bool) +0:26 'b2x1' ( temp 2X1 matrix of bool) 0:27 Sequence -0:27 move second child to first child (temp 1X3 matrix of bool) -0:27 'r02' (temp 1X3 matrix of bool) -0:27 transpose (temp 1X3 matrix of bool) -0:27 'b3x1' (temp 3X1 matrix of bool) +0:27 move second child to first child ( temp 1X3 matrix of bool) +0:27 'r02' ( temp 1X3 matrix of bool) +0:27 transpose ( temp 1X3 matrix of bool) +0:27 'b3x1' ( temp 3X1 matrix of bool) 0:28 Sequence -0:28 move second child to first child (temp 1X4 matrix of bool) -0:28 'r03' (temp 1X4 matrix of bool) -0:28 transpose (temp 1X4 matrix of bool) -0:28 'b4x1' (temp 4X1 matrix of bool) +0:28 move second child to first child ( temp 1X4 matrix of bool) +0:28 'r03' ( temp 1X4 matrix of bool) +0:28 transpose ( temp 1X4 matrix of bool) +0:28 'b4x1' ( temp 4X1 matrix of bool) 0:30 Sequence -0:30 move second child to first child (temp 2X1 matrix of bool) -0:30 'r10' (temp 2X1 matrix of bool) -0:30 transpose (temp 2X1 matrix of bool) -0:30 'b1x2' (temp 1X2 matrix of bool) +0:30 move second child to first child ( temp 2X1 matrix of bool) +0:30 'r10' ( temp 2X1 matrix of bool) +0:30 transpose ( temp 2X1 matrix of bool) +0:30 'b1x2' ( temp 1X2 matrix of bool) 0:31 Sequence -0:31 move second child to first child (temp 2X2 matrix of bool) -0:31 'r11' (temp 2X2 matrix of bool) -0:31 transpose (temp 2X2 matrix of bool) -0:31 'b2x2' (temp 2X2 matrix of bool) +0:31 move second child to first child ( temp 2X2 matrix of bool) +0:31 'r11' ( temp 2X2 matrix of bool) +0:31 transpose ( temp 2X2 matrix of bool) +0:31 'b2x2' ( temp 2X2 matrix of bool) 0:32 Sequence -0:32 move second child to first child (temp 2X3 matrix of bool) -0:32 'r12' (temp 2X3 matrix of bool) -0:32 transpose (temp 2X3 matrix of bool) -0:32 'b3x2' (temp 3X2 matrix of bool) +0:32 move second child to first child ( temp 2X3 matrix of bool) +0:32 'r12' ( temp 2X3 matrix of bool) +0:32 transpose ( temp 2X3 matrix of bool) +0:32 'b3x2' ( temp 3X2 matrix of bool) 0:33 Sequence -0:33 move second child to first child (temp 2X4 matrix of bool) -0:33 'r13' (temp 2X4 matrix of bool) -0:33 transpose (temp 2X4 matrix of bool) -0:33 'b4x2' (temp 4X2 matrix of bool) +0:33 move second child to first child ( temp 2X4 matrix of bool) +0:33 'r13' ( temp 2X4 matrix of bool) +0:33 transpose ( temp 2X4 matrix of bool) +0:33 'b4x2' ( temp 4X2 matrix of bool) 0:35 Sequence -0:35 move second child to first child (temp 3X1 matrix of bool) -0:35 'r20' (temp 3X1 matrix of bool) -0:35 transpose (temp 3X1 matrix of bool) -0:35 'b1x3' (temp 1X3 matrix of bool) +0:35 move second child to first child ( temp 3X1 matrix of bool) +0:35 'r20' ( temp 3X1 matrix of bool) +0:35 transpose ( temp 3X1 matrix of bool) +0:35 'b1x3' ( temp 1X3 matrix of bool) 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of bool) -0:36 'r21' (temp 3X2 matrix of bool) -0:36 transpose (temp 3X2 matrix of bool) -0:36 'b2x3' (temp 2X3 matrix of bool) +0:36 move second child to first child ( temp 3X2 matrix of bool) +0:36 'r21' ( temp 3X2 matrix of bool) +0:36 transpose ( temp 3X2 matrix of bool) +0:36 'b2x3' ( temp 2X3 matrix of bool) 0:37 Sequence -0:37 move second child to first child (temp 3X3 matrix of bool) -0:37 'r22' (temp 3X3 matrix of bool) -0:37 transpose (temp 3X3 matrix of bool) -0:37 'b3x3' (temp 3X3 matrix of bool) +0:37 move second child to first child ( temp 3X3 matrix of bool) +0:37 'r22' ( temp 3X3 matrix of bool) +0:37 transpose ( temp 3X3 matrix of bool) +0:37 'b3x3' ( temp 3X3 matrix of bool) 0:38 Sequence -0:38 move second child to first child (temp 3X4 matrix of bool) -0:38 'r23' (temp 3X4 matrix of bool) -0:38 transpose (temp 3X4 matrix of bool) -0:38 'b4x3' (temp 4X3 matrix of bool) +0:38 move second child to first child ( temp 3X4 matrix of bool) +0:38 'r23' ( temp 3X4 matrix of bool) +0:38 transpose ( temp 3X4 matrix of bool) +0:38 'b4x3' ( temp 4X3 matrix of bool) 0:40 Sequence -0:40 move second child to first child (temp 4X1 matrix of bool) -0:40 'r30' (temp 4X1 matrix of bool) -0:40 transpose (temp 4X1 matrix of bool) -0:40 'b1x4' (temp 1X4 matrix of bool) +0:40 move second child to first child ( temp 4X1 matrix of bool) +0:40 'r30' ( temp 4X1 matrix of bool) +0:40 transpose ( temp 4X1 matrix of bool) +0:40 'b1x4' ( temp 1X4 matrix of bool) 0:41 Sequence -0:41 move second child to first child (temp 4X2 matrix of bool) -0:41 'r31' (temp 4X2 matrix of bool) -0:41 transpose (temp 4X2 matrix of bool) -0:41 'b2x4' (temp 2X4 matrix of bool) +0:41 move second child to first child ( temp 4X2 matrix of bool) +0:41 'r31' ( temp 4X2 matrix of bool) +0:41 transpose ( temp 4X2 matrix of bool) +0:41 'b2x4' ( temp 2X4 matrix of bool) 0:42 Sequence -0:42 move second child to first child (temp 4X3 matrix of bool) -0:42 'r32' (temp 4X3 matrix of bool) -0:42 transpose (temp 4X3 matrix of bool) -0:42 'b3x4' (temp 3X4 matrix of bool) +0:42 move second child to first child ( temp 4X3 matrix of bool) +0:42 'r32' ( temp 4X3 matrix of bool) +0:42 transpose ( temp 4X3 matrix of bool) +0:42 'b3x4' ( temp 3X4 matrix of bool) 0:43 Sequence -0:43 move second child to first child (temp 4X4 matrix of bool) -0:43 'r33' (temp 4X4 matrix of bool) -0:43 transpose (temp 4X4 matrix of bool) -0:43 'b4x4' (temp 4X4 matrix of bool) -0:49 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:43 move second child to first child ( temp 4X4 matrix of bool) +0:43 'r33' ( temp 4X4 matrix of bool) +0:43 transpose ( temp 4X4 matrix of bool) +0:43 'b4x4' ( temp 4X4 matrix of bool) +0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Function Parameters: 0:? Sequence -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 'ps_output' (temp structure{temp 4-component vector of float color}) +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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) 0:? Constant: @@ -99,19 +99,19 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:52 Branch: Return with expression -0:52 'ps_output' (temp structure{temp 4-component vector of float color}) -0:49 Function Definition: main( (temp void) +0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:49 Function Definition: main( ( temp void) 0:49 Function Parameters: 0:? Sequence 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:49 color: direct index for structure (temp 4-component vector of float) -0:49 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:49 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:49 color: direct index for structure ( temp 4-component vector of float) +0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -120,95 +120,95 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestBoolMatTypes( (temp void) +0:3 Function Definition: TestBoolMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence -0:25 move second child to first child (temp 1X1 matrix of bool) -0:25 'r00' (temp 1X1 matrix of bool) -0:25 transpose (temp 1X1 matrix of bool) -0:25 'b1x1' (temp 1X1 matrix of bool) +0:25 move second child to first child ( temp 1X1 matrix of bool) +0:25 'r00' ( temp 1X1 matrix of bool) +0:25 transpose ( temp 1X1 matrix of bool) +0:25 'b1x1' ( temp 1X1 matrix of bool) 0:26 Sequence -0:26 move second child to first child (temp 1X2 matrix of bool) -0:26 'r01' (temp 1X2 matrix of bool) -0:26 transpose (temp 1X2 matrix of bool) -0:26 'b2x1' (temp 2X1 matrix of bool) +0:26 move second child to first child ( temp 1X2 matrix of bool) +0:26 'r01' ( temp 1X2 matrix of bool) +0:26 transpose ( temp 1X2 matrix of bool) +0:26 'b2x1' ( temp 2X1 matrix of bool) 0:27 Sequence -0:27 move second child to first child (temp 1X3 matrix of bool) -0:27 'r02' (temp 1X3 matrix of bool) -0:27 transpose (temp 1X3 matrix of bool) -0:27 'b3x1' (temp 3X1 matrix of bool) +0:27 move second child to first child ( temp 1X3 matrix of bool) +0:27 'r02' ( temp 1X3 matrix of bool) +0:27 transpose ( temp 1X3 matrix of bool) +0:27 'b3x1' ( temp 3X1 matrix of bool) 0:28 Sequence -0:28 move second child to first child (temp 1X4 matrix of bool) -0:28 'r03' (temp 1X4 matrix of bool) -0:28 transpose (temp 1X4 matrix of bool) -0:28 'b4x1' (temp 4X1 matrix of bool) +0:28 move second child to first child ( temp 1X4 matrix of bool) +0:28 'r03' ( temp 1X4 matrix of bool) +0:28 transpose ( temp 1X4 matrix of bool) +0:28 'b4x1' ( temp 4X1 matrix of bool) 0:30 Sequence -0:30 move second child to first child (temp 2X1 matrix of bool) -0:30 'r10' (temp 2X1 matrix of bool) -0:30 transpose (temp 2X1 matrix of bool) -0:30 'b1x2' (temp 1X2 matrix of bool) +0:30 move second child to first child ( temp 2X1 matrix of bool) +0:30 'r10' ( temp 2X1 matrix of bool) +0:30 transpose ( temp 2X1 matrix of bool) +0:30 'b1x2' ( temp 1X2 matrix of bool) 0:31 Sequence -0:31 move second child to first child (temp 2X2 matrix of bool) -0:31 'r11' (temp 2X2 matrix of bool) -0:31 transpose (temp 2X2 matrix of bool) -0:31 'b2x2' (temp 2X2 matrix of bool) +0:31 move second child to first child ( temp 2X2 matrix of bool) +0:31 'r11' ( temp 2X2 matrix of bool) +0:31 transpose ( temp 2X2 matrix of bool) +0:31 'b2x2' ( temp 2X2 matrix of bool) 0:32 Sequence -0:32 move second child to first child (temp 2X3 matrix of bool) -0:32 'r12' (temp 2X3 matrix of bool) -0:32 transpose (temp 2X3 matrix of bool) -0:32 'b3x2' (temp 3X2 matrix of bool) +0:32 move second child to first child ( temp 2X3 matrix of bool) +0:32 'r12' ( temp 2X3 matrix of bool) +0:32 transpose ( temp 2X3 matrix of bool) +0:32 'b3x2' ( temp 3X2 matrix of bool) 0:33 Sequence -0:33 move second child to first child (temp 2X4 matrix of bool) -0:33 'r13' (temp 2X4 matrix of bool) -0:33 transpose (temp 2X4 matrix of bool) -0:33 'b4x2' (temp 4X2 matrix of bool) +0:33 move second child to first child ( temp 2X4 matrix of bool) +0:33 'r13' ( temp 2X4 matrix of bool) +0:33 transpose ( temp 2X4 matrix of bool) +0:33 'b4x2' ( temp 4X2 matrix of bool) 0:35 Sequence -0:35 move second child to first child (temp 3X1 matrix of bool) -0:35 'r20' (temp 3X1 matrix of bool) -0:35 transpose (temp 3X1 matrix of bool) -0:35 'b1x3' (temp 1X3 matrix of bool) +0:35 move second child to first child ( temp 3X1 matrix of bool) +0:35 'r20' ( temp 3X1 matrix of bool) +0:35 transpose ( temp 3X1 matrix of bool) +0:35 'b1x3' ( temp 1X3 matrix of bool) 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of bool) -0:36 'r21' (temp 3X2 matrix of bool) -0:36 transpose (temp 3X2 matrix of bool) -0:36 'b2x3' (temp 2X3 matrix of bool) +0:36 move second child to first child ( temp 3X2 matrix of bool) +0:36 'r21' ( temp 3X2 matrix of bool) +0:36 transpose ( temp 3X2 matrix of bool) +0:36 'b2x3' ( temp 2X3 matrix of bool) 0:37 Sequence -0:37 move second child to first child (temp 3X3 matrix of bool) -0:37 'r22' (temp 3X3 matrix of bool) -0:37 transpose (temp 3X3 matrix of bool) -0:37 'b3x3' (temp 3X3 matrix of bool) +0:37 move second child to first child ( temp 3X3 matrix of bool) +0:37 'r22' ( temp 3X3 matrix of bool) +0:37 transpose ( temp 3X3 matrix of bool) +0:37 'b3x3' ( temp 3X3 matrix of bool) 0:38 Sequence -0:38 move second child to first child (temp 3X4 matrix of bool) -0:38 'r23' (temp 3X4 matrix of bool) -0:38 transpose (temp 3X4 matrix of bool) -0:38 'b4x3' (temp 4X3 matrix of bool) +0:38 move second child to first child ( temp 3X4 matrix of bool) +0:38 'r23' ( temp 3X4 matrix of bool) +0:38 transpose ( temp 3X4 matrix of bool) +0:38 'b4x3' ( temp 4X3 matrix of bool) 0:40 Sequence -0:40 move second child to first child (temp 4X1 matrix of bool) -0:40 'r30' (temp 4X1 matrix of bool) -0:40 transpose (temp 4X1 matrix of bool) -0:40 'b1x4' (temp 1X4 matrix of bool) +0:40 move second child to first child ( temp 4X1 matrix of bool) +0:40 'r30' ( temp 4X1 matrix of bool) +0:40 transpose ( temp 4X1 matrix of bool) +0:40 'b1x4' ( temp 1X4 matrix of bool) 0:41 Sequence -0:41 move second child to first child (temp 4X2 matrix of bool) -0:41 'r31' (temp 4X2 matrix of bool) -0:41 transpose (temp 4X2 matrix of bool) -0:41 'b2x4' (temp 2X4 matrix of bool) +0:41 move second child to first child ( temp 4X2 matrix of bool) +0:41 'r31' ( temp 4X2 matrix of bool) +0:41 transpose ( temp 4X2 matrix of bool) +0:41 'b2x4' ( temp 2X4 matrix of bool) 0:42 Sequence -0:42 move second child to first child (temp 4X3 matrix of bool) -0:42 'r32' (temp 4X3 matrix of bool) -0:42 transpose (temp 4X3 matrix of bool) -0:42 'b3x4' (temp 3X4 matrix of bool) +0:42 move second child to first child ( temp 4X3 matrix of bool) +0:42 'r32' ( temp 4X3 matrix of bool) +0:42 transpose ( temp 4X3 matrix of bool) +0:42 'b3x4' ( temp 3X4 matrix of bool) 0:43 Sequence -0:43 move second child to first child (temp 4X4 matrix of bool) -0:43 'r33' (temp 4X4 matrix of bool) -0:43 transpose (temp 4X4 matrix of bool) -0:43 'b4x4' (temp 4X4 matrix of bool) -0:49 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:43 move second child to first child ( temp 4X4 matrix of bool) +0:43 'r33' ( temp 4X4 matrix of bool) +0:43 transpose ( temp 4X4 matrix of bool) +0:43 'b4x4' ( temp 4X4 matrix of bool) +0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Function Parameters: 0:? Sequence -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 'ps_output' (temp structure{temp 4-component vector of float color}) +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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) 0:? Constant: @@ -217,19 +217,19 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:52 Branch: Return with expression -0:52 'ps_output' (temp structure{temp 4-component vector of float color}) -0:49 Function Definition: main( (temp void) +0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:49 Function Definition: main( ( temp void) 0:49 Function Parameters: 0:? Sequence 0:49 Sequence -0:49 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:49 color: direct index for structure (temp 4-component vector of float) -0:49 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:49 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:49 color: direct index for structure ( temp 4-component vector of float) +0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matType.frag.out b/Test/baseResults/hlsl.matType.frag.out index 038ca738..a4a435b8 100755 --- a/Test/baseResults/hlsl.matType.frag.out +++ b/Test/baseResults/hlsl.matType.frag.out @@ -2,15 +2,15 @@ hlsl.matType.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: ShaderFunction(vf1;f1; (temp 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) +0:9 'inFloat1' ( in 1-component vector of float) +0:9 'inScalar' ( in float) 0:? Sequence 0:10 Branch: Return with expression -0:10 'inFloat1' (in 1-component vector of float) +0:10 'inFloat1' ( in 1-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) 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}) +0:? 'anon@0' (layout( row_major std140) 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: @@ -20,15 +20,15 @@ WARNING: Linking fragment stage: Entry point not found Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: ShaderFunction(vf1;f1; (temp 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) +0:9 'inFloat1' ( in 1-component vector of float) +0:9 'inScalar' ( in float) 0:? Sequence 0:10 Branch: Return with expression -0:10 'inFloat1' (in 1-component vector of float) +0:10 'inFloat1' ( in 1-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) 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}) +0:? 'anon@0' (layout( row_major std140) 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 diff --git a/Test/baseResults/hlsl.matType.int.frag.out b/Test/baseResults/hlsl.matType.int.frag.out index e37e1663..aef78623 100644 --- a/Test/baseResults/hlsl.matType.int.frag.out +++ b/Test/baseResults/hlsl.matType.int.frag.out @@ -2,178 +2,178 @@ hlsl.matType.int.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestIntMatTypes( (temp void) +0:3 Function Definition: TestIntMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence -0:25 move second child to first child (temp 1X1 matrix of int) -0:25 'r00' (temp 1X1 matrix of int) -0:25 transpose (temp 1X1 matrix of int) -0:25 'i1x1' (temp 1X1 matrix of int) +0:25 move second child to first child ( temp 1X1 matrix of int) +0:25 'r00' ( temp 1X1 matrix of int) +0:25 transpose ( temp 1X1 matrix of int) +0:25 'i1x1' ( temp 1X1 matrix of int) 0:26 Sequence -0:26 move second child to first child (temp 1X2 matrix of int) -0:26 'r01' (temp 1X2 matrix of int) -0:26 transpose (temp 1X2 matrix of int) -0:26 'i2x1' (temp 2X1 matrix of int) +0:26 move second child to first child ( temp 1X2 matrix of int) +0:26 'r01' ( temp 1X2 matrix of int) +0:26 transpose ( temp 1X2 matrix of int) +0:26 'i2x1' ( temp 2X1 matrix of int) 0:27 Sequence -0:27 move second child to first child (temp 1X3 matrix of int) -0:27 'r02' (temp 1X3 matrix of int) -0:27 transpose (temp 1X3 matrix of int) -0:27 'i3x1' (temp 3X1 matrix of int) +0:27 move second child to first child ( temp 1X3 matrix of int) +0:27 'r02' ( temp 1X3 matrix of int) +0:27 transpose ( temp 1X3 matrix of int) +0:27 'i3x1' ( temp 3X1 matrix of int) 0:28 Sequence -0:28 move second child to first child (temp 1X4 matrix of int) -0:28 'r03' (temp 1X4 matrix of int) -0:28 transpose (temp 1X4 matrix of int) -0:28 'i4x1' (temp 4X1 matrix of int) +0:28 move second child to first child ( temp 1X4 matrix of int) +0:28 'r03' ( temp 1X4 matrix of int) +0:28 transpose ( temp 1X4 matrix of int) +0:28 'i4x1' ( temp 4X1 matrix of int) 0:30 Sequence -0:30 move second child to first child (temp 2X1 matrix of int) -0:30 'r10' (temp 2X1 matrix of int) -0:30 transpose (temp 2X1 matrix of int) -0:30 'i1x2' (temp 1X2 matrix of int) +0:30 move second child to first child ( temp 2X1 matrix of int) +0:30 'r10' ( temp 2X1 matrix of int) +0:30 transpose ( temp 2X1 matrix of int) +0:30 'i1x2' ( temp 1X2 matrix of int) 0:31 Sequence -0:31 move second child to first child (temp 2X2 matrix of int) -0:31 'r11' (temp 2X2 matrix of int) -0:31 transpose (temp 2X2 matrix of int) -0:31 'i2x2' (temp 2X2 matrix of int) +0:31 move second child to first child ( temp 2X2 matrix of int) +0:31 'r11' ( temp 2X2 matrix of int) +0:31 transpose ( temp 2X2 matrix of int) +0:31 'i2x2' ( temp 2X2 matrix of int) 0:32 Sequence -0:32 move second child to first child (temp 2X3 matrix of int) -0:32 'r12' (temp 2X3 matrix of int) -0:32 transpose (temp 2X3 matrix of int) -0:32 'i3x2' (temp 3X2 matrix of int) +0:32 move second child to first child ( temp 2X3 matrix of int) +0:32 'r12' ( temp 2X3 matrix of int) +0:32 transpose ( temp 2X3 matrix of int) +0:32 'i3x2' ( temp 3X2 matrix of int) 0:33 Sequence -0:33 move second child to first child (temp 2X4 matrix of int) -0:33 'r13' (temp 2X4 matrix of int) -0:33 transpose (temp 2X4 matrix of int) -0:33 'i4x2' (temp 4X2 matrix of int) +0:33 move second child to first child ( temp 2X4 matrix of int) +0:33 'r13' ( temp 2X4 matrix of int) +0:33 transpose ( temp 2X4 matrix of int) +0:33 'i4x2' ( temp 4X2 matrix of int) 0:35 Sequence -0:35 move second child to first child (temp 3X1 matrix of int) -0:35 'r20' (temp 3X1 matrix of int) -0:35 transpose (temp 3X1 matrix of int) -0:35 'i1x3' (temp 1X3 matrix of int) +0:35 move second child to first child ( temp 3X1 matrix of int) +0:35 'r20' ( temp 3X1 matrix of int) +0:35 transpose ( temp 3X1 matrix of int) +0:35 'i1x3' ( temp 1X3 matrix of int) 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of int) -0:36 'r21' (temp 3X2 matrix of int) -0:36 transpose (temp 3X2 matrix of int) -0:36 'i2x3' (temp 2X3 matrix of int) +0:36 move second child to first child ( temp 3X2 matrix of int) +0:36 'r21' ( temp 3X2 matrix of int) +0:36 transpose ( temp 3X2 matrix of int) +0:36 'i2x3' ( temp 2X3 matrix of int) 0:37 Sequence -0:37 move second child to first child (temp 3X3 matrix of int) -0:37 'r22' (temp 3X3 matrix of int) -0:37 transpose (temp 3X3 matrix of int) -0:37 'i3x3' (temp 3X3 matrix of int) +0:37 move second child to first child ( temp 3X3 matrix of int) +0:37 'r22' ( temp 3X3 matrix of int) +0:37 transpose ( temp 3X3 matrix of int) +0:37 'i3x3' ( temp 3X3 matrix of int) 0:38 Sequence -0:38 move second child to first child (temp 3X4 matrix of int) -0:38 'r23' (temp 3X4 matrix of int) -0:38 transpose (temp 3X4 matrix of int) -0:38 'i4x3' (temp 4X3 matrix of int) +0:38 move second child to first child ( temp 3X4 matrix of int) +0:38 'r23' ( temp 3X4 matrix of int) +0:38 transpose ( temp 3X4 matrix of int) +0:38 'i4x3' ( temp 4X3 matrix of int) 0:40 Sequence -0:40 move second child to first child (temp 4X1 matrix of int) -0:40 'r30' (temp 4X1 matrix of int) -0:40 transpose (temp 4X1 matrix of int) -0:40 'i1x4' (temp 1X4 matrix of int) +0:40 move second child to first child ( temp 4X1 matrix of int) +0:40 'r30' ( temp 4X1 matrix of int) +0:40 transpose ( temp 4X1 matrix of int) +0:40 'i1x4' ( temp 1X4 matrix of int) 0:41 Sequence -0:41 move second child to first child (temp 4X2 matrix of int) -0:41 'r31' (temp 4X2 matrix of int) -0:41 transpose (temp 4X2 matrix of int) -0:41 'i2x4' (temp 2X4 matrix of int) +0:41 move second child to first child ( temp 4X2 matrix of int) +0:41 'r31' ( temp 4X2 matrix of int) +0:41 transpose ( temp 4X2 matrix of int) +0:41 'i2x4' ( temp 2X4 matrix of int) 0:42 Sequence -0:42 move second child to first child (temp 4X3 matrix of int) -0:42 'r32' (temp 4X3 matrix of int) -0:42 transpose (temp 4X3 matrix of int) -0:42 'i3x4' (temp 3X4 matrix of int) +0:42 move second child to first child ( temp 4X3 matrix of int) +0:42 'r32' ( temp 4X3 matrix of int) +0:42 transpose ( temp 4X3 matrix of int) +0:42 'i3x4' ( temp 3X4 matrix of int) 0:43 Sequence -0:43 move second child to first child (temp 4X4 matrix of int) -0:43 'r33' (temp 4X4 matrix of int) -0:43 transpose (temp 4X4 matrix of int) -0:43 'i4x4' (temp 4X4 matrix of int) -0:47 Function Definition: TestUintMatTypes( (temp void) +0:43 move second child to first child ( temp 4X4 matrix of int) +0:43 'r33' ( temp 4X4 matrix of int) +0:43 transpose ( temp 4X4 matrix of int) +0:43 'i4x4' ( temp 4X4 matrix of int) +0:47 Function Definition: TestUintMatTypes( ( temp void) 0:47 Function Parameters: 0:? Sequence 0:69 Sequence -0:69 move second child to first child (temp 1X1 matrix of uint) -0:69 'r00' (temp 1X1 matrix of uint) -0:69 transpose (temp 1X1 matrix of uint) -0:69 'u1x1' (temp 1X1 matrix of uint) +0:69 move second child to first child ( temp 1X1 matrix of uint) +0:69 'r00' ( temp 1X1 matrix of uint) +0:69 transpose ( temp 1X1 matrix of uint) +0:69 'u1x1' ( temp 1X1 matrix of uint) 0:70 Sequence -0:70 move second child to first child (temp 1X2 matrix of uint) -0:70 'r01' (temp 1X2 matrix of uint) -0:70 transpose (temp 1X2 matrix of uint) -0:70 'u2x1' (temp 2X1 matrix of uint) +0:70 move second child to first child ( temp 1X2 matrix of uint) +0:70 'r01' ( temp 1X2 matrix of uint) +0:70 transpose ( temp 1X2 matrix of uint) +0:70 'u2x1' ( temp 2X1 matrix of uint) 0:71 Sequence -0:71 move second child to first child (temp 1X3 matrix of uint) -0:71 'r02' (temp 1X3 matrix of uint) -0:71 transpose (temp 1X3 matrix of uint) -0:71 'u3x1' (temp 3X1 matrix of uint) +0:71 move second child to first child ( temp 1X3 matrix of uint) +0:71 'r02' ( temp 1X3 matrix of uint) +0:71 transpose ( temp 1X3 matrix of uint) +0:71 'u3x1' ( temp 3X1 matrix of uint) 0:72 Sequence -0:72 move second child to first child (temp 1X4 matrix of uint) -0:72 'r03' (temp 1X4 matrix of uint) -0:72 transpose (temp 1X4 matrix of uint) -0:72 'u4x1' (temp 4X1 matrix of uint) +0:72 move second child to first child ( temp 1X4 matrix of uint) +0:72 'r03' ( temp 1X4 matrix of uint) +0:72 transpose ( temp 1X4 matrix of uint) +0:72 'u4x1' ( temp 4X1 matrix of uint) 0:74 Sequence -0:74 move second child to first child (temp 2X1 matrix of uint) -0:74 'r10' (temp 2X1 matrix of uint) -0:74 transpose (temp 2X1 matrix of uint) -0:74 'u1x2' (temp 1X2 matrix of uint) +0:74 move second child to first child ( temp 2X1 matrix of uint) +0:74 'r10' ( temp 2X1 matrix of uint) +0:74 transpose ( temp 2X1 matrix of uint) +0:74 'u1x2' ( temp 1X2 matrix of uint) 0:75 Sequence -0:75 move second child to first child (temp 2X2 matrix of uint) -0:75 'r11' (temp 2X2 matrix of uint) -0:75 transpose (temp 2X2 matrix of uint) -0:75 'u2x2' (temp 2X2 matrix of uint) +0:75 move second child to first child ( temp 2X2 matrix of uint) +0:75 'r11' ( temp 2X2 matrix of uint) +0:75 transpose ( temp 2X2 matrix of uint) +0:75 'u2x2' ( temp 2X2 matrix of uint) 0:76 Sequence -0:76 move second child to first child (temp 2X3 matrix of uint) -0:76 'r12' (temp 2X3 matrix of uint) -0:76 transpose (temp 2X3 matrix of uint) -0:76 'u3x2' (temp 3X2 matrix of uint) +0:76 move second child to first child ( temp 2X3 matrix of uint) +0:76 'r12' ( temp 2X3 matrix of uint) +0:76 transpose ( temp 2X3 matrix of uint) +0:76 'u3x2' ( temp 3X2 matrix of uint) 0:77 Sequence -0:77 move second child to first child (temp 2X4 matrix of uint) -0:77 'r13' (temp 2X4 matrix of uint) -0:77 transpose (temp 2X4 matrix of uint) -0:77 'u4x2' (temp 4X2 matrix of uint) +0:77 move second child to first child ( temp 2X4 matrix of uint) +0:77 'r13' ( temp 2X4 matrix of uint) +0:77 transpose ( temp 2X4 matrix of uint) +0:77 'u4x2' ( temp 4X2 matrix of uint) 0:79 Sequence -0:79 move second child to first child (temp 3X1 matrix of uint) -0:79 'r20' (temp 3X1 matrix of uint) -0:79 transpose (temp 3X1 matrix of uint) -0:79 'u1x3' (temp 1X3 matrix of uint) +0:79 move second child to first child ( temp 3X1 matrix of uint) +0:79 'r20' ( temp 3X1 matrix of uint) +0:79 transpose ( temp 3X1 matrix of uint) +0:79 'u1x3' ( temp 1X3 matrix of uint) 0:80 Sequence -0:80 move second child to first child (temp 3X2 matrix of uint) -0:80 'r21' (temp 3X2 matrix of uint) -0:80 transpose (temp 3X2 matrix of uint) -0:80 'u2x3' (temp 2X3 matrix of uint) +0:80 move second child to first child ( temp 3X2 matrix of uint) +0:80 'r21' ( temp 3X2 matrix of uint) +0:80 transpose ( temp 3X2 matrix of uint) +0:80 'u2x3' ( temp 2X3 matrix of uint) 0:81 Sequence -0:81 move second child to first child (temp 3X3 matrix of uint) -0:81 'r22' (temp 3X3 matrix of uint) -0:81 transpose (temp 3X3 matrix of uint) -0:81 'u3x3' (temp 3X3 matrix of uint) +0:81 move second child to first child ( temp 3X3 matrix of uint) +0:81 'r22' ( temp 3X3 matrix of uint) +0:81 transpose ( temp 3X3 matrix of uint) +0:81 'u3x3' ( temp 3X3 matrix of uint) 0:82 Sequence -0:82 move second child to first child (temp 3X4 matrix of uint) -0:82 'r23' (temp 3X4 matrix of uint) -0:82 transpose (temp 3X4 matrix of uint) -0:82 'u4x3' (temp 4X3 matrix of uint) +0:82 move second child to first child ( temp 3X4 matrix of uint) +0:82 'r23' ( temp 3X4 matrix of uint) +0:82 transpose ( temp 3X4 matrix of uint) +0:82 'u4x3' ( temp 4X3 matrix of uint) 0:84 Sequence -0:84 move second child to first child (temp 4X1 matrix of uint) -0:84 'r30' (temp 4X1 matrix of uint) -0:84 transpose (temp 4X1 matrix of uint) -0:84 'u1x4' (temp 1X4 matrix of uint) +0:84 move second child to first child ( temp 4X1 matrix of uint) +0:84 'r30' ( temp 4X1 matrix of uint) +0:84 transpose ( temp 4X1 matrix of uint) +0:84 'u1x4' ( temp 1X4 matrix of uint) 0:85 Sequence -0:85 move second child to first child (temp 4X2 matrix of uint) -0:85 'r31' (temp 4X2 matrix of uint) -0:85 transpose (temp 4X2 matrix of uint) -0:85 'u2x4' (temp 2X4 matrix of uint) +0:85 move second child to first child ( temp 4X2 matrix of uint) +0:85 'r31' ( temp 4X2 matrix of uint) +0:85 transpose ( temp 4X2 matrix of uint) +0:85 'u2x4' ( temp 2X4 matrix of uint) 0:86 Sequence -0:86 move second child to first child (temp 4X3 matrix of uint) -0:86 'r32' (temp 4X3 matrix of uint) -0:86 transpose (temp 4X3 matrix of uint) -0:86 'u3x4' (temp 3X4 matrix of uint) +0:86 move second child to first child ( temp 4X3 matrix of uint) +0:86 'r32' ( temp 4X3 matrix of uint) +0:86 transpose ( temp 4X3 matrix of uint) +0:86 'u3x4' ( temp 3X4 matrix of uint) 0:87 Sequence -0:87 move second child to first child (temp 4X4 matrix of uint) -0:87 'r33' (temp 4X4 matrix of uint) -0:87 transpose (temp 4X4 matrix of uint) -0:87 'u4x4' (temp 4X4 matrix of uint) -0:93 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:87 move second child to first child ( temp 4X4 matrix of uint) +0:87 'r33' ( temp 4X4 matrix of uint) +0:87 transpose ( temp 4X4 matrix of uint) +0:87 'u4x4' ( temp 4X4 matrix of uint) +0:93 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:93 Function Parameters: 0:? Sequence -0:95 move second child to first child (temp 4-component vector of float) -0:95 color: direct index for structure (temp 4-component vector of float) -0:95 'ps_output' (temp structure{temp 4-component vector of float color}) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 color: direct index for structure ( temp 4-component vector of float) +0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) 0:? Constant: @@ -182,19 +182,19 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:96 Branch: Return with expression -0:96 'ps_output' (temp structure{temp 4-component vector of float color}) -0:93 Function Definition: main( (temp void) +0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:93 Function Definition: main( ( temp void) 0:93 Function Parameters: 0:? Sequence 0:93 Sequence -0:93 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:93 color: direct index for structure (temp 4-component vector of float) -0:93 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:93 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:93 color: direct index for structure ( temp 4-component vector of float) +0:93 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:93 Constant: 0:93 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -203,178 +203,178 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: TestIntMatTypes( (temp void) +0:3 Function Definition: TestIntMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence -0:25 move second child to first child (temp 1X1 matrix of int) -0:25 'r00' (temp 1X1 matrix of int) -0:25 transpose (temp 1X1 matrix of int) -0:25 'i1x1' (temp 1X1 matrix of int) +0:25 move second child to first child ( temp 1X1 matrix of int) +0:25 'r00' ( temp 1X1 matrix of int) +0:25 transpose ( temp 1X1 matrix of int) +0:25 'i1x1' ( temp 1X1 matrix of int) 0:26 Sequence -0:26 move second child to first child (temp 1X2 matrix of int) -0:26 'r01' (temp 1X2 matrix of int) -0:26 transpose (temp 1X2 matrix of int) -0:26 'i2x1' (temp 2X1 matrix of int) +0:26 move second child to first child ( temp 1X2 matrix of int) +0:26 'r01' ( temp 1X2 matrix of int) +0:26 transpose ( temp 1X2 matrix of int) +0:26 'i2x1' ( temp 2X1 matrix of int) 0:27 Sequence -0:27 move second child to first child (temp 1X3 matrix of int) -0:27 'r02' (temp 1X3 matrix of int) -0:27 transpose (temp 1X3 matrix of int) -0:27 'i3x1' (temp 3X1 matrix of int) +0:27 move second child to first child ( temp 1X3 matrix of int) +0:27 'r02' ( temp 1X3 matrix of int) +0:27 transpose ( temp 1X3 matrix of int) +0:27 'i3x1' ( temp 3X1 matrix of int) 0:28 Sequence -0:28 move second child to first child (temp 1X4 matrix of int) -0:28 'r03' (temp 1X4 matrix of int) -0:28 transpose (temp 1X4 matrix of int) -0:28 'i4x1' (temp 4X1 matrix of int) +0:28 move second child to first child ( temp 1X4 matrix of int) +0:28 'r03' ( temp 1X4 matrix of int) +0:28 transpose ( temp 1X4 matrix of int) +0:28 'i4x1' ( temp 4X1 matrix of int) 0:30 Sequence -0:30 move second child to first child (temp 2X1 matrix of int) -0:30 'r10' (temp 2X1 matrix of int) -0:30 transpose (temp 2X1 matrix of int) -0:30 'i1x2' (temp 1X2 matrix of int) +0:30 move second child to first child ( temp 2X1 matrix of int) +0:30 'r10' ( temp 2X1 matrix of int) +0:30 transpose ( temp 2X1 matrix of int) +0:30 'i1x2' ( temp 1X2 matrix of int) 0:31 Sequence -0:31 move second child to first child (temp 2X2 matrix of int) -0:31 'r11' (temp 2X2 matrix of int) -0:31 transpose (temp 2X2 matrix of int) -0:31 'i2x2' (temp 2X2 matrix of int) +0:31 move second child to first child ( temp 2X2 matrix of int) +0:31 'r11' ( temp 2X2 matrix of int) +0:31 transpose ( temp 2X2 matrix of int) +0:31 'i2x2' ( temp 2X2 matrix of int) 0:32 Sequence -0:32 move second child to first child (temp 2X3 matrix of int) -0:32 'r12' (temp 2X3 matrix of int) -0:32 transpose (temp 2X3 matrix of int) -0:32 'i3x2' (temp 3X2 matrix of int) +0:32 move second child to first child ( temp 2X3 matrix of int) +0:32 'r12' ( temp 2X3 matrix of int) +0:32 transpose ( temp 2X3 matrix of int) +0:32 'i3x2' ( temp 3X2 matrix of int) 0:33 Sequence -0:33 move second child to first child (temp 2X4 matrix of int) -0:33 'r13' (temp 2X4 matrix of int) -0:33 transpose (temp 2X4 matrix of int) -0:33 'i4x2' (temp 4X2 matrix of int) +0:33 move second child to first child ( temp 2X4 matrix of int) +0:33 'r13' ( temp 2X4 matrix of int) +0:33 transpose ( temp 2X4 matrix of int) +0:33 'i4x2' ( temp 4X2 matrix of int) 0:35 Sequence -0:35 move second child to first child (temp 3X1 matrix of int) -0:35 'r20' (temp 3X1 matrix of int) -0:35 transpose (temp 3X1 matrix of int) -0:35 'i1x3' (temp 1X3 matrix of int) +0:35 move second child to first child ( temp 3X1 matrix of int) +0:35 'r20' ( temp 3X1 matrix of int) +0:35 transpose ( temp 3X1 matrix of int) +0:35 'i1x3' ( temp 1X3 matrix of int) 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of int) -0:36 'r21' (temp 3X2 matrix of int) -0:36 transpose (temp 3X2 matrix of int) -0:36 'i2x3' (temp 2X3 matrix of int) +0:36 move second child to first child ( temp 3X2 matrix of int) +0:36 'r21' ( temp 3X2 matrix of int) +0:36 transpose ( temp 3X2 matrix of int) +0:36 'i2x3' ( temp 2X3 matrix of int) 0:37 Sequence -0:37 move second child to first child (temp 3X3 matrix of int) -0:37 'r22' (temp 3X3 matrix of int) -0:37 transpose (temp 3X3 matrix of int) -0:37 'i3x3' (temp 3X3 matrix of int) +0:37 move second child to first child ( temp 3X3 matrix of int) +0:37 'r22' ( temp 3X3 matrix of int) +0:37 transpose ( temp 3X3 matrix of int) +0:37 'i3x3' ( temp 3X3 matrix of int) 0:38 Sequence -0:38 move second child to first child (temp 3X4 matrix of int) -0:38 'r23' (temp 3X4 matrix of int) -0:38 transpose (temp 3X4 matrix of int) -0:38 'i4x3' (temp 4X3 matrix of int) +0:38 move second child to first child ( temp 3X4 matrix of int) +0:38 'r23' ( temp 3X4 matrix of int) +0:38 transpose ( temp 3X4 matrix of int) +0:38 'i4x3' ( temp 4X3 matrix of int) 0:40 Sequence -0:40 move second child to first child (temp 4X1 matrix of int) -0:40 'r30' (temp 4X1 matrix of int) -0:40 transpose (temp 4X1 matrix of int) -0:40 'i1x4' (temp 1X4 matrix of int) +0:40 move second child to first child ( temp 4X1 matrix of int) +0:40 'r30' ( temp 4X1 matrix of int) +0:40 transpose ( temp 4X1 matrix of int) +0:40 'i1x4' ( temp 1X4 matrix of int) 0:41 Sequence -0:41 move second child to first child (temp 4X2 matrix of int) -0:41 'r31' (temp 4X2 matrix of int) -0:41 transpose (temp 4X2 matrix of int) -0:41 'i2x4' (temp 2X4 matrix of int) +0:41 move second child to first child ( temp 4X2 matrix of int) +0:41 'r31' ( temp 4X2 matrix of int) +0:41 transpose ( temp 4X2 matrix of int) +0:41 'i2x4' ( temp 2X4 matrix of int) 0:42 Sequence -0:42 move second child to first child (temp 4X3 matrix of int) -0:42 'r32' (temp 4X3 matrix of int) -0:42 transpose (temp 4X3 matrix of int) -0:42 'i3x4' (temp 3X4 matrix of int) +0:42 move second child to first child ( temp 4X3 matrix of int) +0:42 'r32' ( temp 4X3 matrix of int) +0:42 transpose ( temp 4X3 matrix of int) +0:42 'i3x4' ( temp 3X4 matrix of int) 0:43 Sequence -0:43 move second child to first child (temp 4X4 matrix of int) -0:43 'r33' (temp 4X4 matrix of int) -0:43 transpose (temp 4X4 matrix of int) -0:43 'i4x4' (temp 4X4 matrix of int) -0:47 Function Definition: TestUintMatTypes( (temp void) +0:43 move second child to first child ( temp 4X4 matrix of int) +0:43 'r33' ( temp 4X4 matrix of int) +0:43 transpose ( temp 4X4 matrix of int) +0:43 'i4x4' ( temp 4X4 matrix of int) +0:47 Function Definition: TestUintMatTypes( ( temp void) 0:47 Function Parameters: 0:? Sequence 0:69 Sequence -0:69 move second child to first child (temp 1X1 matrix of uint) -0:69 'r00' (temp 1X1 matrix of uint) -0:69 transpose (temp 1X1 matrix of uint) -0:69 'u1x1' (temp 1X1 matrix of uint) +0:69 move second child to first child ( temp 1X1 matrix of uint) +0:69 'r00' ( temp 1X1 matrix of uint) +0:69 transpose ( temp 1X1 matrix of uint) +0:69 'u1x1' ( temp 1X1 matrix of uint) 0:70 Sequence -0:70 move second child to first child (temp 1X2 matrix of uint) -0:70 'r01' (temp 1X2 matrix of uint) -0:70 transpose (temp 1X2 matrix of uint) -0:70 'u2x1' (temp 2X1 matrix of uint) +0:70 move second child to first child ( temp 1X2 matrix of uint) +0:70 'r01' ( temp 1X2 matrix of uint) +0:70 transpose ( temp 1X2 matrix of uint) +0:70 'u2x1' ( temp 2X1 matrix of uint) 0:71 Sequence -0:71 move second child to first child (temp 1X3 matrix of uint) -0:71 'r02' (temp 1X3 matrix of uint) -0:71 transpose (temp 1X3 matrix of uint) -0:71 'u3x1' (temp 3X1 matrix of uint) +0:71 move second child to first child ( temp 1X3 matrix of uint) +0:71 'r02' ( temp 1X3 matrix of uint) +0:71 transpose ( temp 1X3 matrix of uint) +0:71 'u3x1' ( temp 3X1 matrix of uint) 0:72 Sequence -0:72 move second child to first child (temp 1X4 matrix of uint) -0:72 'r03' (temp 1X4 matrix of uint) -0:72 transpose (temp 1X4 matrix of uint) -0:72 'u4x1' (temp 4X1 matrix of uint) +0:72 move second child to first child ( temp 1X4 matrix of uint) +0:72 'r03' ( temp 1X4 matrix of uint) +0:72 transpose ( temp 1X4 matrix of uint) +0:72 'u4x1' ( temp 4X1 matrix of uint) 0:74 Sequence -0:74 move second child to first child (temp 2X1 matrix of uint) -0:74 'r10' (temp 2X1 matrix of uint) -0:74 transpose (temp 2X1 matrix of uint) -0:74 'u1x2' (temp 1X2 matrix of uint) +0:74 move second child to first child ( temp 2X1 matrix of uint) +0:74 'r10' ( temp 2X1 matrix of uint) +0:74 transpose ( temp 2X1 matrix of uint) +0:74 'u1x2' ( temp 1X2 matrix of uint) 0:75 Sequence -0:75 move second child to first child (temp 2X2 matrix of uint) -0:75 'r11' (temp 2X2 matrix of uint) -0:75 transpose (temp 2X2 matrix of uint) -0:75 'u2x2' (temp 2X2 matrix of uint) +0:75 move second child to first child ( temp 2X2 matrix of uint) +0:75 'r11' ( temp 2X2 matrix of uint) +0:75 transpose ( temp 2X2 matrix of uint) +0:75 'u2x2' ( temp 2X2 matrix of uint) 0:76 Sequence -0:76 move second child to first child (temp 2X3 matrix of uint) -0:76 'r12' (temp 2X3 matrix of uint) -0:76 transpose (temp 2X3 matrix of uint) -0:76 'u3x2' (temp 3X2 matrix of uint) +0:76 move second child to first child ( temp 2X3 matrix of uint) +0:76 'r12' ( temp 2X3 matrix of uint) +0:76 transpose ( temp 2X3 matrix of uint) +0:76 'u3x2' ( temp 3X2 matrix of uint) 0:77 Sequence -0:77 move second child to first child (temp 2X4 matrix of uint) -0:77 'r13' (temp 2X4 matrix of uint) -0:77 transpose (temp 2X4 matrix of uint) -0:77 'u4x2' (temp 4X2 matrix of uint) +0:77 move second child to first child ( temp 2X4 matrix of uint) +0:77 'r13' ( temp 2X4 matrix of uint) +0:77 transpose ( temp 2X4 matrix of uint) +0:77 'u4x2' ( temp 4X2 matrix of uint) 0:79 Sequence -0:79 move second child to first child (temp 3X1 matrix of uint) -0:79 'r20' (temp 3X1 matrix of uint) -0:79 transpose (temp 3X1 matrix of uint) -0:79 'u1x3' (temp 1X3 matrix of uint) +0:79 move second child to first child ( temp 3X1 matrix of uint) +0:79 'r20' ( temp 3X1 matrix of uint) +0:79 transpose ( temp 3X1 matrix of uint) +0:79 'u1x3' ( temp 1X3 matrix of uint) 0:80 Sequence -0:80 move second child to first child (temp 3X2 matrix of uint) -0:80 'r21' (temp 3X2 matrix of uint) -0:80 transpose (temp 3X2 matrix of uint) -0:80 'u2x3' (temp 2X3 matrix of uint) +0:80 move second child to first child ( temp 3X2 matrix of uint) +0:80 'r21' ( temp 3X2 matrix of uint) +0:80 transpose ( temp 3X2 matrix of uint) +0:80 'u2x3' ( temp 2X3 matrix of uint) 0:81 Sequence -0:81 move second child to first child (temp 3X3 matrix of uint) -0:81 'r22' (temp 3X3 matrix of uint) -0:81 transpose (temp 3X3 matrix of uint) -0:81 'u3x3' (temp 3X3 matrix of uint) +0:81 move second child to first child ( temp 3X3 matrix of uint) +0:81 'r22' ( temp 3X3 matrix of uint) +0:81 transpose ( temp 3X3 matrix of uint) +0:81 'u3x3' ( temp 3X3 matrix of uint) 0:82 Sequence -0:82 move second child to first child (temp 3X4 matrix of uint) -0:82 'r23' (temp 3X4 matrix of uint) -0:82 transpose (temp 3X4 matrix of uint) -0:82 'u4x3' (temp 4X3 matrix of uint) +0:82 move second child to first child ( temp 3X4 matrix of uint) +0:82 'r23' ( temp 3X4 matrix of uint) +0:82 transpose ( temp 3X4 matrix of uint) +0:82 'u4x3' ( temp 4X3 matrix of uint) 0:84 Sequence -0:84 move second child to first child (temp 4X1 matrix of uint) -0:84 'r30' (temp 4X1 matrix of uint) -0:84 transpose (temp 4X1 matrix of uint) -0:84 'u1x4' (temp 1X4 matrix of uint) +0:84 move second child to first child ( temp 4X1 matrix of uint) +0:84 'r30' ( temp 4X1 matrix of uint) +0:84 transpose ( temp 4X1 matrix of uint) +0:84 'u1x4' ( temp 1X4 matrix of uint) 0:85 Sequence -0:85 move second child to first child (temp 4X2 matrix of uint) -0:85 'r31' (temp 4X2 matrix of uint) -0:85 transpose (temp 4X2 matrix of uint) -0:85 'u2x4' (temp 2X4 matrix of uint) +0:85 move second child to first child ( temp 4X2 matrix of uint) +0:85 'r31' ( temp 4X2 matrix of uint) +0:85 transpose ( temp 4X2 matrix of uint) +0:85 'u2x4' ( temp 2X4 matrix of uint) 0:86 Sequence -0:86 move second child to first child (temp 4X3 matrix of uint) -0:86 'r32' (temp 4X3 matrix of uint) -0:86 transpose (temp 4X3 matrix of uint) -0:86 'u3x4' (temp 3X4 matrix of uint) +0:86 move second child to first child ( temp 4X3 matrix of uint) +0:86 'r32' ( temp 4X3 matrix of uint) +0:86 transpose ( temp 4X3 matrix of uint) +0:86 'u3x4' ( temp 3X4 matrix of uint) 0:87 Sequence -0:87 move second child to first child (temp 4X4 matrix of uint) -0:87 'r33' (temp 4X4 matrix of uint) -0:87 transpose (temp 4X4 matrix of uint) -0:87 'u4x4' (temp 4X4 matrix of uint) -0:93 Function Definition: @main( (temp structure{temp 4-component vector of float color}) +0:87 move second child to first child ( temp 4X4 matrix of uint) +0:87 'r33' ( temp 4X4 matrix of uint) +0:87 transpose ( temp 4X4 matrix of uint) +0:87 'u4x4' ( temp 4X4 matrix of uint) +0:93 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:93 Function Parameters: 0:? Sequence -0:95 move second child to first child (temp 4-component vector of float) -0:95 color: direct index for structure (temp 4-component vector of float) -0:95 'ps_output' (temp structure{temp 4-component vector of float color}) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 color: direct index for structure ( temp 4-component vector of float) +0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) 0:? Constant: @@ -383,19 +383,19 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 0.000000 0:96 Branch: Return with expression -0:96 'ps_output' (temp structure{temp 4-component vector of float color}) -0:93 Function Definition: main( (temp void) +0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:93 Function Definition: main( ( temp void) 0:93 Function Parameters: 0:? Sequence 0:93 Sequence -0:93 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:93 color: direct index for structure (temp 4-component vector of float) -0:93 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:93 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:93 color: direct index for structure ( temp 4-component vector of float) +0:93 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:93 Constant: 0:93 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matrixSwizzle.vert.out b/Test/baseResults/hlsl.matrixSwizzle.vert.out index 4e824654..69c774ba 100755 --- a/Test/baseResults/hlsl.matrixSwizzle.vert.out +++ b/Test/baseResults/hlsl.matrixSwizzle.vert.out @@ -1,43 +1,43 @@ hlsl.matrixSwizzle.vert Shader version: 450 0:? Sequence -0:2 Function Definition: @ShaderFunction(f1; (temp void) +0:2 Function Definition: @ShaderFunction(f1; ( temp void) 0:2 Function Parameters: -0:2 'inf' (in float) +0:2 'inf' ( in float) 0:? Sequence -0:7 move second child to first child (temp float) -0:7 direct index (temp float) -0:7 direct index (temp 4-component vector of float) -0:7 'm' (temp 3X4 matrix of float) +0:7 move second child to first child ( temp float) +0:7 direct index ( temp float) +0:7 direct index ( temp 4-component vector of float) +0:7 'm' ( temp 3X4 matrix of float) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 3 (const int) 0:7 Constant: 0:7 1.000000 -0:8 move second child to first child (temp float) -0:8 direct index (temp float) -0:8 direct index (temp 4-component vector of float) -0:8 'm' (temp 3X4 matrix of float) +0:8 move second child to first child ( temp float) +0:8 direct index ( temp float) +0:8 direct index ( temp 4-component vector of float) +0:8 'm' ( temp 3X4 matrix of float) 0:8 Constant: 0:8 2 (const int) 0:8 Constant: 0:8 3 (const int) 0:8 Constant: 0:8 2.000000 -0:9 move second child to first child (temp float) -0:9 direct index (temp float) -0:9 direct index (temp 4-component vector of float) -0:9 'm' (temp 3X4 matrix of float) +0:9 move second child to first child ( temp float) +0:9 direct index ( temp float) +0:9 direct index ( temp 4-component vector of float) +0:9 'm' ( temp 3X4 matrix of float) 0:9 Constant: 0:9 2 (const int) 0:9 Constant: 0:9 3 (const int) 0:9 Constant: 0:9 2.000000 -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float) -0:11 'm' (temp 3X4 matrix of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float) +0:11 'm' ( temp 3X4 matrix of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -45,9 +45,9 @@ Shader version: 450 0:11 3.000000 0:11 3.000000 0:11 3.000000 -0:12 move second child to first child (temp 4-component vector of float) -0:12 direct index (temp 4-component vector of float) -0:12 'm' (temp 3X4 matrix of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 direct index ( temp 4-component vector of float) +0:12 'm' ( temp 3X4 matrix of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -55,9 +55,9 @@ Shader version: 450 0:12 3.000000 0:12 3.000000 0:12 3.000000 -0:13 move second child to first child (temp 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 'm' (temp 3X4 matrix of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 direct index ( temp 4-component vector of float) +0:13 'm' ( temp 3X4 matrix of float) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -66,132 +66,132 @@ Shader version: 450 0:13 3.000000 0:13 3.000000 0:? Sequence -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 0 (const int) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 1 (const int) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 move second child to first child ( temp 3-component vector of float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 5.000000 0:19 5.000000 0:19 5.000000 -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 0 (const int) -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: 0:19 1 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 1 (const int) -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp 3-component vector of float) -0:20 'intermVec' (temp 3-component vector of float) -0:20 vector-scale (temp 3-component vector of float) +0:20 move second child to first child ( temp 3-component vector of float) +0:20 'intermVec' ( temp 3-component vector of float) +0:20 vector-scale ( temp 3-component vector of float) 0:20 Constant: 0:20 2.000000 -0:20 'f3' (temp 3-component vector of float) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 'f3' ( temp 3-component vector of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 0 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 1 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 1 (const int) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 2 (const int) -0:23 move second child to first child (temp 3-component vector of float) -0:23 'f3' (temp 3-component vector of float) -0:23 matrix swizzle (temp 3-component vector of float) -0:23 'm' (temp 3X4 matrix of float) +0:23 move second child to first child ( temp 3-component vector of float) +0:23 'f3' ( temp 3-component vector of float) +0:23 matrix swizzle ( temp 3-component vector of float) +0:23 'm' ( temp 3X4 matrix of float) 0:23 Sequence 0:23 Constant: 0:23 1 (const int) @@ -205,135 +205,135 @@ Shader version: 450 0:23 2 (const int) 0:23 Constant: 0:23 0 (const int) -0:2 Function Definition: ShaderFunction( (temp void) +0:2 Function Definition: ShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? 'inf' (temp float) -0:? 'inf' (layout(location=0 ) in float) -0:2 Function Call: @ShaderFunction(f1; (temp void) -0:? 'inf' (temp float) -0:27 Function Definition: createMat3x3(vf3;vf3;vf3; (temp 3X3 matrix of float) +0:2 move second child to first child ( temp float) +0:? 'inf' ( temp float) +0:? 'inf' (layout( location=0) in float) +0:2 Function Call: @ShaderFunction(f1; ( temp void) +0:? 'inf' ( temp float) +0:27 Function Definition: createMat3x3(vf3;vf3;vf3; ( temp 3X3 matrix of float) 0:27 Function Parameters: -0:27 'a' (in 3-component vector of float) -0:27 'b' (in 3-component vector of float) -0:27 'c' (in 3-component vector of float) +0:27 'a' ( in 3-component vector of float) +0:27 'b' ( in 3-component vector of float) +0:27 'c' ( in 3-component vector of float) 0:? Sequence 0:? Sequence -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 1 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 1 (const int) -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 2 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 2 (const int) 0:? Sequence -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 0 (const int) -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 1 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 1 (const int) -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:? Sequence -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 0 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 0 (const int) -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 1 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 1 (const int) -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 2 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 2 (const int) 0:32 Branch: Return with expression -0:32 'm' (temp 3X3 matrix of float) +0:32 'm' ( temp 3X3 matrix of float) 0:? Linker Objects -0:? 'inf' (layout(location=0 ) in float) +0:? 'inf' (layout( location=0) in float) Linked vertex stage: @@ -341,43 +341,43 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:2 Function Definition: @ShaderFunction(f1; (temp void) +0:2 Function Definition: @ShaderFunction(f1; ( temp void) 0:2 Function Parameters: -0:2 'inf' (in float) +0:2 'inf' ( in float) 0:? Sequence -0:7 move second child to first child (temp float) -0:7 direct index (temp float) -0:7 direct index (temp 4-component vector of float) -0:7 'm' (temp 3X4 matrix of float) +0:7 move second child to first child ( temp float) +0:7 direct index ( temp float) +0:7 direct index ( temp 4-component vector of float) +0:7 'm' ( temp 3X4 matrix of float) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 3 (const int) 0:7 Constant: 0:7 1.000000 -0:8 move second child to first child (temp float) -0:8 direct index (temp float) -0:8 direct index (temp 4-component vector of float) -0:8 'm' (temp 3X4 matrix of float) +0:8 move second child to first child ( temp float) +0:8 direct index ( temp float) +0:8 direct index ( temp 4-component vector of float) +0:8 'm' ( temp 3X4 matrix of float) 0:8 Constant: 0:8 2 (const int) 0:8 Constant: 0:8 3 (const int) 0:8 Constant: 0:8 2.000000 -0:9 move second child to first child (temp float) -0:9 direct index (temp float) -0:9 direct index (temp 4-component vector of float) -0:9 'm' (temp 3X4 matrix of float) +0:9 move second child to first child ( temp float) +0:9 direct index ( temp float) +0:9 direct index ( temp 4-component vector of float) +0:9 'm' ( temp 3X4 matrix of float) 0:9 Constant: 0:9 2 (const int) 0:9 Constant: 0:9 3 (const int) 0:9 Constant: 0:9 2.000000 -0:11 move second child to first child (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float) -0:11 'm' (temp 3X4 matrix of float) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float) +0:11 'm' ( temp 3X4 matrix of float) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -385,9 +385,9 @@ Shader version: 450 0:11 3.000000 0:11 3.000000 0:11 3.000000 -0:12 move second child to first child (temp 4-component vector of float) -0:12 direct index (temp 4-component vector of float) -0:12 'm' (temp 3X4 matrix of float) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 direct index ( temp 4-component vector of float) +0:12 'm' ( temp 3X4 matrix of float) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: @@ -395,9 +395,9 @@ Shader version: 450 0:12 3.000000 0:12 3.000000 0:12 3.000000 -0:13 move second child to first child (temp 4-component vector of float) -0:13 direct index (temp 4-component vector of float) -0:13 'm' (temp 3X4 matrix of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 direct index ( temp 4-component vector of float) +0:13 'm' ( temp 3X4 matrix of float) 0:13 Constant: 0:13 1 (const int) 0:13 Constant: @@ -406,132 +406,132 @@ Shader version: 450 0:13 3.000000 0:13 3.000000 0:? Sequence -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 0 (const int) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 0 (const int) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 1 (const int) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 direct index (temp 4-component vector of float) -0:18 'm' (temp 3X4 matrix of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 direct index ( temp 4-component vector of float) +0:18 'm' ( temp 3X4 matrix of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) -0:18 direct index (temp float) -0:18 'f3' (temp 3-component vector of float) +0:18 direct index ( temp float) +0:18 'f3' ( temp 3-component vector of float) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 move second child to first child ( temp 3-component vector of float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 5.000000 0:19 5.000000 0:19 5.000000 -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 0 (const int) -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: 0:19 1 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 1 (const int) -0:19 move second child to first child (temp float) -0:19 direct index (temp float) -0:19 direct index (temp 4-component vector of float) -0:19 'm' (temp 3X4 matrix of float) +0:19 move second child to first child ( temp float) +0:19 direct index ( temp float) +0:19 direct index ( temp 4-component vector of float) +0:19 'm' ( temp 3X4 matrix of float) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 0 (const int) -0:19 direct index (temp float) -0:19 'intermVec' (temp 3-component vector of float) +0:19 direct index ( temp float) +0:19 'intermVec' ( temp 3-component vector of float) 0:19 Constant: 0:19 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp 3-component vector of float) -0:20 'intermVec' (temp 3-component vector of float) -0:20 vector-scale (temp 3-component vector of float) +0:20 move second child to first child ( temp 3-component vector of float) +0:20 'intermVec' ( temp 3-component vector of float) +0:20 vector-scale ( temp 3-component vector of float) 0:20 Constant: 0:20 2.000000 -0:20 'f3' (temp 3-component vector of float) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 'f3' ( temp 3-component vector of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 0 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 1 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 1 (const int) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 direct index (temp 4-component vector of float) -0:20 'm' (temp 3X4 matrix of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 direct index ( temp 4-component vector of float) +0:20 'm' ( temp 3X4 matrix of float) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) -0:20 direct index (temp float) -0:20 'intermVec' (temp 3-component vector of float) +0:20 direct index ( temp float) +0:20 'intermVec' ( temp 3-component vector of float) 0:20 Constant: 0:20 2 (const int) -0:23 move second child to first child (temp 3-component vector of float) -0:23 'f3' (temp 3-component vector of float) -0:23 matrix swizzle (temp 3-component vector of float) -0:23 'm' (temp 3X4 matrix of float) +0:23 move second child to first child ( temp 3-component vector of float) +0:23 'f3' ( temp 3-component vector of float) +0:23 matrix swizzle ( temp 3-component vector of float) +0:23 'm' ( temp 3X4 matrix of float) 0:23 Sequence 0:23 Constant: 0:23 1 (const int) @@ -545,135 +545,135 @@ Shader version: 450 0:23 2 (const int) 0:23 Constant: 0:23 0 (const int) -0:2 Function Definition: ShaderFunction( (temp void) +0:2 Function Definition: ShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp float) -0:? 'inf' (temp float) -0:? 'inf' (layout(location=0 ) in float) -0:2 Function Call: @ShaderFunction(f1; (temp void) -0:? 'inf' (temp float) -0:27 Function Definition: createMat3x3(vf3;vf3;vf3; (temp 3X3 matrix of float) +0:2 move second child to first child ( temp float) +0:? 'inf' ( temp float) +0:? 'inf' (layout( location=0) in float) +0:2 Function Call: @ShaderFunction(f1; ( temp void) +0:? 'inf' ( temp float) +0:27 Function Definition: createMat3x3(vf3;vf3;vf3; ( temp 3X3 matrix of float) 0:27 Function Parameters: -0:27 'a' (in 3-component vector of float) -0:27 'b' (in 3-component vector of float) -0:27 'c' (in 3-component vector of float) +0:27 'a' ( in 3-component vector of float) +0:27 'b' ( in 3-component vector of float) +0:27 'c' ( in 3-component vector of float) 0:? Sequence 0:? Sequence -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 1 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 1 (const int) -0:29 move second child to first child (temp float) -0:29 direct index (temp float) -0:29 direct index (temp 3-component vector of float) -0:29 'm' (temp 3X3 matrix of float) +0:29 move second child to first child ( temp float) +0:29 direct index ( temp float) +0:29 direct index ( temp 3-component vector of float) +0:29 'm' ( temp 3X3 matrix of float) 0:29 Constant: 0:29 2 (const int) 0:29 Constant: 0:29 0 (const int) -0:29 direct index (temp float) -0:29 'a' (in 3-component vector of float) +0:29 direct index ( temp float) +0:29 'a' ( in 3-component vector of float) 0:29 Constant: 0:29 2 (const int) 0:? Sequence -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 0 (const int) -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 1 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 1 (const int) -0:30 move second child to first child (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 3-component vector of float) -0:30 'm' (temp 3X3 matrix of float) +0:30 move second child to first child ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 3-component vector of float) +0:30 'm' ( temp 3X3 matrix of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 direct index (temp float) -0:30 'b' (in 3-component vector of float) +0:30 direct index ( temp float) +0:30 'b' ( in 3-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:? Sequence -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 0 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 0 (const int) -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 1 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 1 (const int) -0:31 move second child to first child (temp float) -0:31 direct index (temp float) -0:31 direct index (temp 3-component vector of float) -0:31 'm' (temp 3X3 matrix of float) +0:31 move second child to first child ( temp float) +0:31 direct index ( temp float) +0:31 direct index ( temp 3-component vector of float) +0:31 'm' ( temp 3X3 matrix of float) 0:31 Constant: 0:31 2 (const int) 0:31 Constant: 0:31 2 (const int) -0:31 direct index (temp float) -0:31 'c' (in 3-component vector of float) +0:31 direct index ( temp float) +0:31 'c' ( in 3-component vector of float) 0:31 Constant: 0:31 2 (const int) 0:32 Branch: Return with expression -0:32 'm' (temp 3X3 matrix of float) +0:32 'm' ( temp 3X3 matrix of float) 0:? Linker Objects -0:? 'inf' (layout(location=0 ) in float) +0:? 'inf' (layout( location=0) in float) Missing functionality: matrix swizzle // Module Version 10000 diff --git a/Test/baseResults/hlsl.matrixindex.frag.out b/Test/baseResults/hlsl.matrixindex.frag.out index ae4200a5..bd0e6673 100644 --- a/Test/baseResults/hlsl.matrixindex.frag.out +++ b/Test/baseResults/hlsl.matrixindex.frag.out @@ -2,91 +2,91 @@ hlsl.matrixindex.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 -0:22 move second child to first child (temp float) -0:22 'e1_00' (temp float) +0:22 move second child to first child ( temp float) +0:22 'e1_00' ( temp float) 0:22 Constant: 0:22 10.000000 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'e1_01' (temp float) +0:23 move second child to first child ( temp float) +0:23 'e1_01' ( temp float) 0:23 Constant: 0:23 11.000000 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'e1_10' (temp float) +0:24 move second child to first child ( temp float) +0:24 'e1_10' ( temp float) 0:24 Constant: 0:24 12.000000 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'e1_11' (temp float) +0:25 move second child to first child ( temp float) +0:25 'e1_11' ( temp float) 0:25 Constant: 0:25 13.000000 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'e1_20' (temp float) +0:26 move second child to first child ( temp float) +0:26 'e1_20' ( temp float) 0:26 Constant: 0:26 14.000000 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'e1_21' (temp float) +0:27 move second child to first child ( temp float) +0:27 'e1_21' ( temp float) 0:27 Constant: 0:27 15.000000 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'e2_00' (temp float) +0:29 move second child to first child ( temp float) +0:29 'e2_00' ( temp float) 0:29 Constant: 0:29 20.000000 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'e2_01' (temp float) +0:30 move second child to first child ( temp float) +0:30 'e2_01' ( temp float) 0:30 Constant: 0:30 21.000000 0:31 Sequence -0:31 move second child to first child (temp float) -0:31 'e2_10' (temp float) +0:31 move second child to first child ( temp float) +0:31 'e2_10' ( temp float) 0:31 Constant: 0:31 22.000000 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'e2_11' (temp float) +0:32 move second child to first child ( temp float) +0:32 'e2_11' ( temp float) 0:32 Constant: 0:32 23.000000 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'e2_20' (temp float) +0:33 move second child to first child ( temp float) +0:33 'e2_20' ( temp float) 0:33 Constant: 0:33 24.000000 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'e2_21' (temp float) +0:34 move second child to first child ( temp float) +0:34 'e2_21' ( temp float) 0:34 Constant: 0:34 25.000000 0:39 Sequence -0:39 move second child to first child (temp 2-component vector of float) -0:39 'r0a' (temp 2-component vector of float) +0:39 move second child to first child ( temp 2-component vector of float) +0:39 'r0a' ( temp 2-component vector of float) 0:39 Constant: 0:39 10.000000 0:39 11.000000 0:40 Sequence -0:40 move second child to first child (temp 2-component vector of float) -0:40 'r1a' (temp 2-component vector of float) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 'r1a' ( temp 2-component vector of float) 0:40 Constant: 0:40 12.000000 0:40 13.000000 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of float) -0:41 'r2a' (temp 2-component vector of float) +0:41 move second child to first child ( temp 2-component vector of float) +0:41 'r2a' ( temp 2-component vector of float) 0:41 Constant: 0:41 14.000000 0:41 15.000000 0:43 Sequence -0:43 move second child to first child (temp 2-component vector of float) -0:43 'r0b' (temp 2-component vector of float) -0:43 indirect index (temp 2-component vector of float) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'r0b' ( temp 2-component vector of float) +0:43 indirect index ( temp 2-component vector of float) 0:43 Constant: 0:43 20.000000 0:43 21.000000 @@ -94,44 +94,44 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -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 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 (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 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 (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 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}) +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}) 0:47 Constant: 0:47 0 (const int) -0:47 Construct vec4 (temp 4-component vector of float) -0:47 'e2_11' (temp float) +0:47 Construct vec4 ( temp 4-component vector of float) +0:47 'e2_11' ( temp float) 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) Linked fragment stage: @@ -140,91 +140,91 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main( (temp 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 -0:22 move second child to first child (temp float) -0:22 'e1_00' (temp float) +0:22 move second child to first child ( temp float) +0:22 'e1_00' ( temp float) 0:22 Constant: 0:22 10.000000 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'e1_01' (temp float) +0:23 move second child to first child ( temp float) +0:23 'e1_01' ( temp float) 0:23 Constant: 0:23 11.000000 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'e1_10' (temp float) +0:24 move second child to first child ( temp float) +0:24 'e1_10' ( temp float) 0:24 Constant: 0:24 12.000000 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'e1_11' (temp float) +0:25 move second child to first child ( temp float) +0:25 'e1_11' ( temp float) 0:25 Constant: 0:25 13.000000 0:26 Sequence -0:26 move second child to first child (temp float) -0:26 'e1_20' (temp float) +0:26 move second child to first child ( temp float) +0:26 'e1_20' ( temp float) 0:26 Constant: 0:26 14.000000 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'e1_21' (temp float) +0:27 move second child to first child ( temp float) +0:27 'e1_21' ( temp float) 0:27 Constant: 0:27 15.000000 0:29 Sequence -0:29 move second child to first child (temp float) -0:29 'e2_00' (temp float) +0:29 move second child to first child ( temp float) +0:29 'e2_00' ( temp float) 0:29 Constant: 0:29 20.000000 0:30 Sequence -0:30 move second child to first child (temp float) -0:30 'e2_01' (temp float) +0:30 move second child to first child ( temp float) +0:30 'e2_01' ( temp float) 0:30 Constant: 0:30 21.000000 0:31 Sequence -0:31 move second child to first child (temp float) -0:31 'e2_10' (temp float) +0:31 move second child to first child ( temp float) +0:31 'e2_10' ( temp float) 0:31 Constant: 0:31 22.000000 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'e2_11' (temp float) +0:32 move second child to first child ( temp float) +0:32 'e2_11' ( temp float) 0:32 Constant: 0:32 23.000000 0:33 Sequence -0:33 move second child to first child (temp float) -0:33 'e2_20' (temp float) +0:33 move second child to first child ( temp float) +0:33 'e2_20' ( temp float) 0:33 Constant: 0:33 24.000000 0:34 Sequence -0:34 move second child to first child (temp float) -0:34 'e2_21' (temp float) +0:34 move second child to first child ( temp float) +0:34 'e2_21' ( temp float) 0:34 Constant: 0:34 25.000000 0:39 Sequence -0:39 move second child to first child (temp 2-component vector of float) -0:39 'r0a' (temp 2-component vector of float) +0:39 move second child to first child ( temp 2-component vector of float) +0:39 'r0a' ( temp 2-component vector of float) 0:39 Constant: 0:39 10.000000 0:39 11.000000 0:40 Sequence -0:40 move second child to first child (temp 2-component vector of float) -0:40 'r1a' (temp 2-component vector of float) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 'r1a' ( temp 2-component vector of float) 0:40 Constant: 0:40 12.000000 0:40 13.000000 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of float) -0:41 'r2a' (temp 2-component vector of float) +0:41 move second child to first child ( temp 2-component vector of float) +0:41 'r2a' ( temp 2-component vector of float) 0:41 Constant: 0:41 14.000000 0:41 15.000000 0:43 Sequence -0:43 move second child to first child (temp 2-component vector of float) -0:43 'r0b' (temp 2-component vector of float) -0:43 indirect index (temp 2-component vector of float) +0:43 move second child to first child ( temp 2-component vector of float) +0:43 'r0b' ( temp 2-component vector of float) +0:43 indirect index ( temp 2-component vector of float) 0:43 Constant: 0:43 20.000000 0:43 21.000000 @@ -232,44 +232,44 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -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 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 (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 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 (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 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}) +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}) 0:47 Constant: 0:47 0 (const int) -0:47 Construct vec4 (temp 4-component vector of float) -0:47 'e2_11' (temp float) +0:47 Construct vec4 ( temp 4-component vector of float) +0:47 'e2_11' ( temp float) 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color}) -0:10 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:10 Color: direct index for structure (temp 4-component vector of float) -0:10 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:10 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:10 Color: direct index for structure ( temp 4-component vector of float) +0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) 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 diff --git a/Test/baseResults/hlsl.max.frag.out b/Test/baseResults/hlsl.max.frag.out index fed09bfb..6a0762ed 100755 --- a/Test/baseResults/hlsl.max.frag.out +++ b/Test/baseResults/hlsl.max.frag.out @@ -2,33 +2,33 @@ hlsl.max.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4;vf4; (temp 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' (in 4-component vector of float) -0:2 'input2' (in 4-component vector of float) +0:2 'input1' ( in 4-component vector of float) +0:2 'input2' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 max (temp 4-component vector of float) -0:3 'input1' (in 4-component vector of float) -0:3 'input2' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:3 max ( temp 4-component vector of float) +0:3 'input1' ( in 4-component vector of float) +0:3 'input2' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input1' (temp 4-component vector of float) -0:? 'input1' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input2' (temp 4-component vector of float) -0:? 'input2' (layout(location=1 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) -0:? 'input1' (temp 4-component vector of float) -0:? 'input2' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input1' ( temp 4-component vector of float) +0:? 'input1' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input2' ( temp 4-component vector of float) +0:? 'input2' (layout( location=1) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) +0:? 'input1' ( temp 4-component vector of float) +0:? 'input2' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input1' (layout(location=0 ) in 4-component vector of float) -0:? 'input2' (layout(location=1 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input1' (layout( location=0) in 4-component vector of float) +0:? 'input2' (layout( location=1) in 4-component vector of float) Linked fragment stage: @@ -37,33 +37,33 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4;vf4; (temp 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' (in 4-component vector of float) -0:2 'input2' (in 4-component vector of float) +0:2 'input1' ( in 4-component vector of float) +0:2 'input2' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 max (temp 4-component vector of float) -0:3 'input1' (in 4-component vector of float) -0:3 'input2' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:3 max ( temp 4-component vector of float) +0:3 'input1' ( in 4-component vector of float) +0:3 'input2' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input1' (temp 4-component vector of float) -0:? 'input1' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input2' (temp 4-component vector of float) -0:? 'input2' (layout(location=1 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) -0:? 'input1' (temp 4-component vector of float) -0:? 'input2' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input1' ( temp 4-component vector of float) +0:? 'input1' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input2' ( temp 4-component vector of float) +0:? 'input2' (layout( location=1) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) +0:? 'input1' ( temp 4-component vector of float) +0:? 'input2' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input1' (layout(location=0 ) in 4-component vector of float) -0:? 'input2' (layout(location=1 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input1' (layout( location=0) in 4-component vector of float) +0:? 'input2' (layout( location=1) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.mintypes.frag.out b/Test/baseResults/hlsl.mintypes.frag.out index 505f25a0..fbdae5df 100644 --- a/Test/baseResults/hlsl.mintypes.frag.out +++ b/Test/baseResults/hlsl.mintypes.frag.out @@ -2,27 +2,27 @@ hlsl.mintypes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:9 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:9 Function Parameters: 0:? Sequence -0:40 add (temp mediump 2-component vector of float) -0:40 'mf16_2' (temp mediump 2-component vector of float) -0:40 'mf16' (temp mediump float) -0:41 add (temp mediump 2-component vector of float) -0:41 'mf10_2' (temp mediump 2-component vector of float) -0:41 'mf10' (temp mediump float) -0:42 add (temp mediump 2-component vector of int) -0:42 'mi16_2' (temp mediump 2-component vector of int) -0:42 'mi16' (temp mediump int) -0:43 add (temp mediump 2-component vector of int) -0:43 'mi12_2' (temp mediump 2-component vector of int) -0:43 'mi12' (temp mediump int) -0:44 add (temp mediump 2-component vector of uint) -0:44 'mu16_2' (temp mediump 2-component vector of uint) -0:44 'mu16' (temp mediump 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}) +0:40 add ( temp mediump 2-component vector of float) +0:40 'mf16_2' ( temp mediump 2-component vector of float) +0:40 'mf16' ( temp mediump float) +0:41 add ( temp mediump 2-component vector of float) +0:41 'mf10_2' ( temp mediump 2-component vector of float) +0:41 'mf10' ( temp mediump float) +0:42 add ( temp mediump 2-component vector of int) +0:42 'mi16_2' ( temp mediump 2-component vector of int) +0:42 'mi16' ( temp mediump int) +0:43 add ( temp mediump 2-component vector of int) +0:43 'mi12_2' ( temp mediump 2-component vector of int) +0:43 'mi12' ( temp mediump int) +0:44 add ( temp mediump 2-component vector of uint) +0:44 'mu16_2' ( temp mediump 2-component vector of uint) +0:44 'mu16' ( temp mediump 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}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -31,20 +31,20 @@ gl_FragCoord origin is upper left 0:47 0.000000 0:47 0.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color}) -0:9 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:9 Color: direct index for structure (temp 4-component vector of float) -0:9 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:9 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:9 Color: direct index for structure ( temp 4-component vector of float) +0:9 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b}) Linked fragment stage: @@ -53,27 +53,27 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:9 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:9 Function Parameters: 0:? Sequence -0:40 add (temp mediump 2-component vector of float) -0:40 'mf16_2' (temp mediump 2-component vector of float) -0:40 'mf16' (temp mediump float) -0:41 add (temp mediump 2-component vector of float) -0:41 'mf10_2' (temp mediump 2-component vector of float) -0:41 'mf10' (temp mediump float) -0:42 add (temp mediump 2-component vector of int) -0:42 'mi16_2' (temp mediump 2-component vector of int) -0:42 'mi16' (temp mediump int) -0:43 add (temp mediump 2-component vector of int) -0:43 'mi12_2' (temp mediump 2-component vector of int) -0:43 'mi12' (temp mediump int) -0:44 add (temp mediump 2-component vector of uint) -0:44 'mu16_2' (temp mediump 2-component vector of uint) -0:44 'mu16' (temp mediump 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}) +0:40 add ( temp mediump 2-component vector of float) +0:40 'mf16_2' ( temp mediump 2-component vector of float) +0:40 'mf16' ( temp mediump float) +0:41 add ( temp mediump 2-component vector of float) +0:41 'mf10_2' ( temp mediump 2-component vector of float) +0:41 'mf10' ( temp mediump float) +0:42 add ( temp mediump 2-component vector of int) +0:42 'mi16_2' ( temp mediump 2-component vector of int) +0:42 'mi16' ( temp mediump int) +0:43 add ( temp mediump 2-component vector of int) +0:43 'mi12_2' ( temp mediump 2-component vector of int) +0:43 'mi12' ( temp mediump int) +0:44 add ( temp mediump 2-component vector of uint) +0:44 'mu16_2' ( temp mediump 2-component vector of uint) +0:44 'mu16' ( temp mediump 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}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -82,20 +82,20 @@ gl_FragCoord origin is upper left 0:47 0.000000 0:47 0.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color}) -0:9 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:9 Color: direct index for structure (temp 4-component vector of float) -0:9 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:9 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:9 Color: direct index for structure ( temp 4-component vector of float) +0:9 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.multiEntry.vert.out b/Test/baseResults/hlsl.multiEntry.vert.out index 45ec34eb..cc4924fd 100755 --- a/Test/baseResults/hlsl.multiEntry.vert.out +++ b/Test/baseResults/hlsl.multiEntry.vert.out @@ -1,36 +1,36 @@ hlsl.multiEntry.vert Shader version: 450 0:? Sequence -0:4 Function Definition: FakeEntrypoint(u1; (temp 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) +0:4 'Index' ( in uint) 0:? Sequence 0:5 Branch: Return with expression -0:5 textureFetch (temp 4-component vector of float) -0:5 'Position' (layout(rgba32f ) uniform samplerBuffer) -0:5 Convert uint to int (temp int) -0:5 'Index' (in uint) -0:9 Function Definition: @RealEntrypoint(u1; (temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) +0:5 'Position' (layout( rgba32f) uniform samplerBuffer) +0:5 Convert uint to int ( temp int) +0:5 'Index' ( in uint) +0:9 Function Definition: @RealEntrypoint(u1; ( temp 4-component vector of float) 0:9 Function Parameters: -0:9 'Index' (in uint) +0:9 'Index' ( in uint) 0:? Sequence 0:10 Branch: Return with expression -0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float) -0:10 'Index' (in uint) -0:9 Function Definition: RealEntrypoint( (temp void) +0:10 Function Call: FakeEntrypoint(u1; ( temp 4-component vector of float) +0:10 'Index' ( in uint) +0:9 Function Definition: RealEntrypoint( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp uint) -0:? 'Index' (temp uint) -0:? 'Index' (in uint VertexIndex) -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (out 4-component vector of float Position) -0:9 Function Call: @RealEntrypoint(u1; (temp 4-component vector of float) -0:? 'Index' (temp uint) +0:9 move second child to first child ( temp uint) +0:? 'Index' ( temp uint) +0:? 'Index' ( in uint VertexIndex) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' ( out 4-component vector of float Position) +0:9 Function Call: @RealEntrypoint(u1; ( temp 4-component vector of float) +0:? 'Index' ( temp uint) 0:? Linker Objects -0:? 'Position' (layout(rgba32f ) uniform samplerBuffer) -0:? '@entryPointOutput' (out 4-component vector of float Position) -0:? 'Index' (in uint VertexIndex) +0:? 'Position' (layout( rgba32f) uniform samplerBuffer) +0:? '@entryPointOutput' ( out 4-component vector of float Position) +0:? 'Index' ( in uint VertexIndex) Linked vertex stage: @@ -38,36 +38,36 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:4 Function Definition: FakeEntrypoint(u1; (temp 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) +0:4 'Index' ( in uint) 0:? Sequence 0:5 Branch: Return with expression -0:5 textureFetch (temp 4-component vector of float) -0:5 'Position' (layout(rgba32f ) uniform samplerBuffer) -0:5 Convert uint to int (temp int) -0:5 'Index' (in uint) -0:9 Function Definition: @RealEntrypoint(u1; (temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) +0:5 'Position' (layout( rgba32f) uniform samplerBuffer) +0:5 Convert uint to int ( temp int) +0:5 'Index' ( in uint) +0:9 Function Definition: @RealEntrypoint(u1; ( temp 4-component vector of float) 0:9 Function Parameters: -0:9 'Index' (in uint) +0:9 'Index' ( in uint) 0:? Sequence 0:10 Branch: Return with expression -0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float) -0:10 'Index' (in uint) -0:9 Function Definition: RealEntrypoint( (temp void) +0:10 Function Call: FakeEntrypoint(u1; ( temp 4-component vector of float) +0:10 'Index' ( in uint) +0:9 Function Definition: RealEntrypoint( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp uint) -0:? 'Index' (temp uint) -0:? 'Index' (in uint VertexIndex) -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (out 4-component vector of float Position) -0:9 Function Call: @RealEntrypoint(u1; (temp 4-component vector of float) -0:? 'Index' (temp uint) +0:9 move second child to first child ( temp uint) +0:? 'Index' ( temp uint) +0:? 'Index' ( in uint VertexIndex) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' ( out 4-component vector of float Position) +0:9 Function Call: @RealEntrypoint(u1; ( temp 4-component vector of float) +0:? 'Index' ( temp uint) 0:? Linker Objects -0:? 'Position' (layout(rgba32f ) uniform samplerBuffer) -0:? '@entryPointOutput' (out 4-component vector of float Position) -0:? 'Index' (in uint VertexIndex) +0:? 'Position' (layout( rgba32f) uniform samplerBuffer) +0:? '@entryPointOutput' ( out 4-component vector of float Position) +0:? 'Index' ( in uint VertexIndex) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.multiReturn.frag.out b/Test/baseResults/hlsl.multiReturn.frag.out index 2b5cf273..9efc9fc8 100755 --- a/Test/baseResults/hlsl.multiReturn.frag.out +++ b/Test/baseResults/hlsl.multiReturn.frag.out @@ -2,24 +2,24 @@ hlsl.multiReturn.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: foo( (temp structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:12 Function Definition: foo( ( temp structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) 0:12 Function Parameters: 0:? Sequence 0:13 Branch: Return with expression -0:13 s: direct index for structure (layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) +0:13 s: direct index for structure (layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) 0:13 Constant: 0:13 0 (const uint) -0:17 Function Definition: @main( (temp void) +0:17 Function Definition: @main( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 Function Call: foo( (temp structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) -0:17 Function Definition: main( (temp void) +0:18 Function Call: foo( ( temp structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:17 Function Definition: main( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:17 Function Call: @main( (temp void) +0:17 Function Call: @main( ( temp void) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) Linked fragment stage: @@ -28,24 +28,24 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: foo( (temp structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:12 Function Definition: foo( ( temp structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) 0:12 Function Parameters: 0:? Sequence 0:13 Branch: Return with expression -0:13 s: direct index for structure (layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) -0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) +0:13 s: direct index for structure (layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:13 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) 0:13 Constant: 0:13 0 (const uint) -0:17 Function Definition: @main( (temp void) +0:17 Function Definition: @main( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 Function Call: foo( (temp structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) -0:17 Function Definition: main( (temp void) +0:18 Function Call: foo( ( temp structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m}) +0:17 Function Definition: main( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:17 Function Call: @main( (temp void) +0:17 Function Call: @main( ( temp void) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform structure{temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{ temp float f, temp 3-component vector of float v, temp 3X3 matrix of float m} s}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.numericsuffixes.frag.out b/Test/baseResults/hlsl.numericsuffixes.frag.out index 3637a2cd..cb246695 100644 --- a/Test/baseResults/hlsl.numericsuffixes.frag.out +++ b/Test/baseResults/hlsl.numericsuffixes.frag.out @@ -2,96 +2,96 @@ hlsl.numericsuffixes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 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 -0:7 move second child to first child (temp float) -0:7 'r00' (temp float) +0:7 move second child to first child ( temp float) +0:7 'r00' ( temp float) 0:7 Constant: 0:7 1.000000 0:8 Sequence -0:8 move second child to first child (temp uint) -0:8 'r01' (temp uint) +0:8 move second child to first child ( temp uint) +0:8 'r01' ( temp uint) 0:8 Constant: 0:8 1 (const uint) 0:9 Sequence -0:9 move second child to first child (temp uint) -0:9 'r02' (temp uint) +0:9 move second child to first child ( temp uint) +0:9 'r02' ( temp uint) 0:9 Constant: 0:9 2 (const uint) 0:10 Sequence -0:10 move second child to first child (temp uint) -0:10 'r03' (temp uint) +0:10 move second child to first child ( temp uint) +0:10 'r03' ( temp uint) 0:10 Constant: 0:10 2748 (const uint) 0:11 Sequence -0:11 move second child to first child (temp uint) -0:11 'r04' (temp uint) +0:11 move second child to first child ( temp uint) +0:11 'r04' ( temp uint) 0:11 Constant: 0:11 2748 (const uint) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'r05' (temp int) +0:12 move second child to first child ( temp int) +0:12 'r05' ( temp int) 0:12 Constant: 0:12 5 (const int) 0:13 Sequence -0:13 move second child to first child (temp int) -0:13 'r06' (temp int) +0:13 move second child to first child ( temp int) +0:13 'r06' ( temp int) 0:13 Constant: 0:13 6 (const int) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'r07' (temp int) +0:14 move second child to first child ( temp int) +0:14 'r07' ( temp int) 0:14 Constant: 0:14 57 (const int) 0:15 Sequence -0:15 move second child to first child (temp uint) -0:15 'r08' (temp uint) +0:15 move second child to first child ( temp uint) +0:15 'r08' ( temp uint) 0:15 Constant: 0:15 58 (const uint) 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 'r09' (temp float) +0:16 move second child to first child ( temp float) +0:16 'r09' ( temp float) 0:16 Constant: 0:16 1.000000 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'r10' (temp float) +0:17 move second child to first child ( temp float) +0:17 'r10' ( temp float) 0:17 Constant: 0:17 1.000000 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'r11' (temp float) +0:18 move second child to first child ( temp float) +0:18 'r11' ( temp float) 0:18 Constant: 0:18 1.100000 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'r12' (temp float) +0:19 move second child to first child ( temp float) +0:19 'r12' ( temp float) 0:19 Constant: 0:19 1.100000 -0:22 move second child to first child (temp 4-component vector of float) -0:22 color: direct index for structure (temp 4-component vector of float) -0:22 'ps_output' (temp structure{temp 4-component vector of float color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 color: direct index for structure ( temp 4-component vector of float) +0:22 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:22 Constant: 0:22 0 (const int) -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert int to float (temp float) -0:22 'r07' (temp int) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert int to float ( temp float) +0:22 'r07' ( temp int) 0:23 Branch: Return with expression -0:23 'ps_output' (temp structure{temp 4-component vector of float color}) -0:5 Function Definition: main( (temp void) +0:23 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:5 color: direct index for structure (temp 4-component vector of float) -0:5 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:5 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:5 color: direct index for structure ( temp 4-component vector of float) +0:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:5 Constant: 0:5 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -100,96 +100,96 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 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 -0:7 move second child to first child (temp float) -0:7 'r00' (temp float) +0:7 move second child to first child ( temp float) +0:7 'r00' ( temp float) 0:7 Constant: 0:7 1.000000 0:8 Sequence -0:8 move second child to first child (temp uint) -0:8 'r01' (temp uint) +0:8 move second child to first child ( temp uint) +0:8 'r01' ( temp uint) 0:8 Constant: 0:8 1 (const uint) 0:9 Sequence -0:9 move second child to first child (temp uint) -0:9 'r02' (temp uint) +0:9 move second child to first child ( temp uint) +0:9 'r02' ( temp uint) 0:9 Constant: 0:9 2 (const uint) 0:10 Sequence -0:10 move second child to first child (temp uint) -0:10 'r03' (temp uint) +0:10 move second child to first child ( temp uint) +0:10 'r03' ( temp uint) 0:10 Constant: 0:10 2748 (const uint) 0:11 Sequence -0:11 move second child to first child (temp uint) -0:11 'r04' (temp uint) +0:11 move second child to first child ( temp uint) +0:11 'r04' ( temp uint) 0:11 Constant: 0:11 2748 (const uint) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'r05' (temp int) +0:12 move second child to first child ( temp int) +0:12 'r05' ( temp int) 0:12 Constant: 0:12 5 (const int) 0:13 Sequence -0:13 move second child to first child (temp int) -0:13 'r06' (temp int) +0:13 move second child to first child ( temp int) +0:13 'r06' ( temp int) 0:13 Constant: 0:13 6 (const int) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'r07' (temp int) +0:14 move second child to first child ( temp int) +0:14 'r07' ( temp int) 0:14 Constant: 0:14 57 (const int) 0:15 Sequence -0:15 move second child to first child (temp uint) -0:15 'r08' (temp uint) +0:15 move second child to first child ( temp uint) +0:15 'r08' ( temp uint) 0:15 Constant: 0:15 58 (const uint) 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 'r09' (temp float) +0:16 move second child to first child ( temp float) +0:16 'r09' ( temp float) 0:16 Constant: 0:16 1.000000 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'r10' (temp float) +0:17 move second child to first child ( temp float) +0:17 'r10' ( temp float) 0:17 Constant: 0:17 1.000000 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'r11' (temp float) +0:18 move second child to first child ( temp float) +0:18 'r11' ( temp float) 0:18 Constant: 0:18 1.100000 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'r12' (temp float) +0:19 move second child to first child ( temp float) +0:19 'r12' ( temp float) 0:19 Constant: 0:19 1.100000 -0:22 move second child to first child (temp 4-component vector of float) -0:22 color: direct index for structure (temp 4-component vector of float) -0:22 'ps_output' (temp structure{temp 4-component vector of float color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 color: direct index for structure ( temp 4-component vector of float) +0:22 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:22 Constant: 0:22 0 (const int) -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert int to float (temp float) -0:22 'r07' (temp int) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert int to float ( temp float) +0:22 'r07' ( temp int) 0:23 Branch: Return with expression -0:23 'ps_output' (temp structure{temp 4-component vector of float color}) -0:5 Function Definition: main( (temp void) +0:23 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:5 color: direct index for structure (temp 4-component vector of float) -0:5 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:5 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:5 color: direct index for structure ( temp 4-component vector of float) +0:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:5 Constant: 0:5 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.numthreads.comp.out b/Test/baseResults/hlsl.numthreads.comp.out index fbad7d72..ed0017b2 100644 --- a/Test/baseResults/hlsl.numthreads.comp.out +++ b/Test/baseResults/hlsl.numthreads.comp.out @@ -2,22 +2,22 @@ hlsl.numthreads.comp Shader version: 450 local_size = (4, 4, 2) 0:? Sequence -0:4 Function Definition: main(vu3; (temp void) +0:4 Function Definition: main(vu3; ( temp void) 0:4 Function Parameters: -0:4 'tid' (in 3-component vector of uint) -0:9 Function Definition: @main_aux1(vu3; (temp void) +0:4 'tid' ( in 3-component vector of uint) +0:9 Function Definition: @main_aux1(vu3; ( temp void) 0:9 Function Parameters: -0:9 'tid' (in 3-component vector of uint) -0:9 Function Definition: main_aux1( (temp void) +0:9 'tid' ( in 3-component vector of uint) +0:9 Function Definition: main_aux1( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 3-component vector of uint) -0:? 'tid' (temp 3-component vector of uint) -0:? 'tid' (in 3-component vector of uint GlobalInvocationID) -0:9 Function Call: @main_aux1(vu3; (temp void) -0:? 'tid' (temp 3-component vector of uint) +0:9 move second child to first child ( temp 3-component vector of uint) +0:? 'tid' ( temp 3-component vector of uint) +0:? 'tid' ( in 3-component vector of uint GlobalInvocationID) +0:9 Function Call: @main_aux1(vu3; ( temp void) +0:? 'tid' ( temp 3-component vector of uint) 0:? Linker Objects -0:? 'tid' (in 3-component vector of uint GlobalInvocationID) +0:? 'tid' ( in 3-component vector of uint GlobalInvocationID) Linked compute stage: @@ -26,22 +26,22 @@ Linked compute stage: Shader version: 450 local_size = (4, 4, 2) 0:? Sequence -0:4 Function Definition: main(vu3; (temp void) +0:4 Function Definition: main(vu3; ( temp void) 0:4 Function Parameters: -0:4 'tid' (in 3-component vector of uint) -0:9 Function Definition: @main_aux1(vu3; (temp void) +0:4 'tid' ( in 3-component vector of uint) +0:9 Function Definition: @main_aux1(vu3; ( temp void) 0:9 Function Parameters: -0:9 'tid' (in 3-component vector of uint) -0:9 Function Definition: main_aux1( (temp void) +0:9 'tid' ( in 3-component vector of uint) +0:9 Function Definition: main_aux1( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 3-component vector of uint) -0:? 'tid' (temp 3-component vector of uint) -0:? 'tid' (in 3-component vector of uint GlobalInvocationID) -0:9 Function Call: @main_aux1(vu3; (temp void) -0:? 'tid' (temp 3-component vector of uint) +0:9 move second child to first child ( temp 3-component vector of uint) +0:? 'tid' ( temp 3-component vector of uint) +0:? 'tid' ( in 3-component vector of uint GlobalInvocationID) +0:9 Function Call: @main_aux1(vu3; ( temp void) +0:? 'tid' ( temp 3-component vector of uint) 0:? Linker Objects -0:? 'tid' (in 3-component vector of uint GlobalInvocationID) +0:? 'tid' ( in 3-component vector of uint GlobalInvocationID) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.overload.frag.out b/Test/baseResults/hlsl.overload.frag.out index 0ae605c4..1075ffe3 100755 --- a/Test/baseResults/hlsl.overload.frag.out +++ b/Test/baseResults/hlsl.overload.frag.out @@ -2,367 +2,367 @@ hlsl.overload.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo1(d1;b1; (temp 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; (temp void) +0:2 'a' ( in double) +0:2 'b' ( in bool) +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; (temp void) +0:3 'a' ( in double) +0:3 'b' ( in uint) +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; (temp void) +0:4 'a' ( in double) +0:4 'b' ( in int) +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; (temp void) +0:5 'a' ( in double) +0:5 'b' ( in float) +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; (temp void) +0:6 'a' ( in double) +0:6 'b' ( in double) +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; (temp void) +0:9 'a' ( in int) +0:9 'b' ( in bool) +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; (temp void) +0:10 'a' ( in int) +0:10 'b' ( in uint) +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; (temp void) +0:11 'a' ( in int) +0:11 'b' ( in int) +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; (temp void) +0:12 'a' ( in int) +0:12 'b' ( in float) +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; (temp void) +0:13 'a' ( in int) +0:13 'b' ( in double) +0:16 Function Definition: foo3(b1; ( temp void) 0:16 Function Parameters: -0:16 'b' (in bool) -0:17 Function Definition: foo4(u1; (temp void) +0:16 'b' ( in bool) +0:17 Function Definition: foo4(u1; ( temp void) 0:17 Function Parameters: -0:17 'b' (in uint) -0:18 Function Definition: foo5(i1; (temp void) +0:17 'b' ( in uint) +0:18 Function Definition: foo5(i1; ( temp void) 0:18 Function Parameters: -0:18 'b' (in int) -0:19 Function Definition: foo6(f1; (temp void) +0:18 'b' ( in int) +0:19 Function Definition: foo6(f1; ( temp void) 0:19 Function Parameters: -0:19 'b' (in float) -0:20 Function Definition: foo7(d1; (temp void) +0:19 'b' ( in float) +0:20 Function Definition: foo7(d1; ( temp void) 0:20 Function Parameters: -0:20 'b' (in double) -0:23 Function Definition: foo8(f1; (temp void) +0:20 'b' ( in double) +0:23 Function Definition: foo8(f1; ( temp void) 0:23 Function Parameters: -0:23 '' (in float) -0:24 Function Definition: foo8(d1; (temp void) +0:23 '' ( in float) +0:24 Function Definition: foo8(d1; ( temp void) 0:24 Function Parameters: -0:24 '' (in double) -0:25 Function Definition: foo9(i1; (temp void) +0:24 '' ( in double) +0:25 Function Definition: foo9(i1; ( temp void) 0:25 Function Parameters: -0:25 '' (in int) -0:26 Function Definition: foo9(u1; (temp void) +0:25 '' ( in int) +0:26 Function Definition: foo9(u1; ( temp void) 0:26 Function Parameters: -0:26 '' (in uint) -0:27 Function Definition: foo10(b1; (temp void) +0:26 '' ( in uint) +0:27 Function Definition: foo10(b1; ( temp void) 0:27 Function Parameters: -0:27 '' (in bool) -0:28 Function Definition: foo10(i1; (temp void) +0:27 '' ( in bool) +0:28 Function Definition: foo10(i1; ( temp void) 0:28 Function Parameters: -0:28 '' (in int) -0:31 Function Definition: foo11(vf3; (temp void) +0:28 '' ( in int) +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; (temp void) +0:31 '' ( in 3-component vector of float) +0:32 Function Definition: foo11(d1; ( temp void) 0:32 Function Parameters: -0:32 '' (in double) -0:33 Function Definition: foo11(vi3; (temp void) +0:32 '' ( in double) +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; (temp void) +0:33 '' ( in 3-component vector of int) +0:34 Function Definition: foo11(u1; ( temp void) 0:34 Function Parameters: -0:34 '' (in uint) -0:35 Function Definition: foo12(vf1; (temp void) +0:34 '' ( in uint) +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; (temp void) +0:35 '' ( in 1-component vector of float) +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; (temp void) +0:36 '' ( in 3-component vector of double) +0:37 Function Definition: foo16(u1; ( temp void) 0:37 Function Parameters: -0:37 '' (in uint) -0:38 Function Definition: foo16(vu2; (temp void) +0:37 '' ( in uint) +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; (temp void) +0:38 '' ( in 2-component vector of uint) +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; (temp void) +0:41 '' ( in 3-component vector of float) +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; (temp void) +0:42 '' ( in 1-component vector of int) +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; (temp 4-component vector of float) +0:43 '' ( in 1-component vector of bool) +0:46 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:46 Function Parameters: -0:46 'input' (in 4-component vector of float) +0:46 'input' ( in 4-component vector of float) 0:? Sequence -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; (temp void) -0:54 'd' (temp double) -0:54 'd' (temp double) -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; (temp void) -0:56 'd' (temp double) -0:56 'i' (temp int) -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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (temp void) -0:83 'i' (temp int) -0:83 'b' (temp bool) -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; (temp void) -0:85 'i' (temp int) -0:85 'u' (temp uint) -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; (temp void) -0:87 'i' (temp int) -0:87 'f' (temp float) -0:89 Function Call: foo3(b1; (temp void) -0:89 'b' (temp bool) -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; (temp void) -0:91 Convert uint to bool (temp bool) -0:91 'u' (temp uint) -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; (temp void) -0:93 Convert float to bool (temp bool) -0:93 'f' (temp float) -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; (temp void) -0:96 Convert double to uint (temp uint) -0:96 'd' (temp double) -0:97 Function Call: foo4(u1; (temp void) -0:97 'u' (temp uint) -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; (temp void) -0:99 Convert float to uint (temp uint) -0:99 'f' (temp float) -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; (temp void) -0:102 Convert double to int (temp int) -0:102 'd' (temp double) -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; (temp void) -0:104 'i' (temp int) -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; (temp void) -0:107 Convert bool to float (temp float) -0:107 'b' (temp bool) -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; (temp void) -0:109 Convert uint to float (temp float) -0:109 'u' (temp uint) -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; (temp void) -0:111 'f' (temp float) -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; (temp void) -0:114 'd' (temp double) -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; (temp void) -0:116 Convert int to double (temp double) -0:116 'i' (temp int) -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; (temp void) -0:119 Convert bool to float (temp float) -0:119 'b' (temp bool) -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; (temp void) -0:121 Convert int to float (temp float) -0:121 'i' (temp int) -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; (temp void) -0:124 Convert float to uint (temp uint) -0:124 'f' (temp float) -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; (temp void) -0:127 Convert uint to int (temp int) -0:127 'u' (temp uint) -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; (temp void) -0:129 Convert double to int (temp int) -0:129 'd' (temp double) -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; (temp void) -0:132 Convert float to double (temp double) -0:132 'f' (temp float) -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; (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; (temp void) -0:136 Construct vec3 (in 3-component vector of float) -0:136 'f' (temp float) -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; (temp void) -0:138 Construct bool (in 1-component vector of bool) -0:138 'b' (temp bool) -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) +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; ( temp void) +0:54 'd' ( temp double) +0:54 'd' ( temp double) +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; ( temp void) +0:56 'd' ( temp double) +0:56 'i' ( temp int) +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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( temp void) +0:83 'i' ( temp int) +0:83 'b' ( temp bool) +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; ( temp void) +0:85 'i' ( temp int) +0:85 'u' ( temp uint) +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; ( temp void) +0:87 'i' ( temp int) +0:87 'f' ( temp float) +0:89 Function Call: foo3(b1; ( temp void) +0:89 'b' ( temp bool) +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; ( temp void) +0:91 Convert uint to bool ( temp bool) +0:91 'u' ( temp uint) +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; ( temp void) +0:93 Convert float to bool ( temp bool) +0:93 'f' ( temp float) +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; ( temp void) +0:96 Convert double to uint ( temp uint) +0:96 'd' ( temp double) +0:97 Function Call: foo4(u1; ( temp void) +0:97 'u' ( temp uint) +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; ( temp void) +0:99 Convert float to uint ( temp uint) +0:99 'f' ( temp float) +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; ( temp void) +0:102 Convert double to int ( temp int) +0:102 'd' ( temp double) +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; ( temp void) +0:104 'i' ( temp int) +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; ( temp void) +0:107 Convert bool to float ( temp float) +0:107 'b' ( temp bool) +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; ( temp void) +0:109 Convert uint to float ( temp float) +0:109 'u' ( temp uint) +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; ( temp void) +0:111 'f' ( temp float) +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; ( temp void) +0:114 'd' ( temp double) +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; ( temp void) +0:116 Convert int to double ( temp double) +0:116 'i' ( temp int) +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; ( temp void) +0:119 Convert bool to float ( temp float) +0:119 'b' ( temp bool) +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; ( temp void) +0:121 Convert int to float ( temp float) +0:121 'i' ( temp int) +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; ( temp void) +0:124 Convert float to uint ( temp uint) +0:124 'f' ( temp float) +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; ( temp void) +0:127 Convert uint to int ( temp int) +0:127 'u' ( temp uint) +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; ( temp void) +0:129 Convert double to int ( temp int) +0:129 'd' ( temp double) +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; ( temp void) +0:132 Convert float to double ( temp double) +0:132 'f' ( temp float) +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; ( 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; ( temp void) +0:136 Construct vec3 ( in 3-component vector of float) +0:136 'f' ( temp float) +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; ( temp void) +0:138 Construct bool ( in 1-component vector of bool) +0:138 'b' ( temp bool) +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) 0:141 Branch: Return with expression -0:141 'input' (in 4-component vector of float) -0:46 Function Definition: PixelShaderFunction( (temp void) +0:141 'input' ( in 4-component vector of float) +0:46 Function Definition: PixelShaderFunction( ( temp void) 0:46 Function Parameters: 0:? Sequence -0:46 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:46 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:46 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:46 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:46 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:46 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -371,367 +371,367 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo1(d1;b1; (temp 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; (temp void) +0:2 'a' ( in double) +0:2 'b' ( in bool) +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; (temp void) +0:3 'a' ( in double) +0:3 'b' ( in uint) +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; (temp void) +0:4 'a' ( in double) +0:4 'b' ( in int) +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; (temp void) +0:5 'a' ( in double) +0:5 'b' ( in float) +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; (temp void) +0:6 'a' ( in double) +0:6 'b' ( in double) +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; (temp void) +0:9 'a' ( in int) +0:9 'b' ( in bool) +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; (temp void) +0:10 'a' ( in int) +0:10 'b' ( in uint) +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; (temp void) +0:11 'a' ( in int) +0:11 'b' ( in int) +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; (temp void) +0:12 'a' ( in int) +0:12 'b' ( in float) +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; (temp void) +0:13 'a' ( in int) +0:13 'b' ( in double) +0:16 Function Definition: foo3(b1; ( temp void) 0:16 Function Parameters: -0:16 'b' (in bool) -0:17 Function Definition: foo4(u1; (temp void) +0:16 'b' ( in bool) +0:17 Function Definition: foo4(u1; ( temp void) 0:17 Function Parameters: -0:17 'b' (in uint) -0:18 Function Definition: foo5(i1; (temp void) +0:17 'b' ( in uint) +0:18 Function Definition: foo5(i1; ( temp void) 0:18 Function Parameters: -0:18 'b' (in int) -0:19 Function Definition: foo6(f1; (temp void) +0:18 'b' ( in int) +0:19 Function Definition: foo6(f1; ( temp void) 0:19 Function Parameters: -0:19 'b' (in float) -0:20 Function Definition: foo7(d1; (temp void) +0:19 'b' ( in float) +0:20 Function Definition: foo7(d1; ( temp void) 0:20 Function Parameters: -0:20 'b' (in double) -0:23 Function Definition: foo8(f1; (temp void) +0:20 'b' ( in double) +0:23 Function Definition: foo8(f1; ( temp void) 0:23 Function Parameters: -0:23 '' (in float) -0:24 Function Definition: foo8(d1; (temp void) +0:23 '' ( in float) +0:24 Function Definition: foo8(d1; ( temp void) 0:24 Function Parameters: -0:24 '' (in double) -0:25 Function Definition: foo9(i1; (temp void) +0:24 '' ( in double) +0:25 Function Definition: foo9(i1; ( temp void) 0:25 Function Parameters: -0:25 '' (in int) -0:26 Function Definition: foo9(u1; (temp void) +0:25 '' ( in int) +0:26 Function Definition: foo9(u1; ( temp void) 0:26 Function Parameters: -0:26 '' (in uint) -0:27 Function Definition: foo10(b1; (temp void) +0:26 '' ( in uint) +0:27 Function Definition: foo10(b1; ( temp void) 0:27 Function Parameters: -0:27 '' (in bool) -0:28 Function Definition: foo10(i1; (temp void) +0:27 '' ( in bool) +0:28 Function Definition: foo10(i1; ( temp void) 0:28 Function Parameters: -0:28 '' (in int) -0:31 Function Definition: foo11(vf3; (temp void) +0:28 '' ( in int) +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; (temp void) +0:31 '' ( in 3-component vector of float) +0:32 Function Definition: foo11(d1; ( temp void) 0:32 Function Parameters: -0:32 '' (in double) -0:33 Function Definition: foo11(vi3; (temp void) +0:32 '' ( in double) +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; (temp void) +0:33 '' ( in 3-component vector of int) +0:34 Function Definition: foo11(u1; ( temp void) 0:34 Function Parameters: -0:34 '' (in uint) -0:35 Function Definition: foo12(vf1; (temp void) +0:34 '' ( in uint) +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; (temp void) +0:35 '' ( in 1-component vector of float) +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; (temp void) +0:36 '' ( in 3-component vector of double) +0:37 Function Definition: foo16(u1; ( temp void) 0:37 Function Parameters: -0:37 '' (in uint) -0:38 Function Definition: foo16(vu2; (temp void) +0:37 '' ( in uint) +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; (temp void) +0:38 '' ( in 2-component vector of uint) +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; (temp void) +0:41 '' ( in 3-component vector of float) +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; (temp void) +0:42 '' ( in 1-component vector of int) +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; (temp 4-component vector of float) +0:43 '' ( in 1-component vector of bool) +0:46 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:46 Function Parameters: -0:46 'input' (in 4-component vector of float) +0:46 'input' ( in 4-component vector of float) 0:? Sequence -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; (temp void) -0:54 'd' (temp double) -0:54 'd' (temp double) -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; (temp void) -0:56 'd' (temp double) -0:56 'i' (temp int) -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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (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; (temp void) -0:83 'i' (temp int) -0:83 'b' (temp bool) -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; (temp void) -0:85 'i' (temp int) -0:85 'u' (temp uint) -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; (temp void) -0:87 'i' (temp int) -0:87 'f' (temp float) -0:89 Function Call: foo3(b1; (temp void) -0:89 'b' (temp bool) -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; (temp void) -0:91 Convert uint to bool (temp bool) -0:91 'u' (temp uint) -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; (temp void) -0:93 Convert float to bool (temp bool) -0:93 'f' (temp float) -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; (temp void) -0:96 Convert double to uint (temp uint) -0:96 'd' (temp double) -0:97 Function Call: foo4(u1; (temp void) -0:97 'u' (temp uint) -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; (temp void) -0:99 Convert float to uint (temp uint) -0:99 'f' (temp float) -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; (temp void) -0:102 Convert double to int (temp int) -0:102 'd' (temp double) -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; (temp void) -0:104 'i' (temp int) -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; (temp void) -0:107 Convert bool to float (temp float) -0:107 'b' (temp bool) -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; (temp void) -0:109 Convert uint to float (temp float) -0:109 'u' (temp uint) -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; (temp void) -0:111 'f' (temp float) -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; (temp void) -0:114 'd' (temp double) -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; (temp void) -0:116 Convert int to double (temp double) -0:116 'i' (temp int) -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; (temp void) -0:119 Convert bool to float (temp float) -0:119 'b' (temp bool) -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; (temp void) -0:121 Convert int to float (temp float) -0:121 'i' (temp int) -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; (temp void) -0:124 Convert float to uint (temp uint) -0:124 'f' (temp float) -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; (temp void) -0:127 Convert uint to int (temp int) -0:127 'u' (temp uint) -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; (temp void) -0:129 Convert double to int (temp int) -0:129 'd' (temp double) -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; (temp void) -0:132 Convert float to double (temp double) -0:132 'f' (temp float) -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; (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; (temp void) -0:136 Construct vec3 (in 3-component vector of float) -0:136 'f' (temp float) -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; (temp void) -0:138 Construct bool (in 1-component vector of bool) -0:138 'b' (temp bool) -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) +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; ( temp void) +0:54 'd' ( temp double) +0:54 'd' ( temp double) +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; ( temp void) +0:56 'd' ( temp double) +0:56 'i' ( temp int) +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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( 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; ( temp void) +0:83 'i' ( temp int) +0:83 'b' ( temp bool) +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; ( temp void) +0:85 'i' ( temp int) +0:85 'u' ( temp uint) +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; ( temp void) +0:87 'i' ( temp int) +0:87 'f' ( temp float) +0:89 Function Call: foo3(b1; ( temp void) +0:89 'b' ( temp bool) +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; ( temp void) +0:91 Convert uint to bool ( temp bool) +0:91 'u' ( temp uint) +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; ( temp void) +0:93 Convert float to bool ( temp bool) +0:93 'f' ( temp float) +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; ( temp void) +0:96 Convert double to uint ( temp uint) +0:96 'd' ( temp double) +0:97 Function Call: foo4(u1; ( temp void) +0:97 'u' ( temp uint) +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; ( temp void) +0:99 Convert float to uint ( temp uint) +0:99 'f' ( temp float) +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; ( temp void) +0:102 Convert double to int ( temp int) +0:102 'd' ( temp double) +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; ( temp void) +0:104 'i' ( temp int) +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; ( temp void) +0:107 Convert bool to float ( temp float) +0:107 'b' ( temp bool) +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; ( temp void) +0:109 Convert uint to float ( temp float) +0:109 'u' ( temp uint) +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; ( temp void) +0:111 'f' ( temp float) +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; ( temp void) +0:114 'd' ( temp double) +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; ( temp void) +0:116 Convert int to double ( temp double) +0:116 'i' ( temp int) +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; ( temp void) +0:119 Convert bool to float ( temp float) +0:119 'b' ( temp bool) +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; ( temp void) +0:121 Convert int to float ( temp float) +0:121 'i' ( temp int) +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; ( temp void) +0:124 Convert float to uint ( temp uint) +0:124 'f' ( temp float) +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; ( temp void) +0:127 Convert uint to int ( temp int) +0:127 'u' ( temp uint) +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; ( temp void) +0:129 Convert double to int ( temp int) +0:129 'd' ( temp double) +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; ( temp void) +0:132 Convert float to double ( temp double) +0:132 'f' ( temp float) +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; ( 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; ( temp void) +0:136 Construct vec3 ( in 3-component vector of float) +0:136 'f' ( temp float) +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; ( temp void) +0:138 Construct bool ( in 1-component vector of bool) +0:138 'b' ( temp bool) +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) 0:141 Branch: Return with expression -0:141 'input' (in 4-component vector of float) -0:46 Function Definition: PixelShaderFunction( (temp void) +0:141 'input' ( in 4-component vector of float) +0:46 Function Definition: PixelShaderFunction( ( temp void) 0:46 Function Parameters: 0:? Sequence -0:46 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:46 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:46 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:46 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:46 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:46 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.params.default.frag.out b/Test/baseResults/hlsl.params.default.frag.out index 49d195ad..4722810e 100644 --- a/Test/baseResults/hlsl.params.default.frag.out +++ b/Test/baseResults/hlsl.params.default.frag.out @@ -2,36 +2,36 @@ hlsl.params.default.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: -0:9 'p0' (in 4-component vector of int) -0:9 'b1' (in bool) -0:9 'b2' (in bool) +0:9 'p0' ( in 4-component vector of int) +0:9 'b1' ( in bool) +0:9 'b2' ( in bool) 0:? Sequence 0:10 Branch: Return with expression -0:10 'p0' (in 4-component vector of int) -0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:10 'p0' ( in 4-component vector of int) +0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:17 Function Parameters: -0:17 'p0' (in 4-component vector of int) -0:17 'p1' (in 4-component vector of int) -0:17 'p2' (in 2-element array of int) -0:17 'p3' (in int) +0:17 'p0' ( in 4-component vector of int) +0:17 'p1' ( in 4-component vector of int) +0:17 'p2' ( in 2-element array of int) +0:17 'p3' ( in int) 0:? Sequence 0:18 Branch: Return with expression -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 'p0' (in 4-component vector of int) -0:18 'p1' (in 4-component vector of int) -0:18 direct index (temp int) -0:18 'p2' (in 2-element array of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 'p0' ( in 4-component vector of int) +0:18 'p1' ( in 4-component vector of int) +0:18 direct index ( temp int) +0:18 'p2' ( in 2-element array of int) 0:18 Constant: 0:18 0 (const int) -0:18 'p3' (in int) -0:23 Function Definition: fn2(vi4;i1; (temp 4-component vector of int) +0:18 'p3' ( in int) +0:23 Function Definition: fn2(vi4;i1; ( temp 4-component vector of int) 0:23 Function Parameters: -0:23 'p0' (in 4-component vector of int) -0:23 'x' (in int) +0:23 'p0' ( in 4-component vector of int) +0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression 0:? Constant: @@ -39,46 +39,46 @@ gl_FragCoord origin is upper left 0:? 11 (const int) 0:? 12 (const int) 0:? 13 (const int) -0:28 Function Definition: fn2(vi4;f1; (temp 4-component vector of int) +0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: -0:28 'p0' (in 4-component vector of int) -0:28 'x' (in float) +0:28 'p0' ( in 4-component vector of int) +0:28 'x' ( in float) 0:? Sequence 0:29 Branch: Return with expression -0:29 add (temp 4-component vector of int) -0:29 'p0' (in 4-component vector of int) +0:29 add ( temp 4-component vector of int) +0:29 'p0' ( in 4-component vector of int) 0:? Constant: 0:? 20 (const int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) -0:32 Function Definition: fn3(i1; (temp void) +0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: -0:32 'p0' (in int) -0:36 Function Definition: @main( (temp 4-component vector of int) +0:32 'p0' ( in int) +0:36 Function Definition: @main( ( temp 4-component vector of int) 0:36 Function Parameters: 0:? Sequence 0:37 Sequence -0:37 move second child to first child (temp 2-element array of int) -0:37 'myarray' (temp 2-element array of int) +0:37 move second child to first child ( temp 2-element array of int) +0:37 'myarray' ( temp 2-element array of int) 0:37 Constant: 0:37 30 (const int) 0:37 31 (const int) -0:39 Function Call: fn3(i1; (temp void) +0:39 Function Call: fn3(i1; ( temp void) 0:32 Constant: 0:32 3 (const int) -0:40 Function Call: fn3(i1; (temp void) +0:40 Function Call: fn3(i1; ( temp void) 0:40 Constant: 0:40 5 (const int) 0:50 Branch: Return with expression -0:49 add (temp 4-component vector of int) -0:47 add (temp 4-component vector of int) -0:46 add (temp 4-component vector of int) -0:45 add (temp 4-component vector of int) -0:44 add (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:42 add (temp 4-component vector of int) -0:42 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:49 add ( temp 4-component vector of int) +0:47 add ( temp 4-component vector of int) +0:46 add ( temp 4-component vector of int) +0:45 add ( temp 4-component vector of int) +0:44 add ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:42 add ( temp 4-component vector of int) +0:42 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:42 Constant: 0:42 100 (const int) 0:42 100 (const int) @@ -94,14 +94,14 @@ gl_FragCoord origin is upper left 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:43 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:43 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:43 Constant: 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) -0:43 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:43 Constant: 0:43 0 (const uint) 0:15 Constant: @@ -109,33 +109,33 @@ gl_FragCoord origin is upper left 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:44 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:44 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:44 Constant: 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) -0:44 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:44 Constant: 0:44 0 (const uint) -0:44 'myarray' (temp 2-element array of int) +0:44 'myarray' ( temp 2-element array of int) 0:16 Constant: 0:16 42 (const int) -0:45 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:45 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:45 Constant: 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) -0:45 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:45 Constant: 0:45 0 (const uint) -0:45 'myarray' (temp 2-element array of int) +0:45 'myarray' ( temp 2-element array of int) 0:45 Constant: 0:45 99 (const int) -0:46 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:46 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:46 Constant: 0:46 104 (const int) 0:46 104 (const int) @@ -145,7 +145,7 @@ gl_FragCoord origin is upper left 0:46 false (const bool) 0:9 Constant: 0:9 false (const bool) -0:47 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:47 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:47 Constant: 0:47 105 (const int) 0:47 105 (const int) @@ -155,7 +155,7 @@ gl_FragCoord origin is upper left 0:47 false (const bool) 0:47 Constant: 0:47 true (const bool) -0:49 Function Call: fn2(vi4;f1; (temp 4-component vector of int) +0:49 Function Call: fn2(vi4;f1; ( temp 4-component vector of int) 0:49 Constant: 0:49 110 (const int) 0:49 110 (const int) @@ -163,7 +163,7 @@ gl_FragCoord origin is upper left 0:49 110 (const int) 0:49 Constant: 0:49 11.110000 -0:50 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:50 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:50 Constant: 0:50 111 (const int) 0:50 111 (const int) @@ -171,19 +171,19 @@ gl_FragCoord origin is upper left 0:50 111 (const int) 0:50 Constant: 0:50 12 (const int) -0:36 Function Definition: main( (temp void) +0:36 Function Definition: main( ( temp void) 0:36 Function Parameters: 0:? Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:36 Function Call: @main( (temp 4-component vector of int) +0:36 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:36 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? 'cia' (const int) +0:? 'cia' ( const int) 0:? -4 (const int) -0:? 'cib' (const int) +0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) Linked fragment stage: @@ -192,36 +192,36 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:9 Function Definition: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: -0:9 'p0' (in 4-component vector of int) -0:9 'b1' (in bool) -0:9 'b2' (in bool) +0:9 'p0' ( in 4-component vector of int) +0:9 'b1' ( in bool) +0:9 'b2' ( in bool) 0:? Sequence 0:10 Branch: Return with expression -0:10 'p0' (in 4-component vector of int) -0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:10 'p0' ( in 4-component vector of int) +0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:17 Function Parameters: -0:17 'p0' (in 4-component vector of int) -0:17 'p1' (in 4-component vector of int) -0:17 'p2' (in 2-element array of int) -0:17 'p3' (in int) +0:17 'p0' ( in 4-component vector of int) +0:17 'p1' ( in 4-component vector of int) +0:17 'p2' ( in 2-element array of int) +0:17 'p3' ( in int) 0:? Sequence 0:18 Branch: Return with expression -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 'p0' (in 4-component vector of int) -0:18 'p1' (in 4-component vector of int) -0:18 direct index (temp int) -0:18 'p2' (in 2-element array of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 'p0' ( in 4-component vector of int) +0:18 'p1' ( in 4-component vector of int) +0:18 direct index ( temp int) +0:18 'p2' ( in 2-element array of int) 0:18 Constant: 0:18 0 (const int) -0:18 'p3' (in int) -0:23 Function Definition: fn2(vi4;i1; (temp 4-component vector of int) +0:18 'p3' ( in int) +0:23 Function Definition: fn2(vi4;i1; ( temp 4-component vector of int) 0:23 Function Parameters: -0:23 'p0' (in 4-component vector of int) -0:23 'x' (in int) +0:23 'p0' ( in 4-component vector of int) +0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression 0:? Constant: @@ -229,46 +229,46 @@ gl_FragCoord origin is upper left 0:? 11 (const int) 0:? 12 (const int) 0:? 13 (const int) -0:28 Function Definition: fn2(vi4;f1; (temp 4-component vector of int) +0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: -0:28 'p0' (in 4-component vector of int) -0:28 'x' (in float) +0:28 'p0' ( in 4-component vector of int) +0:28 'x' ( in float) 0:? Sequence 0:29 Branch: Return with expression -0:29 add (temp 4-component vector of int) -0:29 'p0' (in 4-component vector of int) +0:29 add ( temp 4-component vector of int) +0:29 'p0' ( in 4-component vector of int) 0:? Constant: 0:? 20 (const int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) -0:32 Function Definition: fn3(i1; (temp void) +0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: -0:32 'p0' (in int) -0:36 Function Definition: @main( (temp 4-component vector of int) +0:32 'p0' ( in int) +0:36 Function Definition: @main( ( temp 4-component vector of int) 0:36 Function Parameters: 0:? Sequence 0:37 Sequence -0:37 move second child to first child (temp 2-element array of int) -0:37 'myarray' (temp 2-element array of int) +0:37 move second child to first child ( temp 2-element array of int) +0:37 'myarray' ( temp 2-element array of int) 0:37 Constant: 0:37 30 (const int) 0:37 31 (const int) -0:39 Function Call: fn3(i1; (temp void) +0:39 Function Call: fn3(i1; ( temp void) 0:32 Constant: 0:32 3 (const int) -0:40 Function Call: fn3(i1; (temp void) +0:40 Function Call: fn3(i1; ( temp void) 0:40 Constant: 0:40 5 (const int) 0:50 Branch: Return with expression -0:49 add (temp 4-component vector of int) -0:47 add (temp 4-component vector of int) -0:46 add (temp 4-component vector of int) -0:45 add (temp 4-component vector of int) -0:44 add (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:42 add (temp 4-component vector of int) -0:42 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:49 add ( temp 4-component vector of int) +0:47 add ( temp 4-component vector of int) +0:46 add ( temp 4-component vector of int) +0:45 add ( temp 4-component vector of int) +0:44 add ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:42 add ( temp 4-component vector of int) +0:42 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:42 Constant: 0:42 100 (const int) 0:42 100 (const int) @@ -284,14 +284,14 @@ gl_FragCoord origin is upper left 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:43 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:43 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:43 Constant: 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) -0:43 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:43 Constant: 0:43 0 (const uint) 0:15 Constant: @@ -299,33 +299,33 @@ gl_FragCoord origin is upper left 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:44 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:44 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:44 Constant: 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) -0:44 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:44 Constant: 0:44 0 (const uint) -0:44 'myarray' (temp 2-element array of int) +0:44 'myarray' ( temp 2-element array of int) 0:16 Constant: 0:16 42 (const int) -0:45 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:45 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:45 Constant: 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) -0:45 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) +0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:45 Constant: 0:45 0 (const uint) -0:45 'myarray' (temp 2-element array of int) +0:45 'myarray' ( temp 2-element array of int) 0:45 Constant: 0:45 99 (const int) -0:46 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:46 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:46 Constant: 0:46 104 (const int) 0:46 104 (const int) @@ -335,7 +335,7 @@ gl_FragCoord origin is upper left 0:46 false (const bool) 0:9 Constant: 0:9 false (const bool) -0:47 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:47 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:47 Constant: 0:47 105 (const int) 0:47 105 (const int) @@ -345,7 +345,7 @@ gl_FragCoord origin is upper left 0:47 false (const bool) 0:47 Constant: 0:47 true (const bool) -0:49 Function Call: fn2(vi4;f1; (temp 4-component vector of int) +0:49 Function Call: fn2(vi4;f1; ( temp 4-component vector of int) 0:49 Constant: 0:49 110 (const int) 0:49 110 (const int) @@ -353,7 +353,7 @@ gl_FragCoord origin is upper left 0:49 110 (const int) 0:49 Constant: 0:49 11.110000 -0:50 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:50 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:50 Constant: 0:50 111 (const int) 0:50 111 (const int) @@ -361,19 +361,19 @@ gl_FragCoord origin is upper left 0:50 111 (const int) 0:50 Constant: 0:50 12 (const int) -0:36 Function Definition: main( (temp void) +0:36 Function Definition: main( ( temp void) 0:36 Function Parameters: 0:? Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:36 Function Call: @main( (temp 4-component vector of int) +0:36 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:36 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? 'cia' (const int) +0:? 'cia' ( const int) 0:? -4 (const int) -0:? 'cib' (const int) +0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.params.default.negative.frag.out b/Test/baseResults/hlsl.params.default.negative.frag.out index 1932646e..44382fdb 100644 --- a/Test/baseResults/hlsl.params.default.negative.frag.out +++ b/Test/baseResults/hlsl.params.default.negative.frag.out @@ -9,9 +9,9 @@ ERROR: 4 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:7 Function Definition: fn1(vi4; (temp 4-component vector of int) +0:7 Function Definition: fn1(vi4; ( temp 4-component vector of int) 0:7 Function Parameters: -0:7 'p0' (in 4-component vector of int) +0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression 0:? Constant: @@ -19,36 +19,36 @@ ERROR: node is still EOpNull! 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:9 Function Definition: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: -0:9 'p0' (in 4-component vector of int) -0:9 'b1' (in bool) -0:9 'b2' (in bool) +0:9 'p0' ( in 4-component vector of int) +0:9 'b1' ( in bool) +0:9 'b2' ( in bool) 0:? Sequence 0:10 Branch: Return with expression -0:10 'p0' (in 4-component vector of int) -0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:10 'p0' ( in 4-component vector of int) +0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:17 Function Parameters: -0:17 'p0' (in 4-component vector of int) -0:17 'p1' (in 4-component vector of int) -0:17 'p2' (in 2-element array of int) -0:17 'p3' (in int) +0:17 'p0' ( in 4-component vector of int) +0:17 'p1' ( in 4-component vector of int) +0:17 'p2' ( in 2-element array of int) +0:17 'p3' ( in int) 0:? Sequence 0:18 Branch: Return with expression -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 'p0' (in 4-component vector of int) -0:18 'p1' (in 4-component vector of int) -0:18 direct index (temp int) -0:18 'p2' (in 2-element array of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 'p0' ( in 4-component vector of int) +0:18 'p1' ( in 4-component vector of int) +0:18 direct index ( temp int) +0:18 'p2' ( in 2-element array of int) 0:18 Constant: 0:18 0 (const int) -0:18 'p3' (in int) -0:23 Function Definition: fn2(vi4;i1; (temp 4-component vector of int) +0:18 'p3' ( in int) +0:23 Function Definition: fn2(vi4;i1; ( temp 4-component vector of int) 0:23 Function Parameters: -0:23 'p0' (in 4-component vector of int) -0:23 'x' (in int) +0:23 'p0' ( in 4-component vector of int) +0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression 0:? Constant: @@ -56,53 +56,53 @@ ERROR: node is still EOpNull! 0:? 11 (const int) 0:? 12 (const int) 0:? 13 (const int) -0:28 Function Definition: fn2(vi4; (temp 4-component vector of int) +0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: -0:28 'p0' (in 4-component vector of int) +0:28 'p0' ( in 4-component vector of int) 0:? Sequence 0:29 Branch: Return with expression -0:29 add (temp 4-component vector of int) -0:29 'p0' (in 4-component vector of int) +0:29 add ( temp 4-component vector of int) +0:29 'p0' ( in 4-component vector of int) 0:? Constant: 0:? 20 (const int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) -0:33 Function Definition: fn3(i1; (temp void) +0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: -0:33 'p0' (in int) -0:37 Function Definition: @main( (temp 4-component vector of int) +0:33 'p0' ( in int) +0:37 Function Definition: @main( ( temp 4-component vector of int) 0:37 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp 2-element array of int) -0:38 'myarray' (temp 2-element array of int) +0:38 move second child to first child ( temp 2-element array of int) +0:38 'myarray' ( temp 2-element array of int) 0:38 Constant: 0:38 30 (const int) 0:38 31 (const int) 0:49 Branch: Return with expression -0:48 add (temp 4-component vector of int) -0:47 add (temp 4-component vector of int) -0:45 add (temp 4-component vector of int) -0:44 add (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:42 add (temp 4-component vector of int) -0:41 add (temp 4-component vector of int) -0:40 add (temp 4-component vector of int) -0:40 Function Call: fn1(vi4; (temp 4-component vector of int) +0:48 add ( temp 4-component vector of int) +0:47 add ( temp 4-component vector of int) +0:45 add ( temp 4-component vector of int) +0:44 add ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:42 add ( temp 4-component vector of int) +0:41 add ( temp 4-component vector of int) +0:40 add ( temp 4-component vector of int) +0:40 Function Call: fn1(vi4; ( temp 4-component vector of int) 0:40 Constant: 0:40 100 (const int) 0:40 100 (const int) 0:40 100 (const int) 0:40 100 (const int) -0:41 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:41 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:41 Constant: 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) -0:41 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:41 Constant: 0:41 0 (const uint) 0:15 Constant: @@ -110,33 +110,33 @@ ERROR: node is still EOpNull! 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:42 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:42 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:42 Constant: 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) -0:42 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:42 Constant: 0:42 0 (const uint) -0:42 'myarray' (temp 2-element array of int) +0:42 'myarray' ( temp 2-element array of int) 0:16 Constant: 0:16 42 (const int) -0:43 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:43 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:43 Constant: 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) -0:43 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:43 Constant: 0:43 0 (const uint) -0:43 'myarray' (temp 2-element array of int) +0:43 'myarray' ( temp 2-element array of int) 0:43 Constant: 0:43 99 (const int) -0:44 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:44 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:44 Constant: 0:44 104 (const int) 0:44 104 (const int) @@ -146,7 +146,7 @@ ERROR: node is still EOpNull! 0:44 false (const bool) 0:9 Constant: 0:9 false (const bool) -0:45 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:45 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:45 Constant: 0:45 105 (const int) 0:45 105 (const int) @@ -156,13 +156,13 @@ ERROR: node is still EOpNull! 0:45 false (const bool) 0:45 Constant: 0:45 true (const bool) -0:47 Function Call: fn2(vi4; (temp 4-component vector of int) +0:47 Function Call: fn2(vi4; ( temp 4-component vector of int) 0:47 Constant: 0:47 112 (const int) 0:47 112 (const int) 0:47 112 (const int) 0:47 112 (const int) -0:48 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:48 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:48 Constant: 0:48 110 (const int) 0:48 110 (const int) @@ -170,7 +170,7 @@ ERROR: node is still EOpNull! 0:48 110 (const int) 0:48 Constant: 0:48 11 (const int) -0:49 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:49 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:49 Constant: 0:49 111 (const int) 0:49 111 (const int) @@ -178,19 +178,19 @@ ERROR: node is still EOpNull! 0:49 111 (const int) 0:49 Constant: 0:49 12 (const int) -0:37 Function Definition: main( (temp void) +0:37 Function Definition: main( ( temp void) 0:37 Function Parameters: 0:? Sequence -0:37 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:37 Function Call: @main( (temp 4-component vector of int) +0:37 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:37 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? 'cia' (const int) +0:? 'cia' ( const int) 0:? -4 (const int) -0:? 'cib' (const int) +0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) Linked fragment stage: @@ -199,9 +199,9 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:7 Function Definition: fn1(vi4; (temp 4-component vector of int) +0:7 Function Definition: fn1(vi4; ( temp 4-component vector of int) 0:7 Function Parameters: -0:7 'p0' (in 4-component vector of int) +0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression 0:? Constant: @@ -209,36 +209,36 @@ ERROR: node is still EOpNull! 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:9 Function Definition: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: -0:9 'p0' (in 4-component vector of int) -0:9 'b1' (in bool) -0:9 'b2' (in bool) +0:9 'p0' ( in 4-component vector of int) +0:9 'b1' ( in bool) +0:9 'b2' ( in bool) 0:? Sequence 0:10 Branch: Return with expression -0:10 'p0' (in 4-component vector of int) -0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:10 'p0' ( in 4-component vector of int) +0:17 Function Definition: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:17 Function Parameters: -0:17 'p0' (in 4-component vector of int) -0:17 'p1' (in 4-component vector of int) -0:17 'p2' (in 2-element array of int) -0:17 'p3' (in int) +0:17 'p0' ( in 4-component vector of int) +0:17 'p1' ( in 4-component vector of int) +0:17 'p2' ( in 2-element array of int) +0:17 'p3' ( in int) 0:? Sequence 0:18 Branch: Return with expression -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 add (temp 4-component vector of int) -0:18 'p0' (in 4-component vector of int) -0:18 'p1' (in 4-component vector of int) -0:18 direct index (temp int) -0:18 'p2' (in 2-element array of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 add ( temp 4-component vector of int) +0:18 'p0' ( in 4-component vector of int) +0:18 'p1' ( in 4-component vector of int) +0:18 direct index ( temp int) +0:18 'p2' ( in 2-element array of int) 0:18 Constant: 0:18 0 (const int) -0:18 'p3' (in int) -0:23 Function Definition: fn2(vi4;i1; (temp 4-component vector of int) +0:18 'p3' ( in int) +0:23 Function Definition: fn2(vi4;i1; ( temp 4-component vector of int) 0:23 Function Parameters: -0:23 'p0' (in 4-component vector of int) -0:23 'x' (in int) +0:23 'p0' ( in 4-component vector of int) +0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression 0:? Constant: @@ -246,53 +246,53 @@ ERROR: node is still EOpNull! 0:? 11 (const int) 0:? 12 (const int) 0:? 13 (const int) -0:28 Function Definition: fn2(vi4; (temp 4-component vector of int) +0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: -0:28 'p0' (in 4-component vector of int) +0:28 'p0' ( in 4-component vector of int) 0:? Sequence 0:29 Branch: Return with expression -0:29 add (temp 4-component vector of int) -0:29 'p0' (in 4-component vector of int) +0:29 add ( temp 4-component vector of int) +0:29 'p0' ( in 4-component vector of int) 0:? Constant: 0:? 20 (const int) 0:? 21 (const int) 0:? 22 (const int) 0:? 23 (const int) -0:33 Function Definition: fn3(i1; (temp void) +0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: -0:33 'p0' (in int) -0:37 Function Definition: @main( (temp 4-component vector of int) +0:33 'p0' ( in int) +0:37 Function Definition: @main( ( temp 4-component vector of int) 0:37 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp 2-element array of int) -0:38 'myarray' (temp 2-element array of int) +0:38 move second child to first child ( temp 2-element array of int) +0:38 'myarray' ( temp 2-element array of int) 0:38 Constant: 0:38 30 (const int) 0:38 31 (const int) 0:49 Branch: Return with expression -0:48 add (temp 4-component vector of int) -0:47 add (temp 4-component vector of int) -0:45 add (temp 4-component vector of int) -0:44 add (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:42 add (temp 4-component vector of int) -0:41 add (temp 4-component vector of int) -0:40 add (temp 4-component vector of int) -0:40 Function Call: fn1(vi4; (temp 4-component vector of int) +0:48 add ( temp 4-component vector of int) +0:47 add ( temp 4-component vector of int) +0:45 add ( temp 4-component vector of int) +0:44 add ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:42 add ( temp 4-component vector of int) +0:41 add ( temp 4-component vector of int) +0:40 add ( temp 4-component vector of int) +0:40 Function Call: fn1(vi4; ( temp 4-component vector of int) 0:40 Constant: 0:40 100 (const int) 0:40 100 (const int) 0:40 100 (const int) 0:40 100 (const int) -0:41 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:41 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:41 Constant: 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) -0:41 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:41 Constant: 0:41 0 (const uint) 0:15 Constant: @@ -300,33 +300,33 @@ ERROR: node is still EOpNull! 0:15 2 (const int) 0:16 Constant: 0:16 42 (const int) -0:42 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:42 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:42 Constant: 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) -0:42 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:42 Constant: 0:42 0 (const uint) -0:42 'myarray' (temp 2-element array of int) +0:42 'myarray' ( temp 2-element array of int) 0:16 Constant: 0:16 42 (const int) -0:43 Function Call: fn1(vi4;vi4;i1[2];i1; (temp 4-component vector of int) +0:43 Function Call: fn1(vi4;vi4;i1[2];i1; ( temp 4-component vector of int) 0:43 Constant: 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) -0:43 ui4: direct index for structure (layout(offset=0 ) uniform 4-component vector of int) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) +0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:43 Constant: 0:43 0 (const uint) -0:43 'myarray' (temp 2-element array of int) +0:43 'myarray' ( temp 2-element array of int) 0:43 Constant: 0:43 99 (const int) -0:44 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:44 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:44 Constant: 0:44 104 (const int) 0:44 104 (const int) @@ -336,7 +336,7 @@ ERROR: node is still EOpNull! 0:44 false (const bool) 0:9 Constant: 0:9 false (const bool) -0:45 Function Call: fn1(vi4;b1;b1; (temp 4-component vector of int) +0:45 Function Call: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:45 Constant: 0:45 105 (const int) 0:45 105 (const int) @@ -346,13 +346,13 @@ ERROR: node is still EOpNull! 0:45 false (const bool) 0:45 Constant: 0:45 true (const bool) -0:47 Function Call: fn2(vi4; (temp 4-component vector of int) +0:47 Function Call: fn2(vi4; ( temp 4-component vector of int) 0:47 Constant: 0:47 112 (const int) 0:47 112 (const int) 0:47 112 (const int) 0:47 112 (const int) -0:48 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:48 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:48 Constant: 0:48 110 (const int) 0:48 110 (const int) @@ -360,7 +360,7 @@ ERROR: node is still EOpNull! 0:48 110 (const int) 0:48 Constant: 0:48 11 (const int) -0:49 Function Call: fn2(vi4;i1; (temp 4-component vector of int) +0:49 Function Call: fn2(vi4;i1; ( temp 4-component vector of int) 0:49 Constant: 0:49 111 (const int) 0:49 111 (const int) @@ -368,18 +368,18 @@ ERROR: node is still EOpNull! 0:49 111 (const int) 0:49 Constant: 0:49 12 (const int) -0:37 Function Definition: main( (temp void) +0:37 Function Definition: main( ( temp void) 0:37 Function Parameters: 0:? Sequence -0:37 move second child to first child (temp 4-component vector of int) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) -0:37 Function Call: @main( (temp 4-component vector of int) +0:37 move second child to first child ( temp 4-component vector of int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) +0:37 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects -0:? 'cia' (const int) +0:? 'cia' ( const int) 0:? -4 (const int) -0:? 'cib' (const int) +0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of int ui4, layout(offset=16 ) uniform float ufvar}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/hlsl.partialInit.frag.out b/Test/baseResults/hlsl.partialInit.frag.out index bd0de389..2dc40bee 100755 --- a/Test/baseResults/hlsl.partialInit.frag.out +++ b/Test/baseResults/hlsl.partialInit.frag.out @@ -6,27 +6,27 @@ Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'gv' (global 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence -0:9 move second child to first child (temp 3-element array of float) -0:9 'gfa' (global 3-element array of float) +0:9 move second child to first child ( temp 3-element array of float) +0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 -0:18 Function Definition: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: -0:18 'input' (in 4-component vector of float) +0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence -0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 @@ -35,20 +35,20 @@ gl_FragCoord origin is upper left 0:19 0.000000 0:19 0.000000 0:19 0.000000 -0:21 move second child to first child (temp 4-component vector of float) -0:21 v: direct index for structure (temp 4-component vector of float) -0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 v: direct index for structure ( temp 4-component vector of float) +0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) -0:21 vector-scale (temp 4-component vector of float) -0:21 'gv' (global 4-component vector of float) -0:21 direct index (temp float) -0:21 'gfa' (global 3-element array of float) +0:21 vector-scale ( temp 4-component vector of float) +0:21 'gv' ( global 4-component vector of float) +0:21 direct index ( temp float) +0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:22 0.000000 0:22 0.000000 0:23 Sequence -0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 @@ -68,8 +68,8 @@ gl_FragCoord origin is upper left 0:23 0.000000 0:23 0.000000 0:23 0.000000 -0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 @@ -78,18 +78,18 @@ gl_FragCoord origin is upper left 0:24 0.000000 0:24 0.000000 0:24 0.000000 -0:25 move second child to first child (temp bool) -0:25 c: direct index for structure (temp bool) -0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:25 move second child to first child ( temp bool) +0:25 c: direct index for structure ( temp bool) +0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) -0:25 c: direct index for structure (temp bool) -0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:25 c: direct index for structure ( temp bool) +0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence -0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) +0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) +0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:26 0.000000 0:26 false (const bool) 0:28 Sequence -0:28 move second child to first child (temp 4-element array of 2-component vector of float) -0:28 'gf2a' (temp 4-element array of 2-component vector of float) +0:28 move second child to first child ( temp 4-element array of 2-component vector of float) +0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 @@ -124,78 +124,78 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'cgi' (temp int) +0:29 move second child to first child ( temp int) +0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) -0:30 move second child to first child (temp float) -0:30 b: direct index for structure (temp float) -0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:30 move second child to first child ( temp float) +0:30 b: direct index for structure ( temp float) +0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) -0:30 component-wise multiply (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 2-component vector of float) -0:30 'gf2a' (temp 4-element array of 2-component vector of float) +0:30 component-wise multiply ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 2-component vector of float) +0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 Convert int to float (temp float) -0:30 'cgi' (temp int) +0:30 Convert int to float ( temp float) +0:30 'cgi' ( temp int) 0:32 Branch: Return with expression -0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Definition: PixelShaderFunction( (temp void) +0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Call: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:? 'input' (temp 4-component vector of float) -0:18 move second child to first child (temp int) -0:? 'a' (layout(location=0 ) out int) -0:18 a: direct index for structure (temp int) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:? 'input' ( temp 4-component vector of float) +0:18 move second child to first child ( temp int) +0:? 'a' (layout( location=0) out int) +0:18 a: direct index for structure ( temp int) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) -0:18 move second child to first child (temp float) -0:? 'b' (layout(location=1 ) out float) -0:18 b: direct index for structure (temp float) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp float) +0:? 'b' (layout( location=1) out float) +0:18 b: direct index for structure ( temp float) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) -0:18 move second child to first child (temp bool) -0:? 'c' (layout(location=2 ) out bool) -0:18 c: direct index for structure (temp bool) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp bool) +0:? 'c' (layout( location=2) out bool) +0:18 c: direct index for structure ( temp bool) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:? 'v' (layout(location=3 ) out 4-component vector of float) -0:18 v: direct index for structure (temp 4-component vector of float) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp 4-component vector of float) +0:? 'v' (layout( location=3) out 4-component vector of float) +0:18 v: direct index for structure ( temp 4-component vector of float) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects -0:? 'gv' (global 4-component vector of float) -0:? 'gfa' (global 3-element array of float) -0:? 'a' (layout(location=0 ) out int) -0:? 'b' (layout(location=1 ) out float) -0:? 'c' (layout(location=2 ) out bool) -0:? 'v' (layout(location=3 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'cgf2a' (const 3-element array of 2-component vector of float) +0:? 'gv' ( global 4-component vector of float) +0:? 'gfa' ( global 3-element array of float) +0:? 'a' (layout( location=0) out int) +0:? 'b' (layout( location=1) out float) +0:? 'c' (layout( location=2) out bool) +0:? 'v' (layout( location=3) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:? 'ci' (const int) +0:? 'ci' ( const int) 0:? 0 (const int) @@ -206,27 +206,27 @@ Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'gv' (global 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence -0:9 move second child to first child (temp 3-element array of float) -0:9 'gfa' (global 3-element array of float) +0:9 move second child to first child ( temp 3-element array of float) +0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 -0:18 Function Definition: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: -0:18 'input' (in 4-component vector of float) +0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence -0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 @@ -235,20 +235,20 @@ gl_FragCoord origin is upper left 0:19 0.000000 0:19 0.000000 0:19 0.000000 -0:21 move second child to first child (temp 4-component vector of float) -0:21 v: direct index for structure (temp 4-component vector of float) -0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 v: direct index for structure ( temp 4-component vector of float) +0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) -0:21 vector-scale (temp 4-component vector of float) -0:21 'gv' (global 4-component vector of float) -0:21 direct index (temp float) -0:21 'gfa' (global 3-element array of float) +0:21 vector-scale ( temp 4-component vector of float) +0:21 'gv' ( global 4-component vector of float) +0:21 direct index ( temp float) +0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 @@ -258,8 +258,8 @@ gl_FragCoord origin is upper left 0:22 0.000000 0:22 0.000000 0:23 Sequence -0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 @@ -268,8 +268,8 @@ gl_FragCoord origin is upper left 0:23 0.000000 0:23 0.000000 0:23 0.000000 -0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 @@ -278,18 +278,18 @@ gl_FragCoord origin is upper left 0:24 0.000000 0:24 0.000000 0:24 0.000000 -0:25 move second child to first child (temp bool) -0:25 c: direct index for structure (temp bool) -0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:25 move second child to first child ( temp bool) +0:25 c: direct index for structure ( temp bool) +0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) -0:25 c: direct index for structure (temp bool) -0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:25 c: direct index for structure ( temp bool) +0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence -0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) +0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) +0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 @@ -312,8 +312,8 @@ gl_FragCoord origin is upper left 0:26 0.000000 0:26 false (const bool) 0:28 Sequence -0:28 move second child to first child (temp 4-element array of 2-component vector of float) -0:28 'gf2a' (temp 4-element array of 2-component vector of float) +0:28 move second child to first child ( temp 4-element array of 2-component vector of float) +0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 @@ -324,78 +324,78 @@ gl_FragCoord origin is upper left 0:28 0.000000 0:28 0.000000 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'cgi' (temp int) +0:29 move second child to first child ( temp int) +0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) -0:30 move second child to first child (temp float) -0:30 b: direct index for structure (temp float) -0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:30 move second child to first child ( temp float) +0:30 b: direct index for structure ( temp float) +0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) -0:30 component-wise multiply (temp float) -0:30 direct index (temp float) -0:30 direct index (temp 2-component vector of float) -0:30 'gf2a' (temp 4-element array of 2-component vector of float) +0:30 component-wise multiply ( temp float) +0:30 direct index ( temp float) +0:30 direct index ( temp 2-component vector of float) +0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 Convert int to float (temp float) -0:30 'cgi' (temp int) +0:30 Convert int to float ( temp float) +0:30 'cgi' ( temp int) 0:32 Branch: Return with expression -0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Definition: PixelShaderFunction( (temp void) +0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Call: @PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:? 'input' (temp 4-component vector of float) -0:18 move second child to first child (temp int) -0:? 'a' (layout(location=0 ) out int) -0:18 a: direct index for structure (temp int) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:? 'input' ( temp 4-component vector of float) +0:18 move second child to first child ( temp int) +0:? 'a' (layout( location=0) out int) +0:18 a: direct index for structure ( temp int) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) -0:18 move second child to first child (temp float) -0:? 'b' (layout(location=1 ) out float) -0:18 b: direct index for structure (temp float) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp float) +0:? 'b' (layout( location=1) out float) +0:18 b: direct index for structure ( temp float) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) -0:18 move second child to first child (temp bool) -0:? 'c' (layout(location=2 ) out bool) -0:18 c: direct index for structure (temp bool) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp bool) +0:? 'c' (layout( location=2) out bool) +0:18 c: direct index for structure ( temp bool) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) -0:18 move second child to first child (temp 4-component vector of float) -0:? 'v' (layout(location=3 ) out 4-component vector of float) -0:18 v: direct index for structure (temp 4-component vector of float) -0:18 'flattenTemp' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) +0:18 move second child to first child ( temp 4-component vector of float) +0:? 'v' (layout( location=3) out 4-component vector of float) +0:18 v: direct index for structure ( temp 4-component vector of float) +0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects -0:? 'gv' (global 4-component vector of float) -0:? 'gfa' (global 3-element array of float) -0:? 'a' (layout(location=0 ) out int) -0:? 'b' (layout(location=1 ) out float) -0:? 'c' (layout(location=2 ) out bool) -0:? 'v' (layout(location=3 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'cgf2a' (const 3-element array of 2-component vector of float) +0:? 'gv' ( global 4-component vector of float) +0:? 'gfa' ( global 3-element array of float) +0:? 'a' (layout( location=0) out int) +0:? 'b' (layout( location=1) out float) +0:? 'c' (layout( location=2) out bool) +0:? 'v' (layout( location=3) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:? 'ci' (const int) +0:? 'ci' ( const int) 0:? 0 (const int) // Module Version 10000 diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index ecdc73b5..6e8998d9 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -2,59 +2,59 @@ hlsl.pp.line.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp 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 -0:124 move second child to first child (temp int) -0:124 'thisLineIs' (temp int) +0:124 move second child to first child ( temp int) +0:124 'thisLineIs' ( temp int) 0:124 Constant: 0:124 124 (const int) -0:126 move second child to first child (temp 4-component vector of float) -0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 Color: direct index for structure ( temp 4-component vector of float) +0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:126 Convert int to float (temp float) -0:126 'thisLineIs' (temp int) +0:? Construct vec4 ( temp 4-component vector of float) +0:126 Convert int to float ( temp float) +0:126 'thisLineIs' ( temp int) 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 1.000000 -0:127 move second child to first child (temp float) -0:127 Depth: direct index for structure (temp float) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:127 move second child to first child ( temp float) +0:127 Depth: direct index for structure ( temp float) +0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Branch: Return with expression -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 Function Definition: main( (temp void) +0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:4 Color: direct index for structure (temp 4-component vector of float) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:4 Color: direct index for structure ( temp 4-component vector of float) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 0 (const int) -0:4 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:4 Depth: direct index for structure (temp float) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:4 Depth: direct index for structure ( temp float) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 1 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -63,59 +63,59 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp 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 -0:124 move second child to first child (temp int) -0:124 'thisLineIs' (temp int) +0:124 move second child to first child ( temp int) +0:124 'thisLineIs' ( temp int) 0:124 Constant: 0:124 124 (const int) -0:126 move second child to first child (temp 4-component vector of float) -0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 Color: direct index for structure ( temp 4-component vector of float) +0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:126 Convert int to float (temp float) -0:126 'thisLineIs' (temp int) +0:? Construct vec4 ( temp 4-component vector of float) +0:126 Convert int to float ( temp float) +0:126 'thisLineIs' ( temp int) 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 1.000000 -0:127 move second child to first child (temp float) -0:127 Depth: direct index for structure (temp float) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:127 move second child to first child ( temp float) +0:127 Depth: direct index for structure ( temp float) +0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Branch: Return with expression -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 Function Definition: main( (temp void) +0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:4 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:4 Color: direct index for structure (temp 4-component vector of float) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:4 Color: direct index for structure ( temp 4-component vector of float) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 0 (const int) -0:4 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:4 Depth: direct index for structure (temp float) -0:4 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:4 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:4 Depth: direct index for structure ( temp float) +0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 1 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.precedence.frag.out b/Test/baseResults/hlsl.precedence.frag.out index bc4ff2be..54dcf312 100755 --- a/Test/baseResults/hlsl.precedence.frag.out +++ b/Test/baseResults/hlsl.precedence.frag.out @@ -2,26 +2,26 @@ hlsl.precedence.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 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' (in 4-component vector of float) -0:7 'a2' (in 4-component vector of float) -0:7 'a3' (in 4-component vector of float) -0:7 'a4' (in 4-component vector of float) +0:7 'a1' ( in 4-component vector of float) +0:7 'a2' ( in 4-component vector of float) +0:7 'a3' ( in 4-component vector of float) +0:7 'a4' ( in 4-component vector of float) 0:? Sequence 0:8 Branch: Return with expression -0:8 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:8 'a1' (in 4-component vector of float) -0:8 component-wise multiply (temp 4-component vector of float) -0:8 'a2' (in 4-component vector of float) -0:8 'a3' (in 4-component vector of float) -0:8 'a4' (in 4-component vector of float) -0:? Construct vec4 (temp 4-component vector of float) -0:8 component-wise multiply (temp 3-component vector of float) -0:8 vector swizzle (temp 3-component vector of float) -0:8 'a1' (in 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 'a1' ( in 4-component vector of float) +0:8 component-wise multiply ( temp 4-component vector of float) +0:8 'a2' ( in 4-component vector of float) +0:8 'a3' ( in 4-component vector of float) +0:8 'a4' ( in 4-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:8 component-wise multiply ( temp 3-component vector of float) +0:8 vector swizzle ( temp 3-component vector of float) +0:8 'a1' ( in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -29,8 +29,8 @@ gl_FragCoord origin is upper left 0:8 1 (const int) 0:8 Constant: 0:8 2 (const int) -0:8 vector swizzle (temp 3-component vector of float) -0:8 'a2' (in 4-component vector of float) +0:8 vector swizzle ( temp 3-component vector of float) +0:8 'a2' ( in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -38,38 +38,38 @@ gl_FragCoord origin is upper left 0:8 1 (const int) 0:8 Constant: 0:8 2 (const int) -0:8 direct index (temp float) -0:8 'a3' (in 4-component vector of float) +0:8 direct index ( temp float) +0:8 'a3' ( in 4-component vector of float) 0:8 Constant: 0:8 3 (const int) -0:7 Function Definition: PixelShaderFunction( (temp void) +0:7 Function Definition: PixelShaderFunction( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) Linked fragment stage: @@ -78,26 +78,26 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 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' (in 4-component vector of float) -0:7 'a2' (in 4-component vector of float) -0:7 'a3' (in 4-component vector of float) -0:7 'a4' (in 4-component vector of float) +0:7 'a1' ( in 4-component vector of float) +0:7 'a2' ( in 4-component vector of float) +0:7 'a3' ( in 4-component vector of float) +0:7 'a4' ( in 4-component vector of float) 0:? Sequence 0:8 Branch: Return with expression -0:8 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:8 add (temp 4-component vector of float) -0:8 'a1' (in 4-component vector of float) -0:8 component-wise multiply (temp 4-component vector of float) -0:8 'a2' (in 4-component vector of float) -0:8 'a3' (in 4-component vector of float) -0:8 'a4' (in 4-component vector of float) -0:? Construct vec4 (temp 4-component vector of float) -0:8 component-wise multiply (temp 3-component vector of float) -0:8 vector swizzle (temp 3-component vector of float) -0:8 'a1' (in 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 add ( temp 4-component vector of float) +0:8 'a1' ( in 4-component vector of float) +0:8 component-wise multiply ( temp 4-component vector of float) +0:8 'a2' ( in 4-component vector of float) +0:8 'a3' ( in 4-component vector of float) +0:8 'a4' ( in 4-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:8 component-wise multiply ( temp 3-component vector of float) +0:8 vector swizzle ( temp 3-component vector of float) +0:8 'a1' ( in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -105,8 +105,8 @@ gl_FragCoord origin is upper left 0:8 1 (const int) 0:8 Constant: 0:8 2 (const int) -0:8 vector swizzle (temp 3-component vector of float) -0:8 'a2' (in 4-component vector of float) +0:8 vector swizzle ( temp 3-component vector of float) +0:8 'a2' ( in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -114,38 +114,38 @@ gl_FragCoord origin is upper left 0:8 1 (const int) 0:8 Constant: 0:8 2 (const int) -0:8 direct index (temp float) -0:8 'a3' (in 4-component vector of float) +0:8 direct index ( temp float) +0:8 'a3' ( in 4-component vector of float) 0:8 Constant: 0:8 3 (const int) -0:7 Function Definition: PixelShaderFunction( (temp void) +0:7 Function Definition: PixelShaderFunction( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) -0:? 'a1' (temp 4-component vector of float) -0:? 'a2' (temp 4-component vector of float) -0:? 'a3' (temp 4-component vector of float) -0:? 'a4' (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float) +0:? 'a1' ( temp 4-component vector of float) +0:? 'a2' ( temp 4-component vector of float) +0:? 'a3' ( temp 4-component vector of float) +0:? 'a4' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'a1' (layout(location=0 ) in 4-component vector of float) -0:? 'a2' (layout(location=1 ) in 4-component vector of float) -0:? 'a3' (layout(location=2 ) in 4-component vector of float) -0:? 'a4' (layout(location=3 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'a1' (layout( location=0) in 4-component vector of float) +0:? 'a2' (layout( location=1) in 4-component vector of float) +0:? 'a3' (layout( location=2) in 4-component vector of float) +0:? 'a4' (layout( location=3) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.precedence2.frag.out b/Test/baseResults/hlsl.precedence2.frag.out index 04ff0e5a..a0ddd446 100755 --- a/Test/baseResults/hlsl.precedence2.frag.out +++ b/Test/baseResults/hlsl.precedence2.frag.out @@ -2,57 +2,57 @@ hlsl.precedence2.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @PixelShaderFunction(i1;i1;i1;i1; (temp int) +0:7 Function Definition: @PixelShaderFunction(i1;i1;i1;i1; ( temp int) 0:7 Function Parameters: -0:7 'a1' (in int) -0:7 'a2' (in int) -0:7 'a3' (in int) -0:7 'a4' (in int) +0:7 'a1' ( in int) +0:7 'a2' ( in int) +0:7 'a3' ( in int) +0:7 'a4' ( in int) 0:? Sequence 0:8 Branch: Return with expression -0:8 add (temp int) -0:8 left-shift (temp int) -0:8 add (temp int) -0:8 component-wise multiply (temp int) -0:8 'a1' (in int) -0:8 'a2' (in int) -0:8 'a3' (in int) -0:8 'a4' (in int) -0:8 left-shift (temp int) -0:8 'a1' (in int) -0:8 add (temp int) -0:8 'a2' (in int) -0:8 component-wise multiply (temp int) -0:8 'a3' (in int) -0:8 'a4' (in int) -0:7 Function Definition: PixelShaderFunction( (temp void) +0:8 add ( temp int) +0:8 left-shift ( temp int) +0:8 add ( temp int) +0:8 component-wise multiply ( temp int) +0:8 'a1' ( in int) +0:8 'a2' ( in int) +0:8 'a3' ( in int) +0:8 'a4' ( in int) +0:8 left-shift ( temp int) +0:8 'a1' ( in int) +0:8 add ( temp int) +0:8 'a2' ( in int) +0:8 component-wise multiply ( temp int) +0:8 'a3' ( in int) +0:8 'a4' ( in int) +0:7 Function Definition: PixelShaderFunction( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp int) -0:? 'a1' (temp int) -0:? 'a1' (layout(location=0 ) in int) -0:7 move second child to first child (temp int) -0:? 'a2' (temp int) -0:? 'a2' (layout(location=1 ) in int) -0:7 move second child to first child (temp int) -0:? 'a3' (temp int) -0:? 'a3' (layout(location=2 ) in int) -0:7 move second child to first child (temp int) -0:? 'a4' (temp int) -0:? 'a4' (layout(location=3 ) in int) -0:7 move second child to first child (temp int) -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:7 Function Call: @PixelShaderFunction(i1;i1;i1;i1; (temp int) -0:? 'a1' (temp int) -0:? 'a2' (temp int) -0:? 'a3' (temp int) -0:? 'a4' (temp int) +0:7 move second child to first child ( temp int) +0:? 'a1' ( temp int) +0:? 'a1' (layout( location=0) in int) +0:7 move second child to first child ( temp int) +0:? 'a2' ( temp int) +0:? 'a2' (layout( location=1) in int) +0:7 move second child to first child ( temp int) +0:? 'a3' ( temp int) +0:? 'a3' (layout( location=2) in int) +0:7 move second child to first child ( temp int) +0:? 'a4' ( temp int) +0:? 'a4' (layout( location=3) in int) +0:7 move second child to first child ( temp int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:7 Function Call: @PixelShaderFunction(i1;i1;i1;i1; ( temp int) +0:? 'a1' ( temp int) +0:? 'a2' ( temp int) +0:? 'a3' ( temp int) +0:? 'a4' ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:? 'a1' (layout(location=0 ) in int) -0:? 'a2' (layout(location=1 ) in int) -0:? 'a3' (layout(location=2 ) in int) -0:? 'a4' (layout(location=3 ) in int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:? 'a1' (layout( location=0) in int) +0:? 'a2' (layout( location=1) in int) +0:? 'a3' (layout( location=2) in int) +0:? 'a4' (layout( location=3) in int) Linked fragment stage: @@ -61,57 +61,57 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @PixelShaderFunction(i1;i1;i1;i1; (temp int) +0:7 Function Definition: @PixelShaderFunction(i1;i1;i1;i1; ( temp int) 0:7 Function Parameters: -0:7 'a1' (in int) -0:7 'a2' (in int) -0:7 'a3' (in int) -0:7 'a4' (in int) +0:7 'a1' ( in int) +0:7 'a2' ( in int) +0:7 'a3' ( in int) +0:7 'a4' ( in int) 0:? Sequence 0:8 Branch: Return with expression -0:8 add (temp int) -0:8 left-shift (temp int) -0:8 add (temp int) -0:8 component-wise multiply (temp int) -0:8 'a1' (in int) -0:8 'a2' (in int) -0:8 'a3' (in int) -0:8 'a4' (in int) -0:8 left-shift (temp int) -0:8 'a1' (in int) -0:8 add (temp int) -0:8 'a2' (in int) -0:8 component-wise multiply (temp int) -0:8 'a3' (in int) -0:8 'a4' (in int) -0:7 Function Definition: PixelShaderFunction( (temp void) +0:8 add ( temp int) +0:8 left-shift ( temp int) +0:8 add ( temp int) +0:8 component-wise multiply ( temp int) +0:8 'a1' ( in int) +0:8 'a2' ( in int) +0:8 'a3' ( in int) +0:8 'a4' ( in int) +0:8 left-shift ( temp int) +0:8 'a1' ( in int) +0:8 add ( temp int) +0:8 'a2' ( in int) +0:8 component-wise multiply ( temp int) +0:8 'a3' ( in int) +0:8 'a4' ( in int) +0:7 Function Definition: PixelShaderFunction( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp int) -0:? 'a1' (temp int) -0:? 'a1' (layout(location=0 ) in int) -0:7 move second child to first child (temp int) -0:? 'a2' (temp int) -0:? 'a2' (layout(location=1 ) in int) -0:7 move second child to first child (temp int) -0:? 'a3' (temp int) -0:? 'a3' (layout(location=2 ) in int) -0:7 move second child to first child (temp int) -0:? 'a4' (temp int) -0:? 'a4' (layout(location=3 ) in int) -0:7 move second child to first child (temp int) -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:7 Function Call: @PixelShaderFunction(i1;i1;i1;i1; (temp int) -0:? 'a1' (temp int) -0:? 'a2' (temp int) -0:? 'a3' (temp int) -0:? 'a4' (temp int) +0:7 move second child to first child ( temp int) +0:? 'a1' ( temp int) +0:? 'a1' (layout( location=0) in int) +0:7 move second child to first child ( temp int) +0:? 'a2' ( temp int) +0:? 'a2' (layout( location=1) in int) +0:7 move second child to first child ( temp int) +0:? 'a3' ( temp int) +0:? 'a3' (layout( location=2) in int) +0:7 move second child to first child ( temp int) +0:? 'a4' ( temp int) +0:? 'a4' (layout( location=3) in int) +0:7 move second child to first child ( temp int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:7 Function Call: @PixelShaderFunction(i1;i1;i1;i1; ( temp int) +0:? 'a1' ( temp int) +0:? 'a2' ( temp int) +0:? 'a3' ( temp int) +0:? 'a4' ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:? 'a1' (layout(location=0 ) in int) -0:? 'a2' (layout(location=1 ) in int) -0:? 'a3' (layout(location=2 ) in int) -0:? 'a4' (layout(location=3 ) in int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:? 'a1' (layout( location=0) in int) +0:? 'a2' (layout( location=1) in int) +0:? 'a3' (layout( location=2) in int) +0:? 'a4' (layout( location=3) in int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.precise.frag.out b/Test/baseResults/hlsl.precise.frag.out index 8a468a32..8a0ac815 100644 --- a/Test/baseResults/hlsl.precise.frag.out +++ b/Test/baseResults/hlsl.precise.frag.out @@ -2,16 +2,16 @@ hlsl.precise.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: MyFunction(f1;vf3; (temp 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( (temp structure{noContraction temp 4-component vector of float color}) +0:6 'myfloat' ( noContraction in float) +0:6 'myfloat3' ( noContraction out 3-component vector of float) +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) -0:11 color: direct index for structure (noContraction temp 4-component vector of float) -0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:11 move second child to first child ( noContraction temp 4-component vector of float) +0:11 color: direct index for structure ( noContraction temp 4-component vector of float) +0:11 'ps_output' ( temp structure{ noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -20,20 +20,20 @@ gl_FragCoord origin is upper left 0:11 1.000000 0:11 1.000000 0:12 Branch: Return with expression -0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) -0:9 Function Definition: main( (temp void) +0:12 'ps_output' ( temp structure{ noContraction temp 4-component vector of float color}) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 Sequence -0:9 move second child to first child (noContraction temp 4-component vector of float) -0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) -0:9 color: direct index for structure (noContraction temp 4-component vector of float) -0:9 Function Call: @main( (temp structure{noContraction temp 4-component vector of float color}) +0:9 move second child to first child ( noContraction temp 4-component vector of float) +0:? 'color' (layout( location=0) noContraction out 4-component vector of float) +0:9 color: direct index for structure ( noContraction temp 4-component vector of float) +0:9 Function Call: @main( ( temp structure{ noContraction temp 4-component vector of float color}) 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects -0:? 'precisefloat' (noContraction global float) -0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) +0:? 'precisefloat' ( noContraction global float) +0:? 'color' (layout( location=0) noContraction out 4-component vector of float) Linked fragment stage: @@ -42,16 +42,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: MyFunction(f1;vf3; (temp 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( (temp structure{noContraction temp 4-component vector of float color}) +0:6 'myfloat' ( noContraction in float) +0:6 'myfloat3' ( noContraction out 3-component vector of float) +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) -0:11 color: direct index for structure (noContraction temp 4-component vector of float) -0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:11 move second child to first child ( noContraction temp 4-component vector of float) +0:11 color: direct index for structure ( noContraction temp 4-component vector of float) +0:11 'ps_output' ( temp structure{ noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -60,20 +60,20 @@ gl_FragCoord origin is upper left 0:11 1.000000 0:11 1.000000 0:12 Branch: Return with expression -0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) -0:9 Function Definition: main( (temp void) +0:12 'ps_output' ( temp structure{ noContraction temp 4-component vector of float color}) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 Sequence -0:9 move second child to first child (noContraction temp 4-component vector of float) -0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) -0:9 color: direct index for structure (noContraction temp 4-component vector of float) -0:9 Function Call: @main( (temp structure{noContraction temp 4-component vector of float color}) +0:9 move second child to first child ( noContraction temp 4-component vector of float) +0:? 'color' (layout( location=0) noContraction out 4-component vector of float) +0:9 color: direct index for structure ( noContraction temp 4-component vector of float) +0:9 Function Call: @main( ( temp structure{ noContraction temp 4-component vector of float color}) 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects -0:? 'precisefloat' (noContraction global float) -0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) +0:? 'precisefloat' ( noContraction global float) +0:? 'color' (layout( location=0) noContraction out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.promote.atomic.frag.out b/Test/baseResults/hlsl.promote.atomic.frag.out index 6bad1c77..b09f68d4 100644 --- a/Test/baseResults/hlsl.promote.atomic.frag.out +++ b/Test/baseResults/hlsl.promote.atomic.frag.out @@ -2,32 +2,32 @@ hlsl.promote.atomic.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 4-component vector of float) +0:5 Function Definition: @main( ( temp 4-component vector of float) 0:5 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp int) -0:13 'Orig' (temp int) -0:13 Convert uint to int (temp int) -0:13 imageAtomicAdd (temp uint) -0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer) -0:13 'Loc' (temp int) -0:13 Convert int to uint (temp uint) -0:13 'Inc' (temp int) +0:13 move second child to first child ( temp int) +0:13 'Orig' ( temp int) +0:13 Convert uint to int ( temp int) +0:13 imageAtomicAdd ( temp uint) +0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer) +0:13 'Loc' ( temp int) +0:13 Convert int to uint ( temp uint) +0:13 'Inc' ( temp int) 0:15 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main( (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -36,32 +36,32 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main( (temp 4-component vector of float) +0:5 Function Definition: @main( ( temp 4-component vector of float) 0:5 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp int) -0:13 'Orig' (temp int) -0:13 Convert uint to int (temp int) -0:13 imageAtomicAdd (temp uint) -0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer) -0:13 'Loc' (temp int) -0:13 Convert int to uint (temp uint) -0:13 'Inc' (temp int) +0:13 move second child to first child ( temp int) +0:13 'Orig' ( temp int) +0:13 Convert uint to int ( temp int) +0:13 imageAtomicAdd ( temp uint) +0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer) +0:13 'Loc' ( temp int) +0:13 Convert int to uint ( temp uint) +0:13 'Inc' ( temp int) 0:15 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main( (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.promote.binary.frag.out b/Test/baseResults/hlsl.promote.binary.frag.out index 855e5def..358e2216 100644 --- a/Test/baseResults/hlsl.promote.binary.frag.out +++ b/Test/baseResults/hlsl.promote.binary.frag.out @@ -2,64 +2,64 @@ hlsl.promote.binary.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence -0:15 mod (temp float) -0:15 Convert int to float (temp float) -0:15 ival: direct index for structure (layout(offset=32 ) uniform int) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:15 mod ( temp float) +0:15 Convert int to float ( temp float) +0:15 ival: direct index for structure (layout( offset=32) uniform int) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) -0:15 fval: direct index for structure (layout(offset=64 ) uniform float) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:15 fval: direct index for structure (layout( offset=64) uniform float) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) -0:16 mod (temp 4-component vector of float) -0:16 Convert int to float (temp 4-component vector of float) -0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:16 mod ( temp 4-component vector of float) +0:16 Convert int to float ( temp 4-component vector of float) +0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) -0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) -0:18 mod (temp float) -0:18 Convert bool to float (temp float) -0:18 bval: direct index for structure (layout(offset=0 ) uniform bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:18 mod ( temp float) +0:18 Convert bool to float ( temp float) +0:18 bval: direct index for structure (layout( offset=0) uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) -0:18 fval: direct index for structure (layout(offset=64 ) uniform float) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:18 fval: direct index for structure (layout( offset=64) uniform float) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) -0:19 mod (temp 4-component vector of float) -0:19 Convert bool to float (temp 4-component vector of float) -0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:19 mod ( temp 4-component vector of float) +0:19 Convert bool to float ( temp 4-component vector of float) +0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) -0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'l_int' (temp int) +0:21 move second child to first child ( temp int) +0:21 'l_int' ( temp int) 0:21 Constant: 0:21 1 (const int) -0:22 mod second child into first child (temp int) -0:22 'l_int' (temp int) -0:22 Convert float to int (temp int) -0:22 fval: direct index for structure (layout(offset=64 ) uniform float) -0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:22 mod second child into first child ( temp int) +0:22 'l_int' ( temp int) +0:22 Convert float to int ( temp int) +0:22 fval: direct index for structure (layout( offset=64) uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) -0:25 move second child to first child (temp 4-component vector of float) -0:25 Color: direct index for structure (temp 4-component vector of float) -0:25 'psout' (temp structure{temp 4-component vector of float Color}) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 Color: direct index for structure ( temp 4-component vector of float) +0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: @@ -68,20 +68,20 @@ gl_FragCoord origin is upper left 0:25 0.000000 0:25 0.000000 0:26 Branch: Return with expression -0:26 'psout' (temp structure{temp 4-component vector of float Color}) -0:14 Function Definition: main( (temp void) +0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:14 Color: direct index for structure (temp 4-component vector of float) -0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:14 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:14 Color: direct index for structure ( temp 4-component vector of float) +0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -90,64 +90,64 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence -0:15 mod (temp float) -0:15 Convert int to float (temp float) -0:15 ival: direct index for structure (layout(offset=32 ) uniform int) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:15 mod ( temp float) +0:15 Convert int to float ( temp float) +0:15 ival: direct index for structure (layout( offset=32) uniform int) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) -0:15 fval: direct index for structure (layout(offset=64 ) uniform float) -0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:15 fval: direct index for structure (layout( offset=64) uniform float) +0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) -0:16 mod (temp 4-component vector of float) -0:16 Convert int to float (temp 4-component vector of float) -0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:16 mod ( temp 4-component vector of float) +0:16 Convert int to float ( temp 4-component vector of float) +0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) -0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) -0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) +0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) -0:18 mod (temp float) -0:18 Convert bool to float (temp float) -0:18 bval: direct index for structure (layout(offset=0 ) uniform bool) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:18 mod ( temp float) +0:18 Convert bool to float ( temp float) +0:18 bval: direct index for structure (layout( offset=0) uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) -0:18 fval: direct index for structure (layout(offset=64 ) uniform float) -0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:18 fval: direct index for structure (layout( offset=64) uniform float) +0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) -0:19 mod (temp 4-component vector of float) -0:19 Convert bool to float (temp 4-component vector of float) -0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:19 mod ( temp 4-component vector of float) +0:19 Convert bool to float ( temp 4-component vector of float) +0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) -0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) -0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) +0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'l_int' (temp int) +0:21 move second child to first child ( temp int) +0:21 'l_int' ( temp int) 0:21 Constant: 0:21 1 (const int) -0:22 mod second child into first child (temp int) -0:22 'l_int' (temp int) -0:22 Convert float to int (temp int) -0:22 fval: direct index for structure (layout(offset=64 ) uniform float) -0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:22 mod second child into first child ( temp int) +0:22 'l_int' ( temp int) +0:22 Convert float to int ( temp int) +0:22 fval: direct index for structure (layout( offset=64) uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) -0:25 move second child to first child (temp 4-component vector of float) -0:25 Color: direct index for structure (temp 4-component vector of float) -0:25 'psout' (temp structure{temp 4-component vector of float Color}) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 Color: direct index for structure ( temp 4-component vector of float) +0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: @@ -156,20 +156,20 @@ gl_FragCoord origin is upper left 0:25 0.000000 0:25 0.000000 0:26 Branch: Return with expression -0:26 'psout' (temp structure{temp 4-component vector of float Color}) -0:14 Function Definition: main( (temp void) +0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:14 Color: direct index for structure (temp 4-component vector of float) -0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:14 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:14 Color: direct index for structure ( temp 4-component vector of float) +0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.promote.vec1.frag.out b/Test/baseResults/hlsl.promote.vec1.frag.out index 6905122f..c76f5d23 100644 --- a/Test/baseResults/hlsl.promote.vec1.frag.out +++ b/Test/baseResults/hlsl.promote.vec1.frag.out @@ -2,40 +2,40 @@ hlsl.promote.vec1.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @main( (temp 4-component vector of float) +0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp float) -0:7 'f1a' (temp float) -0:7 Construct float (temp float) -0:7 'f1b' (temp 1-component vector of float) -0:8 move second child to first child (temp 1-component vector of float) -0:8 'f1b' (temp 1-component vector of float) -0:8 Construct float (temp 1-component vector of float) -0:8 'f1a' (temp float) -0:11 step (temp 3-component vector of float) +0:7 move second child to first child ( temp float) +0:7 'f1a' ( temp float) +0:7 Construct float ( temp float) +0:7 'f1b' ( temp 1-component vector of float) +0:8 move second child to first child ( temp 1-component vector of float) +0:8 'f1b' ( temp 1-component vector of float) +0:8 Construct float ( temp 1-component vector of float) +0:8 'f1a' ( temp float) +0:11 step ( temp 3-component vector of float) 0:11 Constant: 0:11 0.000000 0:11 0.000000 0:11 0.000000 -0:11 'f3' (temp 3-component vector of float) -0:13 sine (temp float) -0:13 Construct float (in float) -0:13 'f1b' (temp 1-component vector of float) +0:11 'f3' ( temp 3-component vector of float) +0:13 sine ( temp float) +0:13 Construct float ( in float) +0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 Function Call: @main( (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -44,40 +44,40 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @main( (temp 4-component vector of float) +0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp float) -0:7 'f1a' (temp float) -0:7 Construct float (temp float) -0:7 'f1b' (temp 1-component vector of float) -0:8 move second child to first child (temp 1-component vector of float) -0:8 'f1b' (temp 1-component vector of float) -0:8 Construct float (temp 1-component vector of float) -0:8 'f1a' (temp float) -0:11 step (temp 3-component vector of float) +0:7 move second child to first child ( temp float) +0:7 'f1a' ( temp float) +0:7 Construct float ( temp float) +0:7 'f1b' ( temp 1-component vector of float) +0:8 move second child to first child ( temp 1-component vector of float) +0:8 'f1b' ( temp 1-component vector of float) +0:8 Construct float ( temp 1-component vector of float) +0:8 'f1a' ( temp float) +0:11 step ( temp 3-component vector of float) 0:11 Constant: 0:11 0.000000 0:11 0.000000 0:11 0.000000 -0:11 'f3' (temp 3-component vector of float) -0:13 sine (temp float) -0:13 Construct float (in float) -0:13 'f1b' (temp 1-component vector of float) +0:11 'f3' ( temp 3-component vector of float) +0:13 sine ( temp float) +0:13 Construct float ( in float) +0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 Function Call: @main( (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 3541a90f..3fbbbfe7 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -2,791 +2,791 @@ hlsl.promotions.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:19 Function Definition: Fn_F3(vf3; (temp void) +0:19 Function Definition: Fn_F3(vf3; ( temp void) 0:19 Function Parameters: -0:19 'x' (in 3-component vector of float) -0:20 Function Definition: Fn_I3(vi3; (temp void) +0:19 'x' ( in 3-component vector of float) +0:20 Function Definition: Fn_I3(vi3; ( temp void) 0:20 Function Parameters: -0:20 'x' (in 3-component vector of int) -0:21 Function Definition: Fn_U3(vu3; (temp void) +0:20 'x' ( in 3-component vector of int) +0:21 Function Definition: Fn_U3(vu3; ( temp void) 0:21 Function Parameters: -0:21 'x' (in 3-component vector of uint) -0:22 Function Definition: Fn_B3(vb3; (temp void) +0:21 'x' ( in 3-component vector of uint) +0:22 Function Definition: Fn_B3(vb3; ( temp void) 0:22 Function Parameters: -0:22 'x' (in 3-component vector of bool) -0:23 Function Definition: Fn_D3(vd3; (temp void) +0:22 'x' ( in 3-component vector of bool) +0:23 Function Definition: Fn_D3(vd3; ( temp void) 0:23 Function Parameters: -0:23 'x' (in 3-component vector of double) -0:26 Function Definition: Fn_R_F3I(vf3; (temp 3-component vector of float) +0:23 'x' ( in 3-component vector of double) +0:26 Function Definition: Fn_R_F3I(vf3; ( temp 3-component vector of float) 0:26 Function Parameters: -0:26 'p' (out 3-component vector of float) +0:26 'p' ( out 3-component vector of float) 0:? Sequence -0:26 move second child to first child (temp 3-component vector of float) -0:26 'p' (out 3-component vector of float) -0:26 Convert int to float (temp 3-component vector of float) -0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 move second child to first child ( temp 3-component vector of float) +0:26 'p' ( out 3-component vector of float) +0:26 Convert int to float ( temp 3-component vector of float) +0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression -0:26 Convert int to float (temp 3-component vector of float) -0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Convert int to float ( temp 3-component vector of float) +0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:26 Constant: 0:26 0 (const uint) -0:27 Function Definition: Fn_R_F3U(vf3; (temp 3-component vector of float) +0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) 0:27 Function Parameters: -0:27 'p' (out 3-component vector of float) +0:27 'p' ( out 3-component vector of float) 0:? Sequence -0:27 move second child to first child (temp 3-component vector of float) -0:27 'p' (out 3-component vector of float) -0:27 Convert uint to float (temp 3-component vector of float) -0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 move second child to first child ( temp 3-component vector of float) +0:27 'p' ( out 3-component vector of float) +0:27 Convert uint to float ( temp 3-component vector of float) +0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression -0:27 Convert uint to float (temp 3-component vector of float) -0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Convert uint to float ( temp 3-component vector of float) +0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:27 Constant: 0:27 3 (const uint) -0:28 Function Definition: Fn_R_F3B(vf3; (temp 3-component vector of float) +0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) 0:28 Function Parameters: -0:28 'p' (out 3-component vector of float) +0:28 'p' ( out 3-component vector of float) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 'p' (out 3-component vector of float) -0:28 Convert bool to float (temp 3-component vector of float) -0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 'p' ( out 3-component vector of float) +0:28 Convert bool to float ( temp 3-component vector of float) +0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression -0:28 Convert bool to float (temp 3-component vector of float) -0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Convert bool to float ( temp 3-component vector of float) +0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:28 Constant: 0:28 1 (const uint) -0:29 Function Definition: Fn_R_F3D(vf3; (temp 3-component vector of float) +0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) 0:29 Function Parameters: -0:29 'p' (out 3-component vector of float) +0:29 'p' ( out 3-component vector of float) 0:? Sequence -0:29 move second child to first child (temp 3-component vector of float) -0:29 'p' (out 3-component vector of float) -0:29 Convert double to float (temp 3-component vector of float) -0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 move second child to first child ( temp 3-component vector of float) +0:29 'p' ( out 3-component vector of float) +0:29 Convert double to float ( temp 3-component vector of float) +0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression -0:29 Convert double to float (temp 3-component vector of float) -0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Convert double to float ( temp 3-component vector of float) +0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:29 Constant: 0:29 4 (const uint) -0:31 Function Definition: Fn_R_I3U(vi3; (temp 3-component vector of int) +0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) 0:31 Function Parameters: -0:31 'p' (out 3-component vector of int) +0:31 'p' ( out 3-component vector of int) 0:? Sequence -0:31 move second child to first child (temp 3-component vector of int) -0:31 'p' (out 3-component vector of int) -0:31 Convert uint to int (temp 3-component vector of int) -0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 move second child to first child ( temp 3-component vector of int) +0:31 'p' ( out 3-component vector of int) +0:31 Convert uint to int ( temp 3-component vector of int) +0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression -0:31 Convert uint to int (temp 3-component vector of int) -0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Convert uint to int ( temp 3-component vector of int) +0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:31 Constant: 0:31 3 (const uint) -0:32 Function Definition: Fn_R_I3B(vi3; (temp 3-component vector of int) +0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) 0:32 Function Parameters: -0:32 'p' (out 3-component vector of int) +0:32 'p' ( out 3-component vector of int) 0:? Sequence -0:32 move second child to first child (temp 3-component vector of int) -0:32 'p' (out 3-component vector of int) -0:32 Convert bool to int (temp 3-component vector of int) -0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 move second child to first child ( temp 3-component vector of int) +0:32 'p' ( out 3-component vector of int) +0:32 Convert bool to int ( temp 3-component vector of int) +0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression -0:32 Convert bool to int (temp 3-component vector of int) -0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Convert bool to int ( temp 3-component vector of int) +0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:32 Constant: 0:32 1 (const uint) -0:33 Function Definition: Fn_R_I3F(vi3; (temp 3-component vector of int) +0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) 0:33 Function Parameters: -0:33 'p' (out 3-component vector of int) +0:33 'p' ( out 3-component vector of int) 0:? Sequence -0:33 move second child to first child (temp 3-component vector of int) -0:33 'p' (out 3-component vector of int) -0:33 Convert float to int (temp 3-component vector of int) -0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 move second child to first child ( temp 3-component vector of int) +0:33 'p' ( out 3-component vector of int) +0:33 Convert float to int ( temp 3-component vector of int) +0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression -0:33 Convert float to int (temp 3-component vector of int) -0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Convert float to int ( temp 3-component vector of int) +0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:33 Constant: 0:33 2 (const uint) -0:34 Function Definition: Fn_R_I3D(vi3; (temp 3-component vector of int) +0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) 0:34 Function Parameters: -0:34 'p' (out 3-component vector of int) +0:34 'p' ( out 3-component vector of int) 0:? Sequence -0:34 move second child to first child (temp 3-component vector of int) -0:34 'p' (out 3-component vector of int) -0:34 Convert double to int (temp 3-component vector of int) -0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 move second child to first child ( temp 3-component vector of int) +0:34 'p' ( out 3-component vector of int) +0:34 Convert double to int ( temp 3-component vector of int) +0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression -0:34 Convert double to int (temp 3-component vector of int) -0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Convert double to int ( temp 3-component vector of int) +0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:34 Constant: 0:34 4 (const uint) -0:36 Function Definition: Fn_R_U3I(vu3; (temp 3-component vector of uint) +0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) 0:36 Function Parameters: -0:36 'p' (out 3-component vector of uint) +0:36 'p' ( out 3-component vector of uint) 0:? Sequence -0:36 move second child to first child (temp 3-component vector of uint) -0:36 'p' (out 3-component vector of uint) -0:36 Convert int to uint (temp 3-component vector of uint) -0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 move second child to first child ( temp 3-component vector of uint) +0:36 'p' ( out 3-component vector of uint) +0:36 Convert int to uint ( temp 3-component vector of uint) +0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression -0:36 Convert int to uint (temp 3-component vector of uint) -0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Convert int to uint ( temp 3-component vector of uint) +0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:36 Constant: 0:36 0 (const uint) -0:37 Function Definition: Fn_R_U3F(vu3; (temp 3-component vector of uint) +0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) 0:37 Function Parameters: -0:37 'p' (out 3-component vector of uint) +0:37 'p' ( out 3-component vector of uint) 0:? Sequence -0:37 move second child to first child (temp 3-component vector of uint) -0:37 'p' (out 3-component vector of uint) -0:37 Convert float to uint (temp 3-component vector of uint) -0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 move second child to first child ( temp 3-component vector of uint) +0:37 'p' ( out 3-component vector of uint) +0:37 Convert float to uint ( temp 3-component vector of uint) +0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression -0:37 Convert float to uint (temp 3-component vector of uint) -0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Convert float to uint ( temp 3-component vector of uint) +0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:37 Constant: 0:37 2 (const uint) -0:38 Function Definition: Fn_R_U3B(vu3; (temp 3-component vector of uint) +0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) 0:38 Function Parameters: -0:38 'p' (out 3-component vector of uint) +0:38 'p' ( out 3-component vector of uint) 0:? Sequence -0:38 move second child to first child (temp 3-component vector of uint) -0:38 'p' (out 3-component vector of uint) -0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 move second child to first child ( temp 3-component vector of uint) +0:38 'p' ( out 3-component vector of uint) +0:38 Convert bool to uint ( temp 3-component vector of uint) +0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression -0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Convert bool to uint ( temp 3-component vector of uint) +0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:38 Constant: 0:38 1 (const uint) -0:39 Function Definition: Fn_R_U3D(vu3; (temp 3-component vector of uint) +0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) 0:39 Function Parameters: -0:39 'p' (out 3-component vector of uint) +0:39 'p' ( out 3-component vector of uint) 0:? Sequence -0:39 move second child to first child (temp 3-component vector of uint) -0:39 'p' (out 3-component vector of uint) -0:39 Convert double to uint (temp 3-component vector of uint) -0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 move second child to first child ( temp 3-component vector of uint) +0:39 'p' ( out 3-component vector of uint) +0:39 Convert double to uint ( temp 3-component vector of uint) +0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression -0:39 Convert double to uint (temp 3-component vector of uint) -0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Convert double to uint ( temp 3-component vector of uint) +0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:39 Constant: 0:39 4 (const uint) -0:41 Function Definition: Fn_R_B3I(vb3; (temp 3-component vector of bool) +0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) 0:41 Function Parameters: -0:41 'p' (out 3-component vector of bool) +0:41 'p' ( out 3-component vector of bool) 0:? Sequence -0:41 move second child to first child (temp 3-component vector of bool) -0:41 'p' (out 3-component vector of bool) -0:41 Convert int to bool (temp 3-component vector of bool) -0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 move second child to first child ( temp 3-component vector of bool) +0:41 'p' ( out 3-component vector of bool) +0:41 Convert int to bool ( temp 3-component vector of bool) +0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression -0:41 Convert int to bool (temp 3-component vector of bool) -0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Convert int to bool ( temp 3-component vector of bool) +0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:41 Constant: 0:41 0 (const uint) -0:42 Function Definition: Fn_R_B3U(vb3; (temp 3-component vector of bool) +0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) 0:42 Function Parameters: -0:42 'p' (out 3-component vector of bool) +0:42 'p' ( out 3-component vector of bool) 0:? Sequence -0:42 move second child to first child (temp 3-component vector of bool) -0:42 'p' (out 3-component vector of bool) -0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 move second child to first child ( temp 3-component vector of bool) +0:42 'p' ( out 3-component vector of bool) +0:42 Convert uint to bool ( temp 3-component vector of bool) +0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression -0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Convert uint to bool ( temp 3-component vector of bool) +0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:42 Constant: 0:42 3 (const uint) -0:43 Function Definition: Fn_R_B3F(vb3; (temp 3-component vector of bool) +0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) 0:43 Function Parameters: -0:43 'p' (out 3-component vector of bool) +0:43 'p' ( out 3-component vector of bool) 0:? Sequence -0:43 move second child to first child (temp 3-component vector of bool) -0:43 'p' (out 3-component vector of bool) -0:43 Convert float to bool (temp 3-component vector of bool) -0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 move second child to first child ( temp 3-component vector of bool) +0:43 'p' ( out 3-component vector of bool) +0:43 Convert float to bool ( temp 3-component vector of bool) +0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression -0:43 Convert float to bool (temp 3-component vector of bool) -0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Convert float to bool ( temp 3-component vector of bool) +0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:43 Constant: 0:43 2 (const uint) -0:44 Function Definition: Fn_R_B3D(vb3; (temp 3-component vector of bool) +0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) 0:44 Function Parameters: -0:44 'p' (out 3-component vector of bool) +0:44 'p' ( out 3-component vector of bool) 0:? Sequence -0:44 move second child to first child (temp 3-component vector of bool) -0:44 'p' (out 3-component vector of bool) -0:44 Convert double to bool (temp 3-component vector of bool) -0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 move second child to first child ( temp 3-component vector of bool) +0:44 'p' ( out 3-component vector of bool) +0:44 Convert double to bool ( temp 3-component vector of bool) +0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression -0:44 Convert double to bool (temp 3-component vector of bool) -0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Convert double to bool ( temp 3-component vector of bool) +0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:44 Constant: 0:44 4 (const uint) -0:46 Function Definition: Fn_R_D3I(vd3; (temp 3-component vector of double) +0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) 0:46 Function Parameters: -0:46 'p' (out 3-component vector of double) +0:46 'p' ( out 3-component vector of double) 0:? Sequence -0:46 move second child to first child (temp 3-component vector of double) -0:46 'p' (out 3-component vector of double) -0:46 Convert int to double (temp 3-component vector of double) -0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 move second child to first child ( temp 3-component vector of double) +0:46 'p' ( out 3-component vector of double) +0:46 Convert int to double ( temp 3-component vector of double) +0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression -0:46 Convert int to double (temp 3-component vector of double) -0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Convert int to double ( temp 3-component vector of double) +0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:46 Constant: 0:46 0 (const uint) -0:47 Function Definition: Fn_R_D3U(vd3; (temp 3-component vector of double) +0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) 0:47 Function Parameters: -0:47 'p' (out 3-component vector of double) +0:47 'p' ( out 3-component vector of double) 0:? Sequence -0:47 move second child to first child (temp 3-component vector of double) -0:47 'p' (out 3-component vector of double) -0:47 Convert uint to double (temp 3-component vector of double) -0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 move second child to first child ( temp 3-component vector of double) +0:47 'p' ( out 3-component vector of double) +0:47 Convert uint to double ( temp 3-component vector of double) +0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression -0:47 Convert uint to double (temp 3-component vector of double) -0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Convert uint to double ( temp 3-component vector of double) +0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:47 Constant: 0:47 3 (const uint) -0:48 Function Definition: Fn_R_D3B(vd3; (temp 3-component vector of double) +0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) 0:48 Function Parameters: -0:48 'p' (out 3-component vector of double) +0:48 'p' ( out 3-component vector of double) 0:? Sequence -0:48 move second child to first child (temp 3-component vector of double) -0:48 'p' (out 3-component vector of double) -0:48 Convert bool to double (temp 3-component vector of double) -0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 move second child to first child ( temp 3-component vector of double) +0:48 'p' ( out 3-component vector of double) +0:48 Convert bool to double ( temp 3-component vector of double) +0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression -0:48 Convert bool to double (temp 3-component vector of double) -0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Convert bool to double ( temp 3-component vector of double) +0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:48 Constant: 0:48 1 (const uint) -0:49 Function Definition: Fn_R_D3F(vd3; (temp 3-component vector of double) +0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) 0:49 Function Parameters: -0:49 'p' (out 3-component vector of double) +0:49 'p' ( out 3-component vector of double) 0:? Sequence -0:49 move second child to first child (temp 3-component vector of double) -0:49 'p' (out 3-component vector of double) -0:49 Convert float to double (temp 3-component vector of double) -0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 move second child to first child ( temp 3-component vector of double) +0:49 'p' ( out 3-component vector of double) +0:49 Convert float to double ( temp 3-component vector of double) +0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression -0:49 Convert float to double (temp 3-component vector of double) -0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Convert float to double ( temp 3-component vector of double) +0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:49 Constant: 0:49 2 (const uint) -0:52 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence -0:54 move second child to first child (temp 3-component vector of float) -0:54 'r00' (temp 3-component vector of float) -0:54 Convert int to float (temp 3-component vector of float) -0:54 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:54 move second child to first child ( temp 3-component vector of float) +0:54 'r00' ( temp 3-component vector of float) +0:54 Convert int to float ( temp 3-component vector of float) +0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence -0:55 move second child to first child (temp 3-component vector of float) -0:55 'r01' (temp 3-component vector of float) -0:55 Convert bool to float (temp 3-component vector of float) -0:55 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:55 move second child to first child ( temp 3-component vector of float) +0:55 'r01' ( temp 3-component vector of float) +0:55 Convert bool to float ( temp 3-component vector of float) +0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence -0:56 move second child to first child (temp 3-component vector of float) -0:56 'r02' (temp 3-component vector of float) -0:56 Convert uint to float (temp 3-component vector of float) -0:56 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:56 move second child to first child ( temp 3-component vector of float) +0:56 'r02' ( temp 3-component vector of float) +0:56 Convert uint to float ( temp 3-component vector of float) +0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence -0:57 move second child to first child (temp 3-component vector of float) -0:57 'r03' (temp 3-component vector of float) -0:57 Convert double to float (temp 3-component vector of float) -0:57 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:57 move second child to first child ( temp 3-component vector of float) +0:57 'r03' ( temp 3-component vector of float) +0:57 Convert double to float ( temp 3-component vector of float) +0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 3-component vector of int) -0:59 'r10' (temp 3-component vector of int) -0:59 Convert bool to int (temp 3-component vector of int) -0:59 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:59 move second child to first child ( temp 3-component vector of int) +0:59 'r10' ( temp 3-component vector of int) +0:59 Convert bool to int ( temp 3-component vector of int) +0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 3-component vector of int) -0:60 'r11' (temp 3-component vector of int) -0:60 Convert uint to int (temp 3-component vector of int) -0:60 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:60 move second child to first child ( temp 3-component vector of int) +0:60 'r11' ( temp 3-component vector of int) +0:60 Convert uint to int ( temp 3-component vector of int) +0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 3-component vector of int) -0:61 'r12' (temp 3-component vector of int) -0:61 Convert float to int (temp 3-component vector of int) -0:61 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:61 move second child to first child ( temp 3-component vector of int) +0:61 'r12' ( temp 3-component vector of int) +0:61 Convert float to int ( temp 3-component vector of int) +0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence -0:62 move second child to first child (temp 3-component vector of int) -0:62 'r13' (temp 3-component vector of int) -0:62 Convert double to int (temp 3-component vector of int) -0:62 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:62 move second child to first child ( temp 3-component vector of int) +0:62 'r13' ( temp 3-component vector of int) +0:62 Convert double to int ( temp 3-component vector of int) +0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 3-component vector of uint) -0:64 'r20' (temp 3-component vector of uint) -0:64 Convert bool to uint (temp 3-component vector of uint) -0:64 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:64 move second child to first child ( temp 3-component vector of uint) +0:64 'r20' ( temp 3-component vector of uint) +0:64 Convert bool to uint ( temp 3-component vector of uint) +0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 3-component vector of uint) -0:65 'r21' (temp 3-component vector of uint) -0:65 Convert int to uint (temp 3-component vector of uint) -0:65 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:65 move second child to first child ( temp 3-component vector of uint) +0:65 'r21' ( temp 3-component vector of uint) +0:65 Convert int to uint ( temp 3-component vector of uint) +0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 3-component vector of uint) -0:66 'r22' (temp 3-component vector of uint) -0:66 Convert float to uint (temp 3-component vector of uint) -0:66 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:66 move second child to first child ( temp 3-component vector of uint) +0:66 'r22' ( temp 3-component vector of uint) +0:66 Convert float to uint ( temp 3-component vector of uint) +0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence -0:67 move second child to first child (temp 3-component vector of uint) -0:67 'r23' (temp 3-component vector of uint) -0:67 Convert double to uint (temp 3-component vector of uint) -0:67 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:67 move second child to first child ( temp 3-component vector of uint) +0:67 'r23' ( temp 3-component vector of uint) +0:67 Convert double to uint ( temp 3-component vector of uint) +0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 3-component vector of bool) -0:69 'r30' (temp 3-component vector of bool) -0:69 Convert int to bool (temp 3-component vector of bool) -0:69 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:69 move second child to first child ( temp 3-component vector of bool) +0:69 'r30' ( temp 3-component vector of bool) +0:69 Convert int to bool ( temp 3-component vector of bool) +0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 3-component vector of bool) -0:70 'r31' (temp 3-component vector of bool) -0:70 Convert uint to bool (temp 3-component vector of bool) -0:70 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:70 move second child to first child ( temp 3-component vector of bool) +0:70 'r31' ( temp 3-component vector of bool) +0:70 Convert uint to bool ( temp 3-component vector of bool) +0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 3-component vector of bool) -0:71 'r32' (temp 3-component vector of bool) -0:71 Convert float to bool (temp 3-component vector of bool) -0:71 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:71 move second child to first child ( temp 3-component vector of bool) +0:71 'r32' ( temp 3-component vector of bool) +0:71 Convert float to bool ( temp 3-component vector of bool) +0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence -0:72 move second child to first child (temp 3-component vector of bool) -0:72 'r33' (temp 3-component vector of bool) -0:72 Convert double to bool (temp 3-component vector of bool) -0:72 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:72 move second child to first child ( temp 3-component vector of bool) +0:72 'r33' ( temp 3-component vector of bool) +0:72 Convert double to bool ( temp 3-component vector of bool) +0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence -0:74 move second child to first child (temp 3-component vector of double) -0:74 'r40' (temp 3-component vector of double) -0:74 Convert int to double (temp 3-component vector of double) -0:74 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:74 move second child to first child ( temp 3-component vector of double) +0:74 'r40' ( temp 3-component vector of double) +0:74 Convert int to double ( temp 3-component vector of double) +0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence -0:75 move second child to first child (temp 3-component vector of double) -0:75 'r41' (temp 3-component vector of double) -0:75 Convert uint to double (temp 3-component vector of double) -0:75 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:75 move second child to first child ( temp 3-component vector of double) +0:75 'r41' ( temp 3-component vector of double) +0:75 Convert uint to double ( temp 3-component vector of double) +0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence -0:76 move second child to first child (temp 3-component vector of double) -0:76 'r42' (temp 3-component vector of double) -0:76 Convert float to double (temp 3-component vector of double) -0:76 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:76 move second child to first child ( temp 3-component vector of double) +0:76 'r42' ( temp 3-component vector of double) +0:76 Convert float to double ( temp 3-component vector of double) +0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 3-component vector of double) -0:77 'r43' (temp 3-component vector of double) -0:77 Convert bool to double (temp 3-component vector of double) -0:77 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:77 move second child to first child ( temp 3-component vector of double) +0:77 'r43' ( temp 3-component vector of double) +0:77 Convert bool to double ( temp 3-component vector of double) +0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:77 Constant: 0:77 1 (const uint) -0:80 multiply second child into first child (temp 3-component vector of float) -0:80 'r00' (temp 3-component vector of float) -0:80 Convert int to float (temp 3-component vector of float) -0:80 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:80 multiply second child into first child ( temp 3-component vector of float) +0:80 'r00' ( temp 3-component vector of float) +0:80 Convert int to float ( temp 3-component vector of float) +0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:80 Constant: 0:80 0 (const uint) -0:81 multiply second child into first child (temp 3-component vector of float) -0:81 'r01' (temp 3-component vector of float) -0:81 Convert bool to float (temp 3-component vector of float) -0:81 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:81 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:81 multiply second child into first child ( temp 3-component vector of float) +0:81 'r01' ( temp 3-component vector of float) +0:81 Convert bool to float ( temp 3-component vector of float) +0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:81 Constant: 0:81 1 (const uint) -0:82 multiply second child into first child (temp 3-component vector of float) -0:82 'r02' (temp 3-component vector of float) -0:82 Convert uint to float (temp 3-component vector of float) -0:82 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:82 multiply second child into first child ( temp 3-component vector of float) +0:82 'r02' ( temp 3-component vector of float) +0:82 Convert uint to float ( temp 3-component vector of float) +0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:82 Constant: 0:82 3 (const uint) -0:83 multiply second child into first child (temp 3-component vector of float) -0:83 'r03' (temp 3-component vector of float) -0:83 Convert double to float (temp 3-component vector of float) -0:83 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:83 multiply second child into first child ( temp 3-component vector of float) +0:83 'r03' ( temp 3-component vector of float) +0:83 Convert double to float ( temp 3-component vector of float) +0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:83 Constant: 0:83 4 (const uint) -0:85 multiply second child into first child (temp 3-component vector of int) -0:85 'r10' (temp 3-component vector of int) -0:85 Convert bool to int (temp 3-component vector of int) -0:85 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:85 multiply second child into first child ( temp 3-component vector of int) +0:85 'r10' ( temp 3-component vector of int) +0:85 Convert bool to int ( temp 3-component vector of int) +0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:85 Constant: 0:85 1 (const uint) -0:86 multiply second child into first child (temp 3-component vector of int) -0:86 'r11' (temp 3-component vector of int) -0:86 Convert uint to int (temp 3-component vector of int) -0:86 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:86 multiply second child into first child ( temp 3-component vector of int) +0:86 'r11' ( temp 3-component vector of int) +0:86 Convert uint to int ( temp 3-component vector of int) +0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:86 Constant: 0:86 3 (const uint) -0:87 multiply second child into first child (temp 3-component vector of int) -0:87 'r12' (temp 3-component vector of int) -0:87 Convert float to int (temp 3-component vector of int) -0:87 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:87 multiply second child into first child ( temp 3-component vector of int) +0:87 'r12' ( temp 3-component vector of int) +0:87 Convert float to int ( temp 3-component vector of int) +0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:87 Constant: 0:87 2 (const uint) -0:88 multiply second child into first child (temp 3-component vector of int) -0:88 'r13' (temp 3-component vector of int) -0:88 Convert double to int (temp 3-component vector of int) -0:88 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:88 multiply second child into first child ( temp 3-component vector of int) +0:88 'r13' ( temp 3-component vector of int) +0:88 Convert double to int ( temp 3-component vector of int) +0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:88 Constant: 0:88 4 (const uint) -0:90 multiply second child into first child (temp 3-component vector of uint) -0:90 'r20' (temp 3-component vector of uint) -0:90 Convert bool to uint (temp 3-component vector of uint) -0:90 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:90 multiply second child into first child ( temp 3-component vector of uint) +0:90 'r20' ( temp 3-component vector of uint) +0:90 Convert bool to uint ( temp 3-component vector of uint) +0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:90 Constant: 0:90 1 (const uint) -0:91 multiply second child into first child (temp 3-component vector of uint) -0:91 'r21' (temp 3-component vector of uint) -0:91 Convert int to uint (temp 3-component vector of uint) -0:91 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:91 multiply second child into first child ( temp 3-component vector of uint) +0:91 'r21' ( temp 3-component vector of uint) +0:91 Convert int to uint ( temp 3-component vector of uint) +0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:91 Constant: 0:91 0 (const uint) -0:92 multiply second child into first child (temp 3-component vector of uint) -0:92 'r22' (temp 3-component vector of uint) -0:92 Convert float to uint (temp 3-component vector of uint) -0:92 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:92 multiply second child into first child ( temp 3-component vector of uint) +0:92 'r22' ( temp 3-component vector of uint) +0:92 Convert float to uint ( temp 3-component vector of uint) +0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:92 Constant: 0:92 2 (const uint) -0:93 multiply second child into first child (temp 3-component vector of uint) -0:93 'r23' (temp 3-component vector of uint) -0:93 Convert double to uint (temp 3-component vector of uint) -0:93 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:93 multiply second child into first child ( temp 3-component vector of uint) +0:93 'r23' ( temp 3-component vector of uint) +0:93 Convert double to uint ( temp 3-component vector of uint) +0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:93 Constant: 0:93 4 (const uint) -0:97 multiply second child into first child (temp 3-component vector of double) -0:97 'r40' (temp 3-component vector of double) -0:97 Convert int to double (temp 3-component vector of double) -0:97 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:97 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:97 multiply second child into first child ( temp 3-component vector of double) +0:97 'r40' ( temp 3-component vector of double) +0:97 Convert int to double ( temp 3-component vector of double) +0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:97 Constant: 0:97 0 (const uint) -0:98 multiply second child into first child (temp 3-component vector of double) -0:98 'r41' (temp 3-component vector of double) -0:98 Convert uint to double (temp 3-component vector of double) -0:98 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:98 multiply second child into first child ( temp 3-component vector of double) +0:98 'r41' ( temp 3-component vector of double) +0:98 Convert uint to double ( temp 3-component vector of double) +0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:98 Constant: 0:98 3 (const uint) -0:99 multiply second child into first child (temp 3-component vector of double) -0:99 'r42' (temp 3-component vector of double) -0:99 Convert float to double (temp 3-component vector of double) -0:99 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:99 multiply second child into first child ( temp 3-component vector of double) +0:99 'r42' ( temp 3-component vector of double) +0:99 Convert float to double ( temp 3-component vector of double) +0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:99 Constant: 0:99 2 (const uint) -0:100 multiply second child into first child (temp 3-component vector of double) -0:100 'r43' (temp 3-component vector of double) -0:100 Convert bool to double (temp 3-component vector of double) -0:100 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:100 multiply second child into first child ( temp 3-component vector of double) +0:100 'r43' ( temp 3-component vector of double) +0:100 Convert bool to double ( temp 3-component vector of double) +0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:100 Constant: 0:100 1 (const uint) -0:103 vector scale second child into first child (temp 3-component vector of float) -0:103 'r00' (temp 3-component vector of float) -0:103 Convert int to float (temp float) -0:103 is: direct index for structure (layout(offset=88 ) uniform int) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:103 vector scale second child into first child ( temp 3-component vector of float) +0:103 'r00' ( temp 3-component vector of float) +0:103 Convert int to float ( temp float) +0:103 is: direct index for structure (layout( offset=88) uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:103 Constant: 0:103 5 (const uint) -0:104 vector scale second child into first child (temp 3-component vector of float) -0:104 'r01' (temp 3-component vector of float) -0:104 Convert bool to float (temp float) -0:104 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:104 vector scale second child into first child ( temp 3-component vector of float) +0:104 'r01' ( temp 3-component vector of float) +0:104 Convert bool to float ( temp float) +0:104 bs: direct index for structure (layout( offset=92) uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:104 Constant: 0:104 6 (const uint) -0:105 vector scale second child into first child (temp 3-component vector of float) -0:105 'r02' (temp 3-component vector of float) -0:105 Convert uint to float (temp float) -0:105 us: direct index for structure (layout(offset=100 ) uniform uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:105 vector scale second child into first child ( temp 3-component vector of float) +0:105 'r02' ( temp 3-component vector of float) +0:105 Convert uint to float ( temp float) +0:105 us: direct index for structure (layout( offset=100) uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:105 Constant: 0:105 8 (const uint) -0:106 vector scale second child into first child (temp 3-component vector of float) -0:106 'r03' (temp 3-component vector of float) -0:106 Convert double to float (temp float) -0:106 ds: direct index for structure (layout(offset=104 ) uniform double) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:106 vector scale second child into first child ( temp 3-component vector of float) +0:106 'r03' ( temp 3-component vector of float) +0:106 Convert double to float ( temp float) +0:106 ds: direct index for structure (layout( offset=104) uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:106 Constant: 0:106 9 (const uint) -0:108 vector scale second child into first child (temp 3-component vector of int) -0:108 'r10' (temp 3-component vector of int) -0:108 Convert bool to int (temp int) -0:108 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:108 vector scale second child into first child ( temp 3-component vector of int) +0:108 'r10' ( temp 3-component vector of int) +0:108 Convert bool to int ( temp int) +0:108 bs: direct index for structure (layout( offset=92) uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:108 Constant: 0:108 6 (const uint) -0:109 vector scale second child into first child (temp 3-component vector of int) -0:109 'r11' (temp 3-component vector of int) -0:109 Convert uint to int (temp int) -0:109 us: direct index for structure (layout(offset=100 ) uniform uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:109 vector scale second child into first child ( temp 3-component vector of int) +0:109 'r11' ( temp 3-component vector of int) +0:109 Convert uint to int ( temp int) +0:109 us: direct index for structure (layout( offset=100) uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:109 Constant: 0:109 8 (const uint) -0:110 vector scale second child into first child (temp 3-component vector of int) -0:110 'r12' (temp 3-component vector of int) -0:110 Convert float to int (temp int) -0:110 fs: direct index for structure (layout(offset=96 ) uniform float) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:110 vector scale second child into first child ( temp 3-component vector of int) +0:110 'r12' ( temp 3-component vector of int) +0:110 Convert float to int ( temp int) +0:110 fs: direct index for structure (layout( offset=96) uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:110 Constant: 0:110 7 (const uint) -0:111 vector scale second child into first child (temp 3-component vector of int) -0:111 'r13' (temp 3-component vector of int) -0:111 Convert double to int (temp int) -0:111 ds: direct index for structure (layout(offset=104 ) uniform double) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:111 vector scale second child into first child ( temp 3-component vector of int) +0:111 'r13' ( temp 3-component vector of int) +0:111 Convert double to int ( temp int) +0:111 ds: direct index for structure (layout( offset=104) uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:111 Constant: 0:111 9 (const uint) -0:113 vector scale second child into first child (temp 3-component vector of uint) -0:113 'r20' (temp 3-component vector of uint) -0:113 Convert bool to uint (temp uint) -0:113 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:113 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:113 vector scale second child into first child ( temp 3-component vector of uint) +0:113 'r20' ( temp 3-component vector of uint) +0:113 Convert bool to uint ( temp uint) +0:113 bs: direct index for structure (layout( offset=92) uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:113 Constant: 0:113 6 (const uint) -0:114 vector scale second child into first child (temp 3-component vector of uint) -0:114 'r21' (temp 3-component vector of uint) -0:114 Convert int to uint (temp uint) -0:114 is: direct index for structure (layout(offset=88 ) uniform int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:114 vector scale second child into first child ( temp 3-component vector of uint) +0:114 'r21' ( temp 3-component vector of uint) +0:114 Convert int to uint ( temp uint) +0:114 is: direct index for structure (layout( offset=88) uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:114 Constant: 0:114 5 (const uint) -0:115 vector scale second child into first child (temp 3-component vector of uint) -0:115 'r22' (temp 3-component vector of uint) -0:115 Convert float to uint (temp uint) -0:115 fs: direct index for structure (layout(offset=96 ) uniform float) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:115 vector scale second child into first child ( temp 3-component vector of uint) +0:115 'r22' ( temp 3-component vector of uint) +0:115 Convert float to uint ( temp uint) +0:115 fs: direct index for structure (layout( offset=96) uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:115 Constant: 0:115 7 (const uint) -0:116 vector scale second child into first child (temp 3-component vector of uint) -0:116 'r23' (temp 3-component vector of uint) -0:116 Convert double to uint (temp uint) -0:116 ds: direct index for structure (layout(offset=104 ) uniform double) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:116 vector scale second child into first child ( temp 3-component vector of uint) +0:116 'r23' ( temp 3-component vector of uint) +0:116 Convert double to uint ( temp uint) +0:116 ds: direct index for structure (layout( offset=104) uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:116 Constant: 0:116 9 (const uint) -0:120 vector scale second child into first child (temp 3-component vector of double) -0:120 'r40' (temp 3-component vector of double) -0:120 Convert int to double (temp double) -0:120 is: direct index for structure (layout(offset=88 ) uniform int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:120 vector scale second child into first child ( temp 3-component vector of double) +0:120 'r40' ( temp 3-component vector of double) +0:120 Convert int to double ( temp double) +0:120 is: direct index for structure (layout( offset=88) uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:120 Constant: 0:120 5 (const uint) -0:121 vector scale second child into first child (temp 3-component vector of double) -0:121 'r41' (temp 3-component vector of double) -0:121 Convert uint to double (temp double) -0:121 us: direct index for structure (layout(offset=100 ) uniform uint) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:121 vector scale second child into first child ( temp 3-component vector of double) +0:121 'r41' ( temp 3-component vector of double) +0:121 Convert uint to double ( temp double) +0:121 us: direct index for structure (layout( offset=100) uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:121 Constant: 0:121 8 (const uint) -0:122 vector scale second child into first child (temp 3-component vector of double) -0:122 'r42' (temp 3-component vector of double) -0:122 Convert float to double (temp double) -0:122 fs: direct index for structure (layout(offset=96 ) uniform float) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:122 vector scale second child into first child ( temp 3-component vector of double) +0:122 'r42' ( temp 3-component vector of double) +0:122 Convert float to double ( temp double) +0:122 fs: direct index for structure (layout( offset=96) uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:122 Constant: 0:122 7 (const uint) -0:123 vector scale second child into first child (temp 3-component vector of double) -0:123 'r43' (temp 3-component vector of double) -0:123 Convert bool to double (temp double) -0:123 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:123 vector scale second child into first child ( temp 3-component vector of double) +0:123 'r43' ( temp 3-component vector of double) +0:123 Convert bool to double ( temp double) +0:123 bs: direct index for structure (layout( offset=92) uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence -0:193 move second child to first child (temp int) -0:193 'c1' (temp int) +0:193 move second child to first child ( temp int) +0:193 'c1' ( temp int) 0:193 Constant: 0:193 3 (const int) 0:194 Sequence -0:194 move second child to first child (temp int) -0:194 'c2' (temp int) +0:194 move second child to first child ( temp int) +0:194 'c2' ( temp int) 0:194 Constant: 0:194 3 (const int) 0:196 Sequence -0:196 move second child to first child (temp 4-component vector of float) -0:196 'outval' (temp 4-component vector of float) -0:? Construct vec4 (temp 4-component vector of float) +0:196 move second child to first child ( temp 4-component vector of float) +0:196 'outval' ( temp 4-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: 0:196 3.600000 -0:196 Convert int to float (temp float) -0:196 'c1' (temp int) -0:196 Convert int to float (temp float) -0:196 'c2' (temp int) -0:199 move second child to first child (temp 4-component vector of float) -0:199 Color: direct index for structure (temp 4-component vector of float) -0:199 'psout' (temp structure{temp 4-component vector of float Color}) +0:196 Convert int to float ( temp float) +0:196 'c1' ( temp int) +0:196 Convert int to float ( temp float) +0:196 'c2' ( temp int) +0:199 move second child to first child ( temp 4-component vector of float) +0:199 Color: direct index for structure ( temp 4-component vector of float) +0:199 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:199 Constant: 0:199 0 (const int) -0:199 'outval' (temp 4-component vector of float) +0:199 'outval' ( temp 4-component vector of float) 0:200 Branch: Return with expression -0:200 'psout' (temp structure{temp 4-component vector of float Color}) -0:52 Function Definition: main( (temp void) +0:200 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:52 Function Definition: main( ( temp void) 0:52 Function Parameters: 0:? Sequence 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:52 Color: direct index for structure (temp 4-component vector of float) -0:52 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:52 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:52 Color: direct index for structure ( temp 4-component vector of float) +0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -795,791 +795,791 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:19 Function Definition: Fn_F3(vf3; (temp void) +0:19 Function Definition: Fn_F3(vf3; ( temp void) 0:19 Function Parameters: -0:19 'x' (in 3-component vector of float) -0:20 Function Definition: Fn_I3(vi3; (temp void) +0:19 'x' ( in 3-component vector of float) +0:20 Function Definition: Fn_I3(vi3; ( temp void) 0:20 Function Parameters: -0:20 'x' (in 3-component vector of int) -0:21 Function Definition: Fn_U3(vu3; (temp void) +0:20 'x' ( in 3-component vector of int) +0:21 Function Definition: Fn_U3(vu3; ( temp void) 0:21 Function Parameters: -0:21 'x' (in 3-component vector of uint) -0:22 Function Definition: Fn_B3(vb3; (temp void) +0:21 'x' ( in 3-component vector of uint) +0:22 Function Definition: Fn_B3(vb3; ( temp void) 0:22 Function Parameters: -0:22 'x' (in 3-component vector of bool) -0:23 Function Definition: Fn_D3(vd3; (temp void) +0:22 'x' ( in 3-component vector of bool) +0:23 Function Definition: Fn_D3(vd3; ( temp void) 0:23 Function Parameters: -0:23 'x' (in 3-component vector of double) -0:26 Function Definition: Fn_R_F3I(vf3; (temp 3-component vector of float) +0:23 'x' ( in 3-component vector of double) +0:26 Function Definition: Fn_R_F3I(vf3; ( temp 3-component vector of float) 0:26 Function Parameters: -0:26 'p' (out 3-component vector of float) +0:26 'p' ( out 3-component vector of float) 0:? Sequence -0:26 move second child to first child (temp 3-component vector of float) -0:26 'p' (out 3-component vector of float) -0:26 Convert int to float (temp 3-component vector of float) -0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 move second child to first child ( temp 3-component vector of float) +0:26 'p' ( out 3-component vector of float) +0:26 Convert int to float ( temp 3-component vector of float) +0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression -0:26 Convert int to float (temp 3-component vector of float) -0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Convert int to float ( temp 3-component vector of float) +0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:26 Constant: 0:26 0 (const uint) -0:27 Function Definition: Fn_R_F3U(vf3; (temp 3-component vector of float) +0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) 0:27 Function Parameters: -0:27 'p' (out 3-component vector of float) +0:27 'p' ( out 3-component vector of float) 0:? Sequence -0:27 move second child to first child (temp 3-component vector of float) -0:27 'p' (out 3-component vector of float) -0:27 Convert uint to float (temp 3-component vector of float) -0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 move second child to first child ( temp 3-component vector of float) +0:27 'p' ( out 3-component vector of float) +0:27 Convert uint to float ( temp 3-component vector of float) +0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression -0:27 Convert uint to float (temp 3-component vector of float) -0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Convert uint to float ( temp 3-component vector of float) +0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:27 Constant: 0:27 3 (const uint) -0:28 Function Definition: Fn_R_F3B(vf3; (temp 3-component vector of float) +0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) 0:28 Function Parameters: -0:28 'p' (out 3-component vector of float) +0:28 'p' ( out 3-component vector of float) 0:? Sequence -0:28 move second child to first child (temp 3-component vector of float) -0:28 'p' (out 3-component vector of float) -0:28 Convert bool to float (temp 3-component vector of float) -0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 move second child to first child ( temp 3-component vector of float) +0:28 'p' ( out 3-component vector of float) +0:28 Convert bool to float ( temp 3-component vector of float) +0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression -0:28 Convert bool to float (temp 3-component vector of float) -0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Convert bool to float ( temp 3-component vector of float) +0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:28 Constant: 0:28 1 (const uint) -0:29 Function Definition: Fn_R_F3D(vf3; (temp 3-component vector of float) +0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) 0:29 Function Parameters: -0:29 'p' (out 3-component vector of float) +0:29 'p' ( out 3-component vector of float) 0:? Sequence -0:29 move second child to first child (temp 3-component vector of float) -0:29 'p' (out 3-component vector of float) -0:29 Convert double to float (temp 3-component vector of float) -0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 move second child to first child ( temp 3-component vector of float) +0:29 'p' ( out 3-component vector of float) +0:29 Convert double to float ( temp 3-component vector of float) +0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression -0:29 Convert double to float (temp 3-component vector of float) -0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Convert double to float ( temp 3-component vector of float) +0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:29 Constant: 0:29 4 (const uint) -0:31 Function Definition: Fn_R_I3U(vi3; (temp 3-component vector of int) +0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) 0:31 Function Parameters: -0:31 'p' (out 3-component vector of int) +0:31 'p' ( out 3-component vector of int) 0:? Sequence -0:31 move second child to first child (temp 3-component vector of int) -0:31 'p' (out 3-component vector of int) -0:31 Convert uint to int (temp 3-component vector of int) -0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 move second child to first child ( temp 3-component vector of int) +0:31 'p' ( out 3-component vector of int) +0:31 Convert uint to int ( temp 3-component vector of int) +0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression -0:31 Convert uint to int (temp 3-component vector of int) -0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Convert uint to int ( temp 3-component vector of int) +0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:31 Constant: 0:31 3 (const uint) -0:32 Function Definition: Fn_R_I3B(vi3; (temp 3-component vector of int) +0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) 0:32 Function Parameters: -0:32 'p' (out 3-component vector of int) +0:32 'p' ( out 3-component vector of int) 0:? Sequence -0:32 move second child to first child (temp 3-component vector of int) -0:32 'p' (out 3-component vector of int) -0:32 Convert bool to int (temp 3-component vector of int) -0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 move second child to first child ( temp 3-component vector of int) +0:32 'p' ( out 3-component vector of int) +0:32 Convert bool to int ( temp 3-component vector of int) +0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression -0:32 Convert bool to int (temp 3-component vector of int) -0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Convert bool to int ( temp 3-component vector of int) +0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:32 Constant: 0:32 1 (const uint) -0:33 Function Definition: Fn_R_I3F(vi3; (temp 3-component vector of int) +0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) 0:33 Function Parameters: -0:33 'p' (out 3-component vector of int) +0:33 'p' ( out 3-component vector of int) 0:? Sequence -0:33 move second child to first child (temp 3-component vector of int) -0:33 'p' (out 3-component vector of int) -0:33 Convert float to int (temp 3-component vector of int) -0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 move second child to first child ( temp 3-component vector of int) +0:33 'p' ( out 3-component vector of int) +0:33 Convert float to int ( temp 3-component vector of int) +0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression -0:33 Convert float to int (temp 3-component vector of int) -0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Convert float to int ( temp 3-component vector of int) +0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:33 Constant: 0:33 2 (const uint) -0:34 Function Definition: Fn_R_I3D(vi3; (temp 3-component vector of int) +0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) 0:34 Function Parameters: -0:34 'p' (out 3-component vector of int) +0:34 'p' ( out 3-component vector of int) 0:? Sequence -0:34 move second child to first child (temp 3-component vector of int) -0:34 'p' (out 3-component vector of int) -0:34 Convert double to int (temp 3-component vector of int) -0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 move second child to first child ( temp 3-component vector of int) +0:34 'p' ( out 3-component vector of int) +0:34 Convert double to int ( temp 3-component vector of int) +0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression -0:34 Convert double to int (temp 3-component vector of int) -0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Convert double to int ( temp 3-component vector of int) +0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:34 Constant: 0:34 4 (const uint) -0:36 Function Definition: Fn_R_U3I(vu3; (temp 3-component vector of uint) +0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) 0:36 Function Parameters: -0:36 'p' (out 3-component vector of uint) +0:36 'p' ( out 3-component vector of uint) 0:? Sequence -0:36 move second child to first child (temp 3-component vector of uint) -0:36 'p' (out 3-component vector of uint) -0:36 Convert int to uint (temp 3-component vector of uint) -0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 move second child to first child ( temp 3-component vector of uint) +0:36 'p' ( out 3-component vector of uint) +0:36 Convert int to uint ( temp 3-component vector of uint) +0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression -0:36 Convert int to uint (temp 3-component vector of uint) -0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Convert int to uint ( temp 3-component vector of uint) +0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:36 Constant: 0:36 0 (const uint) -0:37 Function Definition: Fn_R_U3F(vu3; (temp 3-component vector of uint) +0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) 0:37 Function Parameters: -0:37 'p' (out 3-component vector of uint) +0:37 'p' ( out 3-component vector of uint) 0:? Sequence -0:37 move second child to first child (temp 3-component vector of uint) -0:37 'p' (out 3-component vector of uint) -0:37 Convert float to uint (temp 3-component vector of uint) -0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 move second child to first child ( temp 3-component vector of uint) +0:37 'p' ( out 3-component vector of uint) +0:37 Convert float to uint ( temp 3-component vector of uint) +0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression -0:37 Convert float to uint (temp 3-component vector of uint) -0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Convert float to uint ( temp 3-component vector of uint) +0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:37 Constant: 0:37 2 (const uint) -0:38 Function Definition: Fn_R_U3B(vu3; (temp 3-component vector of uint) +0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) 0:38 Function Parameters: -0:38 'p' (out 3-component vector of uint) +0:38 'p' ( out 3-component vector of uint) 0:? Sequence -0:38 move second child to first child (temp 3-component vector of uint) -0:38 'p' (out 3-component vector of uint) -0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 move second child to first child ( temp 3-component vector of uint) +0:38 'p' ( out 3-component vector of uint) +0:38 Convert bool to uint ( temp 3-component vector of uint) +0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression -0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Convert bool to uint ( temp 3-component vector of uint) +0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:38 Constant: 0:38 1 (const uint) -0:39 Function Definition: Fn_R_U3D(vu3; (temp 3-component vector of uint) +0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) 0:39 Function Parameters: -0:39 'p' (out 3-component vector of uint) +0:39 'p' ( out 3-component vector of uint) 0:? Sequence -0:39 move second child to first child (temp 3-component vector of uint) -0:39 'p' (out 3-component vector of uint) -0:39 Convert double to uint (temp 3-component vector of uint) -0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 move second child to first child ( temp 3-component vector of uint) +0:39 'p' ( out 3-component vector of uint) +0:39 Convert double to uint ( temp 3-component vector of uint) +0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression -0:39 Convert double to uint (temp 3-component vector of uint) -0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Convert double to uint ( temp 3-component vector of uint) +0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:39 Constant: 0:39 4 (const uint) -0:41 Function Definition: Fn_R_B3I(vb3; (temp 3-component vector of bool) +0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) 0:41 Function Parameters: -0:41 'p' (out 3-component vector of bool) +0:41 'p' ( out 3-component vector of bool) 0:? Sequence -0:41 move second child to first child (temp 3-component vector of bool) -0:41 'p' (out 3-component vector of bool) -0:41 Convert int to bool (temp 3-component vector of bool) -0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 move second child to first child ( temp 3-component vector of bool) +0:41 'p' ( out 3-component vector of bool) +0:41 Convert int to bool ( temp 3-component vector of bool) +0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression -0:41 Convert int to bool (temp 3-component vector of bool) -0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Convert int to bool ( temp 3-component vector of bool) +0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:41 Constant: 0:41 0 (const uint) -0:42 Function Definition: Fn_R_B3U(vb3; (temp 3-component vector of bool) +0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) 0:42 Function Parameters: -0:42 'p' (out 3-component vector of bool) +0:42 'p' ( out 3-component vector of bool) 0:? Sequence -0:42 move second child to first child (temp 3-component vector of bool) -0:42 'p' (out 3-component vector of bool) -0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 move second child to first child ( temp 3-component vector of bool) +0:42 'p' ( out 3-component vector of bool) +0:42 Convert uint to bool ( temp 3-component vector of bool) +0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression -0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Convert uint to bool ( temp 3-component vector of bool) +0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:42 Constant: 0:42 3 (const uint) -0:43 Function Definition: Fn_R_B3F(vb3; (temp 3-component vector of bool) +0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) 0:43 Function Parameters: -0:43 'p' (out 3-component vector of bool) +0:43 'p' ( out 3-component vector of bool) 0:? Sequence -0:43 move second child to first child (temp 3-component vector of bool) -0:43 'p' (out 3-component vector of bool) -0:43 Convert float to bool (temp 3-component vector of bool) -0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 move second child to first child ( temp 3-component vector of bool) +0:43 'p' ( out 3-component vector of bool) +0:43 Convert float to bool ( temp 3-component vector of bool) +0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression -0:43 Convert float to bool (temp 3-component vector of bool) -0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Convert float to bool ( temp 3-component vector of bool) +0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:43 Constant: 0:43 2 (const uint) -0:44 Function Definition: Fn_R_B3D(vb3; (temp 3-component vector of bool) +0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) 0:44 Function Parameters: -0:44 'p' (out 3-component vector of bool) +0:44 'p' ( out 3-component vector of bool) 0:? Sequence -0:44 move second child to first child (temp 3-component vector of bool) -0:44 'p' (out 3-component vector of bool) -0:44 Convert double to bool (temp 3-component vector of bool) -0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 move second child to first child ( temp 3-component vector of bool) +0:44 'p' ( out 3-component vector of bool) +0:44 Convert double to bool ( temp 3-component vector of bool) +0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression -0:44 Convert double to bool (temp 3-component vector of bool) -0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Convert double to bool ( temp 3-component vector of bool) +0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:44 Constant: 0:44 4 (const uint) -0:46 Function Definition: Fn_R_D3I(vd3; (temp 3-component vector of double) +0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) 0:46 Function Parameters: -0:46 'p' (out 3-component vector of double) +0:46 'p' ( out 3-component vector of double) 0:? Sequence -0:46 move second child to first child (temp 3-component vector of double) -0:46 'p' (out 3-component vector of double) -0:46 Convert int to double (temp 3-component vector of double) -0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 move second child to first child ( temp 3-component vector of double) +0:46 'p' ( out 3-component vector of double) +0:46 Convert int to double ( temp 3-component vector of double) +0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression -0:46 Convert int to double (temp 3-component vector of double) -0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Convert int to double ( temp 3-component vector of double) +0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:46 Constant: 0:46 0 (const uint) -0:47 Function Definition: Fn_R_D3U(vd3; (temp 3-component vector of double) +0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) 0:47 Function Parameters: -0:47 'p' (out 3-component vector of double) +0:47 'p' ( out 3-component vector of double) 0:? Sequence -0:47 move second child to first child (temp 3-component vector of double) -0:47 'p' (out 3-component vector of double) -0:47 Convert uint to double (temp 3-component vector of double) -0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 move second child to first child ( temp 3-component vector of double) +0:47 'p' ( out 3-component vector of double) +0:47 Convert uint to double ( temp 3-component vector of double) +0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression -0:47 Convert uint to double (temp 3-component vector of double) -0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Convert uint to double ( temp 3-component vector of double) +0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:47 Constant: 0:47 3 (const uint) -0:48 Function Definition: Fn_R_D3B(vd3; (temp 3-component vector of double) +0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) 0:48 Function Parameters: -0:48 'p' (out 3-component vector of double) +0:48 'p' ( out 3-component vector of double) 0:? Sequence -0:48 move second child to first child (temp 3-component vector of double) -0:48 'p' (out 3-component vector of double) -0:48 Convert bool to double (temp 3-component vector of double) -0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 move second child to first child ( temp 3-component vector of double) +0:48 'p' ( out 3-component vector of double) +0:48 Convert bool to double ( temp 3-component vector of double) +0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression -0:48 Convert bool to double (temp 3-component vector of double) -0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Convert bool to double ( temp 3-component vector of double) +0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:48 Constant: 0:48 1 (const uint) -0:49 Function Definition: Fn_R_D3F(vd3; (temp 3-component vector of double) +0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) 0:49 Function Parameters: -0:49 'p' (out 3-component vector of double) +0:49 'p' ( out 3-component vector of double) 0:? Sequence -0:49 move second child to first child (temp 3-component vector of double) -0:49 'p' (out 3-component vector of double) -0:49 Convert float to double (temp 3-component vector of double) -0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 move second child to first child ( temp 3-component vector of double) +0:49 'p' ( out 3-component vector of double) +0:49 Convert float to double ( temp 3-component vector of double) +0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression -0:49 Convert float to double (temp 3-component vector of double) -0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Convert float to double ( temp 3-component vector of double) +0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:49 Constant: 0:49 2 (const uint) -0:52 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence -0:54 move second child to first child (temp 3-component vector of float) -0:54 'r00' (temp 3-component vector of float) -0:54 Convert int to float (temp 3-component vector of float) -0:54 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:54 move second child to first child ( temp 3-component vector of float) +0:54 'r00' ( temp 3-component vector of float) +0:54 Convert int to float ( temp 3-component vector of float) +0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence -0:55 move second child to first child (temp 3-component vector of float) -0:55 'r01' (temp 3-component vector of float) -0:55 Convert bool to float (temp 3-component vector of float) -0:55 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:55 move second child to first child ( temp 3-component vector of float) +0:55 'r01' ( temp 3-component vector of float) +0:55 Convert bool to float ( temp 3-component vector of float) +0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence -0:56 move second child to first child (temp 3-component vector of float) -0:56 'r02' (temp 3-component vector of float) -0:56 Convert uint to float (temp 3-component vector of float) -0:56 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:56 move second child to first child ( temp 3-component vector of float) +0:56 'r02' ( temp 3-component vector of float) +0:56 Convert uint to float ( temp 3-component vector of float) +0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence -0:57 move second child to first child (temp 3-component vector of float) -0:57 'r03' (temp 3-component vector of float) -0:57 Convert double to float (temp 3-component vector of float) -0:57 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:57 move second child to first child ( temp 3-component vector of float) +0:57 'r03' ( temp 3-component vector of float) +0:57 Convert double to float ( temp 3-component vector of float) +0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 3-component vector of int) -0:59 'r10' (temp 3-component vector of int) -0:59 Convert bool to int (temp 3-component vector of int) -0:59 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:59 move second child to first child ( temp 3-component vector of int) +0:59 'r10' ( temp 3-component vector of int) +0:59 Convert bool to int ( temp 3-component vector of int) +0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 3-component vector of int) -0:60 'r11' (temp 3-component vector of int) -0:60 Convert uint to int (temp 3-component vector of int) -0:60 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:60 move second child to first child ( temp 3-component vector of int) +0:60 'r11' ( temp 3-component vector of int) +0:60 Convert uint to int ( temp 3-component vector of int) +0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 3-component vector of int) -0:61 'r12' (temp 3-component vector of int) -0:61 Convert float to int (temp 3-component vector of int) -0:61 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:61 move second child to first child ( temp 3-component vector of int) +0:61 'r12' ( temp 3-component vector of int) +0:61 Convert float to int ( temp 3-component vector of int) +0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence -0:62 move second child to first child (temp 3-component vector of int) -0:62 'r13' (temp 3-component vector of int) -0:62 Convert double to int (temp 3-component vector of int) -0:62 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:62 move second child to first child ( temp 3-component vector of int) +0:62 'r13' ( temp 3-component vector of int) +0:62 Convert double to int ( temp 3-component vector of int) +0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 3-component vector of uint) -0:64 'r20' (temp 3-component vector of uint) -0:64 Convert bool to uint (temp 3-component vector of uint) -0:64 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:64 move second child to first child ( temp 3-component vector of uint) +0:64 'r20' ( temp 3-component vector of uint) +0:64 Convert bool to uint ( temp 3-component vector of uint) +0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 3-component vector of uint) -0:65 'r21' (temp 3-component vector of uint) -0:65 Convert int to uint (temp 3-component vector of uint) -0:65 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:65 move second child to first child ( temp 3-component vector of uint) +0:65 'r21' ( temp 3-component vector of uint) +0:65 Convert int to uint ( temp 3-component vector of uint) +0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 3-component vector of uint) -0:66 'r22' (temp 3-component vector of uint) -0:66 Convert float to uint (temp 3-component vector of uint) -0:66 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:66 move second child to first child ( temp 3-component vector of uint) +0:66 'r22' ( temp 3-component vector of uint) +0:66 Convert float to uint ( temp 3-component vector of uint) +0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence -0:67 move second child to first child (temp 3-component vector of uint) -0:67 'r23' (temp 3-component vector of uint) -0:67 Convert double to uint (temp 3-component vector of uint) -0:67 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:67 move second child to first child ( temp 3-component vector of uint) +0:67 'r23' ( temp 3-component vector of uint) +0:67 Convert double to uint ( temp 3-component vector of uint) +0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 3-component vector of bool) -0:69 'r30' (temp 3-component vector of bool) -0:69 Convert int to bool (temp 3-component vector of bool) -0:69 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:69 move second child to first child ( temp 3-component vector of bool) +0:69 'r30' ( temp 3-component vector of bool) +0:69 Convert int to bool ( temp 3-component vector of bool) +0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 3-component vector of bool) -0:70 'r31' (temp 3-component vector of bool) -0:70 Convert uint to bool (temp 3-component vector of bool) -0:70 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:70 move second child to first child ( temp 3-component vector of bool) +0:70 'r31' ( temp 3-component vector of bool) +0:70 Convert uint to bool ( temp 3-component vector of bool) +0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 3-component vector of bool) -0:71 'r32' (temp 3-component vector of bool) -0:71 Convert float to bool (temp 3-component vector of bool) -0:71 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:71 move second child to first child ( temp 3-component vector of bool) +0:71 'r32' ( temp 3-component vector of bool) +0:71 Convert float to bool ( temp 3-component vector of bool) +0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence -0:72 move second child to first child (temp 3-component vector of bool) -0:72 'r33' (temp 3-component vector of bool) -0:72 Convert double to bool (temp 3-component vector of bool) -0:72 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:72 move second child to first child ( temp 3-component vector of bool) +0:72 'r33' ( temp 3-component vector of bool) +0:72 Convert double to bool ( temp 3-component vector of bool) +0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence -0:74 move second child to first child (temp 3-component vector of double) -0:74 'r40' (temp 3-component vector of double) -0:74 Convert int to double (temp 3-component vector of double) -0:74 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:74 move second child to first child ( temp 3-component vector of double) +0:74 'r40' ( temp 3-component vector of double) +0:74 Convert int to double ( temp 3-component vector of double) +0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence -0:75 move second child to first child (temp 3-component vector of double) -0:75 'r41' (temp 3-component vector of double) -0:75 Convert uint to double (temp 3-component vector of double) -0:75 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:75 move second child to first child ( temp 3-component vector of double) +0:75 'r41' ( temp 3-component vector of double) +0:75 Convert uint to double ( temp 3-component vector of double) +0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence -0:76 move second child to first child (temp 3-component vector of double) -0:76 'r42' (temp 3-component vector of double) -0:76 Convert float to double (temp 3-component vector of double) -0:76 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:76 move second child to first child ( temp 3-component vector of double) +0:76 'r42' ( temp 3-component vector of double) +0:76 Convert float to double ( temp 3-component vector of double) +0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 3-component vector of double) -0:77 'r43' (temp 3-component vector of double) -0:77 Convert bool to double (temp 3-component vector of double) -0:77 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:77 move second child to first child ( temp 3-component vector of double) +0:77 'r43' ( temp 3-component vector of double) +0:77 Convert bool to double ( temp 3-component vector of double) +0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:77 Constant: 0:77 1 (const uint) -0:80 multiply second child into first child (temp 3-component vector of float) -0:80 'r00' (temp 3-component vector of float) -0:80 Convert int to float (temp 3-component vector of float) -0:80 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:80 multiply second child into first child ( temp 3-component vector of float) +0:80 'r00' ( temp 3-component vector of float) +0:80 Convert int to float ( temp 3-component vector of float) +0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:80 Constant: 0:80 0 (const uint) -0:81 multiply second child into first child (temp 3-component vector of float) -0:81 'r01' (temp 3-component vector of float) -0:81 Convert bool to float (temp 3-component vector of float) -0:81 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:81 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:81 multiply second child into first child ( temp 3-component vector of float) +0:81 'r01' ( temp 3-component vector of float) +0:81 Convert bool to float ( temp 3-component vector of float) +0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:81 Constant: 0:81 1 (const uint) -0:82 multiply second child into first child (temp 3-component vector of float) -0:82 'r02' (temp 3-component vector of float) -0:82 Convert uint to float (temp 3-component vector of float) -0:82 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:82 multiply second child into first child ( temp 3-component vector of float) +0:82 'r02' ( temp 3-component vector of float) +0:82 Convert uint to float ( temp 3-component vector of float) +0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:82 Constant: 0:82 3 (const uint) -0:83 multiply second child into first child (temp 3-component vector of float) -0:83 'r03' (temp 3-component vector of float) -0:83 Convert double to float (temp 3-component vector of float) -0:83 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:83 multiply second child into first child ( temp 3-component vector of float) +0:83 'r03' ( temp 3-component vector of float) +0:83 Convert double to float ( temp 3-component vector of float) +0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:83 Constant: 0:83 4 (const uint) -0:85 multiply second child into first child (temp 3-component vector of int) -0:85 'r10' (temp 3-component vector of int) -0:85 Convert bool to int (temp 3-component vector of int) -0:85 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:85 multiply second child into first child ( temp 3-component vector of int) +0:85 'r10' ( temp 3-component vector of int) +0:85 Convert bool to int ( temp 3-component vector of int) +0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:85 Constant: 0:85 1 (const uint) -0:86 multiply second child into first child (temp 3-component vector of int) -0:86 'r11' (temp 3-component vector of int) -0:86 Convert uint to int (temp 3-component vector of int) -0:86 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:86 multiply second child into first child ( temp 3-component vector of int) +0:86 'r11' ( temp 3-component vector of int) +0:86 Convert uint to int ( temp 3-component vector of int) +0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:86 Constant: 0:86 3 (const uint) -0:87 multiply second child into first child (temp 3-component vector of int) -0:87 'r12' (temp 3-component vector of int) -0:87 Convert float to int (temp 3-component vector of int) -0:87 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:87 multiply second child into first child ( temp 3-component vector of int) +0:87 'r12' ( temp 3-component vector of int) +0:87 Convert float to int ( temp 3-component vector of int) +0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:87 Constant: 0:87 2 (const uint) -0:88 multiply second child into first child (temp 3-component vector of int) -0:88 'r13' (temp 3-component vector of int) -0:88 Convert double to int (temp 3-component vector of int) -0:88 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:88 multiply second child into first child ( temp 3-component vector of int) +0:88 'r13' ( temp 3-component vector of int) +0:88 Convert double to int ( temp 3-component vector of int) +0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:88 Constant: 0:88 4 (const uint) -0:90 multiply second child into first child (temp 3-component vector of uint) -0:90 'r20' (temp 3-component vector of uint) -0:90 Convert bool to uint (temp 3-component vector of uint) -0:90 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:90 multiply second child into first child ( temp 3-component vector of uint) +0:90 'r20' ( temp 3-component vector of uint) +0:90 Convert bool to uint ( temp 3-component vector of uint) +0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:90 Constant: 0:90 1 (const uint) -0:91 multiply second child into first child (temp 3-component vector of uint) -0:91 'r21' (temp 3-component vector of uint) -0:91 Convert int to uint (temp 3-component vector of uint) -0:91 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:91 multiply second child into first child ( temp 3-component vector of uint) +0:91 'r21' ( temp 3-component vector of uint) +0:91 Convert int to uint ( temp 3-component vector of uint) +0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:91 Constant: 0:91 0 (const uint) -0:92 multiply second child into first child (temp 3-component vector of uint) -0:92 'r22' (temp 3-component vector of uint) -0:92 Convert float to uint (temp 3-component vector of uint) -0:92 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:92 multiply second child into first child ( temp 3-component vector of uint) +0:92 'r22' ( temp 3-component vector of uint) +0:92 Convert float to uint ( temp 3-component vector of uint) +0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:92 Constant: 0:92 2 (const uint) -0:93 multiply second child into first child (temp 3-component vector of uint) -0:93 'r23' (temp 3-component vector of uint) -0:93 Convert double to uint (temp 3-component vector of uint) -0:93 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:93 multiply second child into first child ( temp 3-component vector of uint) +0:93 'r23' ( temp 3-component vector of uint) +0:93 Convert double to uint ( temp 3-component vector of uint) +0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:93 Constant: 0:93 4 (const uint) -0:97 multiply second child into first child (temp 3-component vector of double) -0:97 'r40' (temp 3-component vector of double) -0:97 Convert int to double (temp 3-component vector of double) -0:97 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) -0:97 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:97 multiply second child into first child ( temp 3-component vector of double) +0:97 'r40' ( temp 3-component vector of double) +0:97 Convert int to double ( temp 3-component vector of double) +0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:97 Constant: 0:97 0 (const uint) -0:98 multiply second child into first child (temp 3-component vector of double) -0:98 'r41' (temp 3-component vector of double) -0:98 Convert uint to double (temp 3-component vector of double) -0:98 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:98 multiply second child into first child ( temp 3-component vector of double) +0:98 'r41' ( temp 3-component vector of double) +0:98 Convert uint to double ( temp 3-component vector of double) +0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:98 Constant: 0:98 3 (const uint) -0:99 multiply second child into first child (temp 3-component vector of double) -0:99 'r42' (temp 3-component vector of double) -0:99 Convert float to double (temp 3-component vector of double) -0:99 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:99 multiply second child into first child ( temp 3-component vector of double) +0:99 'r42' ( temp 3-component vector of double) +0:99 Convert float to double ( temp 3-component vector of double) +0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:99 Constant: 0:99 2 (const uint) -0:100 multiply second child into first child (temp 3-component vector of double) -0:100 'r43' (temp 3-component vector of double) -0:100 Convert bool to double (temp 3-component vector of double) -0:100 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:100 multiply second child into first child ( temp 3-component vector of double) +0:100 'r43' ( temp 3-component vector of double) +0:100 Convert bool to double ( temp 3-component vector of double) +0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:100 Constant: 0:100 1 (const uint) -0:103 vector scale second child into first child (temp 3-component vector of float) -0:103 'r00' (temp 3-component vector of float) -0:103 Convert int to float (temp float) -0:103 is: direct index for structure (layout(offset=88 ) uniform int) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:103 vector scale second child into first child ( temp 3-component vector of float) +0:103 'r00' ( temp 3-component vector of float) +0:103 Convert int to float ( temp float) +0:103 is: direct index for structure (layout( offset=88) uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:103 Constant: 0:103 5 (const uint) -0:104 vector scale second child into first child (temp 3-component vector of float) -0:104 'r01' (temp 3-component vector of float) -0:104 Convert bool to float (temp float) -0:104 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:104 vector scale second child into first child ( temp 3-component vector of float) +0:104 'r01' ( temp 3-component vector of float) +0:104 Convert bool to float ( temp float) +0:104 bs: direct index for structure (layout( offset=92) uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:104 Constant: 0:104 6 (const uint) -0:105 vector scale second child into first child (temp 3-component vector of float) -0:105 'r02' (temp 3-component vector of float) -0:105 Convert uint to float (temp float) -0:105 us: direct index for structure (layout(offset=100 ) uniform uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:105 vector scale second child into first child ( temp 3-component vector of float) +0:105 'r02' ( temp 3-component vector of float) +0:105 Convert uint to float ( temp float) +0:105 us: direct index for structure (layout( offset=100) uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:105 Constant: 0:105 8 (const uint) -0:106 vector scale second child into first child (temp 3-component vector of float) -0:106 'r03' (temp 3-component vector of float) -0:106 Convert double to float (temp float) -0:106 ds: direct index for structure (layout(offset=104 ) uniform double) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:106 vector scale second child into first child ( temp 3-component vector of float) +0:106 'r03' ( temp 3-component vector of float) +0:106 Convert double to float ( temp float) +0:106 ds: direct index for structure (layout( offset=104) uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:106 Constant: 0:106 9 (const uint) -0:108 vector scale second child into first child (temp 3-component vector of int) -0:108 'r10' (temp 3-component vector of int) -0:108 Convert bool to int (temp int) -0:108 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:108 vector scale second child into first child ( temp 3-component vector of int) +0:108 'r10' ( temp 3-component vector of int) +0:108 Convert bool to int ( temp int) +0:108 bs: direct index for structure (layout( offset=92) uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:108 Constant: 0:108 6 (const uint) -0:109 vector scale second child into first child (temp 3-component vector of int) -0:109 'r11' (temp 3-component vector of int) -0:109 Convert uint to int (temp int) -0:109 us: direct index for structure (layout(offset=100 ) uniform uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:109 vector scale second child into first child ( temp 3-component vector of int) +0:109 'r11' ( temp 3-component vector of int) +0:109 Convert uint to int ( temp int) +0:109 us: direct index for structure (layout( offset=100) uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:109 Constant: 0:109 8 (const uint) -0:110 vector scale second child into first child (temp 3-component vector of int) -0:110 'r12' (temp 3-component vector of int) -0:110 Convert float to int (temp int) -0:110 fs: direct index for structure (layout(offset=96 ) uniform float) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:110 vector scale second child into first child ( temp 3-component vector of int) +0:110 'r12' ( temp 3-component vector of int) +0:110 Convert float to int ( temp int) +0:110 fs: direct index for structure (layout( offset=96) uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:110 Constant: 0:110 7 (const uint) -0:111 vector scale second child into first child (temp 3-component vector of int) -0:111 'r13' (temp 3-component vector of int) -0:111 Convert double to int (temp int) -0:111 ds: direct index for structure (layout(offset=104 ) uniform double) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:111 vector scale second child into first child ( temp 3-component vector of int) +0:111 'r13' ( temp 3-component vector of int) +0:111 Convert double to int ( temp int) +0:111 ds: direct index for structure (layout( offset=104) uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:111 Constant: 0:111 9 (const uint) -0:113 vector scale second child into first child (temp 3-component vector of uint) -0:113 'r20' (temp 3-component vector of uint) -0:113 Convert bool to uint (temp uint) -0:113 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:113 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:113 vector scale second child into first child ( temp 3-component vector of uint) +0:113 'r20' ( temp 3-component vector of uint) +0:113 Convert bool to uint ( temp uint) +0:113 bs: direct index for structure (layout( offset=92) uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:113 Constant: 0:113 6 (const uint) -0:114 vector scale second child into first child (temp 3-component vector of uint) -0:114 'r21' (temp 3-component vector of uint) -0:114 Convert int to uint (temp uint) -0:114 is: direct index for structure (layout(offset=88 ) uniform int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:114 vector scale second child into first child ( temp 3-component vector of uint) +0:114 'r21' ( temp 3-component vector of uint) +0:114 Convert int to uint ( temp uint) +0:114 is: direct index for structure (layout( offset=88) uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:114 Constant: 0:114 5 (const uint) -0:115 vector scale second child into first child (temp 3-component vector of uint) -0:115 'r22' (temp 3-component vector of uint) -0:115 Convert float to uint (temp uint) -0:115 fs: direct index for structure (layout(offset=96 ) uniform float) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:115 vector scale second child into first child ( temp 3-component vector of uint) +0:115 'r22' ( temp 3-component vector of uint) +0:115 Convert float to uint ( temp uint) +0:115 fs: direct index for structure (layout( offset=96) uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:115 Constant: 0:115 7 (const uint) -0:116 vector scale second child into first child (temp 3-component vector of uint) -0:116 'r23' (temp 3-component vector of uint) -0:116 Convert double to uint (temp uint) -0:116 ds: direct index for structure (layout(offset=104 ) uniform double) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:116 vector scale second child into first child ( temp 3-component vector of uint) +0:116 'r23' ( temp 3-component vector of uint) +0:116 Convert double to uint ( temp uint) +0:116 ds: direct index for structure (layout( offset=104) uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:116 Constant: 0:116 9 (const uint) -0:120 vector scale second child into first child (temp 3-component vector of double) -0:120 'r40' (temp 3-component vector of double) -0:120 Convert int to double (temp double) -0:120 is: direct index for structure (layout(offset=88 ) uniform int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:120 vector scale second child into first child ( temp 3-component vector of double) +0:120 'r40' ( temp 3-component vector of double) +0:120 Convert int to double ( temp double) +0:120 is: direct index for structure (layout( offset=88) uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:120 Constant: 0:120 5 (const uint) -0:121 vector scale second child into first child (temp 3-component vector of double) -0:121 'r41' (temp 3-component vector of double) -0:121 Convert uint to double (temp double) -0:121 us: direct index for structure (layout(offset=100 ) uniform uint) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:121 vector scale second child into first child ( temp 3-component vector of double) +0:121 'r41' ( temp 3-component vector of double) +0:121 Convert uint to double ( temp double) +0:121 us: direct index for structure (layout( offset=100) uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:121 Constant: 0:121 8 (const uint) -0:122 vector scale second child into first child (temp 3-component vector of double) -0:122 'r42' (temp 3-component vector of double) -0:122 Convert float to double (temp double) -0:122 fs: direct index for structure (layout(offset=96 ) uniform float) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:122 vector scale second child into first child ( temp 3-component vector of double) +0:122 'r42' ( temp 3-component vector of double) +0:122 Convert float to double ( temp double) +0:122 fs: direct index for structure (layout( offset=96) uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:122 Constant: 0:122 7 (const uint) -0:123 vector scale second child into first child (temp 3-component vector of double) -0:123 'r43' (temp 3-component vector of double) -0:123 Convert bool to double (temp double) -0:123 bs: direct index for structure (layout(offset=92 ) uniform bool) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:123 vector scale second child into first child ( temp 3-component vector of double) +0:123 'r43' ( temp 3-component vector of double) +0:123 Convert bool to double ( temp double) +0:123 bs: direct index for structure (layout( offset=92) uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence -0:193 move second child to first child (temp int) -0:193 'c1' (temp int) +0:193 move second child to first child ( temp int) +0:193 'c1' ( temp int) 0:193 Constant: 0:193 3 (const int) 0:194 Sequence -0:194 move second child to first child (temp int) -0:194 'c2' (temp int) +0:194 move second child to first child ( temp int) +0:194 'c2' ( temp int) 0:194 Constant: 0:194 3 (const int) 0:196 Sequence -0:196 move second child to first child (temp 4-component vector of float) -0:196 'outval' (temp 4-component vector of float) -0:? Construct vec4 (temp 4-component vector of float) +0:196 move second child to first child ( temp 4-component vector of float) +0:196 'outval' ( temp 4-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: 0:196 3.600000 -0:196 Convert int to float (temp float) -0:196 'c1' (temp int) -0:196 Convert int to float (temp float) -0:196 'c2' (temp int) -0:199 move second child to first child (temp 4-component vector of float) -0:199 Color: direct index for structure (temp 4-component vector of float) -0:199 'psout' (temp structure{temp 4-component vector of float Color}) +0:196 Convert int to float ( temp float) +0:196 'c1' ( temp int) +0:196 Convert int to float ( temp float) +0:196 'c2' ( temp int) +0:199 move second child to first child ( temp 4-component vector of float) +0:199 Color: direct index for structure ( temp 4-component vector of float) +0:199 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:199 Constant: 0:199 0 (const int) -0:199 'outval' (temp 4-component vector of float) +0:199 'outval' ( temp 4-component vector of float) 0:200 Branch: Return with expression -0:200 'psout' (temp structure{temp 4-component vector of float Color}) -0:52 Function Definition: main( (temp void) +0:200 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:52 Function Definition: main( ( temp void) 0:52 Function Parameters: 0:? Sequence 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:52 Color: direct index for structure (temp 4-component vector of float) -0:52 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:52 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:52 Color: direct index for structure ( temp 4-component vector of float) +0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.atomics.frag.out b/Test/baseResults/hlsl.rw.atomics.frag.out index 699e6b23..d7b363d8 100644 --- a/Test/baseResults/hlsl.rw.atomics.frag.out +++ b/Test/baseResults/hlsl.rw.atomics.frag.out @@ -2,1932 +2,1932 @@ hlsl.rw.atomics.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Function Parameters: 0:? Sequence -0:50 imageAtomicAdd (temp int) -0:50 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:50 i1: direct index for structure (layout(offset=36 ) uniform int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:50 imageAtomicAdd ( temp int) +0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:50 i1: direct index for structure (layout( offset=36) uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:50 i1b: direct index for structure (layout( offset=60) uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) -0:51 move second child to first child (temp int) -0:51 'out_i1' (temp int) -0:51 imageAtomicAdd (temp int) -0:51 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:51 i1: direct index for structure (layout(offset=36 ) uniform int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:51 move second child to first child ( temp int) +0:51 'out_i1' ( temp int) +0:51 imageAtomicAdd ( temp int) +0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:51 i1: direct index for structure (layout( offset=36) uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout(offset=36 ) uniform int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:51 i1: direct index for structure (layout( offset=36) uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:52 imageAtomicAnd (temp int) -0:52 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:52 i1: direct index for structure (layout(offset=36 ) uniform int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:52 imageAtomicAnd ( temp int) +0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:52 i1: direct index for structure (layout( offset=36) uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:52 i1b: direct index for structure (layout( offset=60) uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) -0:53 move second child to first child (temp int) -0:53 'out_i1' (temp int) -0:53 imageAtomicAnd (temp int) -0:53 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:53 i1: direct index for structure (layout(offset=36 ) uniform int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:53 move second child to first child ( temp int) +0:53 'out_i1' ( temp int) +0:53 imageAtomicAnd ( temp int) +0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:53 i1: direct index for structure (layout( offset=36) uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout(offset=36 ) uniform int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:53 i1: direct index for structure (layout( offset=36) uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:54 move second child to first child (temp int) -0:54 'out_i1' (temp int) -0:54 imageAtomicCompSwap (temp int) -0:54 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:54 i1: direct index for structure (layout(offset=36 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 move second child to first child ( temp int) +0:54 'out_i1' ( temp int) +0:54 imageAtomicCompSwap ( temp int) +0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:54 i1: direct index for structure (layout( offset=36) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 i1b: direct index for structure (layout( offset=60) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 i1c: direct index for structure (layout( offset=64) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) -0:55 move second child to first child (temp int) -0:55 'out_i1' (temp int) -0:55 imageAtomicExchange (temp int) -0:55 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:55 i1: direct index for structure (layout(offset=36 ) uniform int) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:55 move second child to first child ( temp int) +0:55 'out_i1' ( temp int) +0:55 imageAtomicExchange ( temp int) +0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:55 i1: direct index for structure (layout( offset=36) uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout(offset=36 ) uniform int) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:55 i1: direct index for structure (layout( offset=36) uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:56 imageAtomicMax (temp int) -0:56 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:56 i1: direct index for structure (layout(offset=36 ) uniform int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:56 imageAtomicMax ( temp int) +0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:56 i1: direct index for structure (layout( offset=36) uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:56 i1b: direct index for structure (layout( offset=60) uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) -0:57 move second child to first child (temp int) -0:57 'out_i1' (temp int) -0:57 imageAtomicMax (temp int) -0:57 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:57 i1: direct index for structure (layout(offset=36 ) uniform int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:57 move second child to first child ( temp int) +0:57 'out_i1' ( temp int) +0:57 imageAtomicMax ( temp int) +0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:57 i1: direct index for structure (layout( offset=36) uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout(offset=36 ) uniform int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:57 i1: direct index for structure (layout( offset=36) uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:58 imageAtomicMin (temp int) -0:58 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:58 i1: direct index for structure (layout(offset=36 ) uniform int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:58 imageAtomicMin ( temp int) +0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:58 i1: direct index for structure (layout( offset=36) uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:58 i1b: direct index for structure (layout( offset=60) uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) -0:59 move second child to first child (temp int) -0:59 'out_i1' (temp int) -0:59 imageAtomicMin (temp int) -0:59 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:59 i1: direct index for structure (layout(offset=36 ) uniform int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:59 move second child to first child ( temp int) +0:59 'out_i1' ( temp int) +0:59 imageAtomicMin ( temp int) +0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:59 i1: direct index for structure (layout( offset=36) uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout(offset=36 ) uniform int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:59 i1: direct index for structure (layout( offset=36) uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:60 imageAtomicOr (temp int) -0:60 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:60 i1: direct index for structure (layout(offset=36 ) uniform int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:60 imageAtomicOr ( temp int) +0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:60 i1: direct index for structure (layout( offset=36) uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:60 i1b: direct index for structure (layout( offset=60) uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) -0:61 move second child to first child (temp int) -0:61 'out_i1' (temp int) -0:61 imageAtomicOr (temp int) -0:61 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:61 i1: direct index for structure (layout(offset=36 ) uniform int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:61 move second child to first child ( temp int) +0:61 'out_i1' ( temp int) +0:61 imageAtomicOr ( temp int) +0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:61 i1: direct index for structure (layout( offset=36) uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout(offset=36 ) uniform int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:61 i1: direct index for structure (layout( offset=36) uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:62 imageAtomicXor (temp int) -0:62 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:62 i1: direct index for structure (layout(offset=36 ) uniform int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:62 imageAtomicXor ( temp int) +0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:62 i1: direct index for structure (layout( offset=36) uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:62 i1b: direct index for structure (layout( offset=60) uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) -0:63 move second child to first child (temp int) -0:63 'out_i1' (temp int) -0:63 imageAtomicXor (temp int) -0:63 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:63 i1: direct index for structure (layout(offset=36 ) uniform int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:63 move second child to first child ( temp int) +0:63 'out_i1' ( temp int) +0:63 imageAtomicXor ( temp int) +0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:63 i1: direct index for structure (layout( offset=36) uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout(offset=36 ) uniform int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:63 i1: direct index for structure (layout( offset=36) uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:66 imageAtomicAdd (temp uint) -0:66 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:66 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:66 imageAtomicAdd ( temp uint) +0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:66 u1: direct index for structure (layout( offset=0) uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:66 u1: direct index for structure (layout( offset=0) uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:67 move second child to first child (temp uint) -0:67 'out_u1' (temp uint) -0:67 imageAtomicAdd (temp uint) -0:67 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:67 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:67 move second child to first child ( temp uint) +0:67 'out_u1' ( temp uint) +0:67 imageAtomicAdd ( temp uint) +0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:67 u1: direct index for structure (layout( offset=0) uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:67 u1: direct index for structure (layout( offset=0) uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:68 imageAtomicAnd (temp uint) -0:68 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:68 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:68 imageAtomicAnd ( temp uint) +0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:68 u1: direct index for structure (layout( offset=0) uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:68 u1: direct index for structure (layout( offset=0) uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:69 move second child to first child (temp uint) -0:69 'out_u1' (temp uint) -0:69 imageAtomicAnd (temp uint) -0:69 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:69 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:69 move second child to first child ( temp uint) +0:69 'out_u1' ( temp uint) +0:69 imageAtomicAnd ( temp uint) +0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:69 u1: direct index for structure (layout( offset=0) uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:69 u1: direct index for structure (layout( offset=0) uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:70 move second child to first child (temp uint) -0:70 'out_u1' (temp uint) -0:70 imageAtomicCompSwap (temp uint) -0:70 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:70 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 move second child to first child ( temp uint) +0:70 'out_u1' ( temp uint) +0:70 imageAtomicCompSwap ( temp uint) +0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:70 u1: direct index for structure (layout( offset=0) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 u1b: direct index for structure (layout( offset=28) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 u1c: direct index for structure (layout( offset=32) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) -0:71 move second child to first child (temp uint) -0:71 'out_u1' (temp uint) -0:71 imageAtomicExchange (temp uint) -0:71 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:71 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:71 move second child to first child ( temp uint) +0:71 'out_u1' ( temp uint) +0:71 imageAtomicExchange ( temp uint) +0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:71 u1: direct index for structure (layout( offset=0) uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:71 u1: direct index for structure (layout( offset=0) uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:72 imageAtomicMax (temp uint) -0:72 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:72 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:72 imageAtomicMax ( temp uint) +0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:72 u1: direct index for structure (layout( offset=0) uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:72 u1: direct index for structure (layout( offset=0) uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:73 move second child to first child (temp uint) -0:73 'out_u1' (temp uint) -0:73 imageAtomicMax (temp uint) -0:73 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:73 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:73 move second child to first child ( temp uint) +0:73 'out_u1' ( temp uint) +0:73 imageAtomicMax ( temp uint) +0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:73 u1: direct index for structure (layout( offset=0) uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:73 u1: direct index for structure (layout( offset=0) uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:74 imageAtomicMin (temp uint) -0:74 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:74 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:74 imageAtomicMin ( temp uint) +0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:74 u1: direct index for structure (layout( offset=0) uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:74 u1: direct index for structure (layout( offset=0) uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:75 move second child to first child (temp uint) -0:75 'out_u1' (temp uint) -0:75 imageAtomicMin (temp uint) -0:75 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:75 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:75 move second child to first child ( temp uint) +0:75 'out_u1' ( temp uint) +0:75 imageAtomicMin ( temp uint) +0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:75 u1: direct index for structure (layout( offset=0) uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:75 u1: direct index for structure (layout( offset=0) uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:76 imageAtomicOr (temp uint) -0:76 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:76 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:76 imageAtomicOr ( temp uint) +0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:76 u1: direct index for structure (layout( offset=0) uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:76 u1: direct index for structure (layout( offset=0) uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:77 move second child to first child (temp uint) -0:77 'out_u1' (temp uint) -0:77 imageAtomicOr (temp uint) -0:77 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:77 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:77 move second child to first child ( temp uint) +0:77 'out_u1' ( temp uint) +0:77 imageAtomicOr ( temp uint) +0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:77 u1: direct index for structure (layout( offset=0) uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:77 u1: direct index for structure (layout( offset=0) uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:78 imageAtomicXor (temp uint) -0:78 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:78 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:78 imageAtomicXor ( temp uint) +0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:78 u1: direct index for structure (layout( offset=0) uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:78 u1: direct index for structure (layout( offset=0) uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:79 move second child to first child (temp uint) -0:79 'out_u1' (temp uint) -0:79 imageAtomicXor (temp uint) -0:79 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:79 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:79 move second child to first child ( temp uint) +0:79 'out_u1' ( temp uint) +0:79 imageAtomicXor ( temp uint) +0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:79 u1: direct index for structure (layout( offset=0) uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:79 u1: direct index for structure (layout( offset=0) uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:82 imageAtomicAdd (temp int) -0:82 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:82 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:82 imageAtomicAdd ( temp int) +0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:82 i1b: direct index for structure (layout( offset=60) uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) -0:83 move second child to first child (temp int) -0:83 'out_i1' (temp int) -0:83 imageAtomicAdd (temp int) -0:83 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:83 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:83 move second child to first child ( temp int) +0:83 'out_i1' ( temp int) +0:83 imageAtomicAdd ( temp int) +0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout(offset=36 ) uniform int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:83 i1: direct index for structure (layout( offset=36) uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) -0:84 imageAtomicAnd (temp int) -0:84 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:84 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:84 imageAtomicAnd ( temp int) +0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:84 i1b: direct index for structure (layout( offset=60) uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) -0:85 move second child to first child (temp int) -0:85 'out_i1' (temp int) -0:85 imageAtomicAnd (temp int) -0:85 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:85 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:85 move second child to first child ( temp int) +0:85 'out_i1' ( temp int) +0:85 imageAtomicAnd ( temp int) +0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout(offset=36 ) uniform int) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:85 i1: direct index for structure (layout( offset=36) uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) -0:86 move second child to first child (temp int) -0:86 'out_i1' (temp int) -0:86 imageAtomicCompSwap (temp int) -0:86 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:86 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 move second child to first child ( temp int) +0:86 'out_i1' ( temp int) +0:86 imageAtomicCompSwap ( temp int) +0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 i1b: direct index for structure (layout( offset=60) uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 i1c: direct index for structure (layout( offset=64) uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) -0:87 move second child to first child (temp int) -0:87 'out_i1' (temp int) -0:87 imageAtomicExchange (temp int) -0:87 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:87 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:87 move second child to first child ( temp int) +0:87 'out_i1' ( temp int) +0:87 imageAtomicExchange ( temp int) +0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout(offset=36 ) uniform int) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:87 i1: direct index for structure (layout( offset=36) uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) -0:88 imageAtomicMax (temp int) -0:88 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:88 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:88 imageAtomicMax ( temp int) +0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:88 i1b: direct index for structure (layout( offset=60) uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) -0:89 move second child to first child (temp int) -0:89 'out_i1' (temp int) -0:89 imageAtomicMax (temp int) -0:89 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:89 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:89 move second child to first child ( temp int) +0:89 'out_i1' ( temp int) +0:89 imageAtomicMax ( temp int) +0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout(offset=36 ) uniform int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:89 i1: direct index for structure (layout( offset=36) uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) -0:90 imageAtomicMin (temp int) -0:90 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:90 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:90 imageAtomicMin ( temp int) +0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:90 i1b: direct index for structure (layout( offset=60) uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) -0:91 move second child to first child (temp int) -0:91 'out_i1' (temp int) -0:91 imageAtomicMin (temp int) -0:91 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:91 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:91 move second child to first child ( temp int) +0:91 'out_i1' ( temp int) +0:91 imageAtomicMin ( temp int) +0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout(offset=36 ) uniform int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:91 i1: direct index for structure (layout( offset=36) uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) -0:92 imageAtomicOr (temp int) -0:92 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:92 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:92 imageAtomicOr ( temp int) +0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:92 i1b: direct index for structure (layout( offset=60) uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) -0:93 move second child to first child (temp int) -0:93 'out_i1' (temp int) -0:93 imageAtomicOr (temp int) -0:93 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:93 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:93 move second child to first child ( temp int) +0:93 'out_i1' ( temp int) +0:93 imageAtomicOr ( temp int) +0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout(offset=36 ) uniform int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:93 i1: direct index for structure (layout( offset=36) uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) -0:94 imageAtomicXor (temp int) -0:94 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:94 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:94 imageAtomicXor ( temp int) +0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:94 i1b: direct index for structure (layout( offset=60) uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) -0:95 move second child to first child (temp int) -0:95 'out_i1' (temp int) -0:95 imageAtomicXor (temp int) -0:95 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:95 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:95 move second child to first child ( temp int) +0:95 'out_i1' ( temp int) +0:95 imageAtomicXor ( temp int) +0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout(offset=36 ) uniform int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:95 i1: direct index for structure (layout( offset=36) uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) -0:98 imageAtomicAdd (temp uint) -0:98 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:98 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:98 imageAtomicAdd ( temp uint) +0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:98 u1: direct index for structure (layout( offset=0) uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) -0:99 move second child to first child (temp uint) -0:99 'out_u1' (temp uint) -0:99 imageAtomicAdd (temp uint) -0:99 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:99 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:99 move second child to first child ( temp uint) +0:99 'out_u1' ( temp uint) +0:99 imageAtomicAdd ( temp uint) +0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:99 u1: direct index for structure (layout( offset=0) uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) -0:100 imageAtomicAnd (temp uint) -0:100 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:100 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:100 imageAtomicAnd ( temp uint) +0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:100 u1: direct index for structure (layout( offset=0) uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) -0:101 move second child to first child (temp uint) -0:101 'out_u1' (temp uint) -0:101 imageAtomicAnd (temp uint) -0:101 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:101 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:101 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:101 move second child to first child ( temp uint) +0:101 'out_u1' ( temp uint) +0:101 imageAtomicAnd ( temp uint) +0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:101 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:101 u1: direct index for structure (layout( offset=0) uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) -0:102 move second child to first child (temp uint) -0:102 'out_u1' (temp uint) -0:102 imageAtomicCompSwap (temp uint) -0:102 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:102 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 move second child to first child ( temp uint) +0:102 'out_u1' ( temp uint) +0:102 imageAtomicCompSwap ( temp uint) +0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 u1b: direct index for structure (layout( offset=28) uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 u1c: direct index for structure (layout( offset=32) uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) -0:103 move second child to first child (temp uint) -0:103 'out_u1' (temp uint) -0:103 imageAtomicExchange (temp uint) -0:103 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:103 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:103 move second child to first child ( temp uint) +0:103 'out_u1' ( temp uint) +0:103 imageAtomicExchange ( temp uint) +0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:103 u1: direct index for structure (layout( offset=0) uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) -0:104 imageAtomicMax (temp uint) -0:104 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:104 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:104 imageAtomicMax ( temp uint) +0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:104 u1: direct index for structure (layout( offset=0) uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) -0:105 move second child to first child (temp uint) -0:105 'out_u1' (temp uint) -0:105 imageAtomicMax (temp uint) -0:105 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:105 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:105 move second child to first child ( temp uint) +0:105 'out_u1' ( temp uint) +0:105 imageAtomicMax ( temp uint) +0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:105 u1: direct index for structure (layout( offset=0) uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) -0:106 imageAtomicMin (temp uint) -0:106 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:106 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:106 imageAtomicMin ( temp uint) +0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:106 u1: direct index for structure (layout( offset=0) uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) -0:107 move second child to first child (temp uint) -0:107 'out_u1' (temp uint) -0:107 imageAtomicMin (temp uint) -0:107 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:107 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:107 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:107 move second child to first child ( temp uint) +0:107 'out_u1' ( temp uint) +0:107 imageAtomicMin ( temp uint) +0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:107 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:107 u1: direct index for structure (layout( offset=0) uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) -0:108 imageAtomicOr (temp uint) -0:108 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:108 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:108 imageAtomicOr ( temp uint) +0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:108 u1: direct index for structure (layout( offset=0) uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) -0:109 move second child to first child (temp uint) -0:109 'out_u1' (temp uint) -0:109 imageAtomicOr (temp uint) -0:109 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:109 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:109 move second child to first child ( temp uint) +0:109 'out_u1' ( temp uint) +0:109 imageAtomicOr ( temp uint) +0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:109 u1: direct index for structure (layout( offset=0) uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) -0:110 imageAtomicXor (temp uint) -0:110 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:110 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:110 imageAtomicXor ( temp uint) +0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:110 u1: direct index for structure (layout( offset=0) uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) -0:111 move second child to first child (temp uint) -0:111 'out_u1' (temp uint) -0:111 imageAtomicXor (temp uint) -0:111 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:111 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:111 move second child to first child ( temp uint) +0:111 'out_u1' ( temp uint) +0:111 imageAtomicXor ( temp uint) +0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:111 u1: direct index for structure (layout( offset=0) uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) -0:114 imageAtomicAdd (temp int) -0:114 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:114 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:114 imageAtomicAdd ( temp int) +0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:114 i1b: direct index for structure (layout( offset=60) uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) -0:115 move second child to first child (temp int) -0:115 'out_i1' (temp int) -0:115 imageAtomicAdd (temp int) -0:115 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:115 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:115 move second child to first child ( temp int) +0:115 'out_i1' ( temp int) +0:115 imageAtomicAdd ( temp int) +0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout(offset=36 ) uniform int) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:115 i1: direct index for structure (layout( offset=36) uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) -0:116 imageAtomicAnd (temp int) -0:116 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:116 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:116 imageAtomicAnd ( temp int) +0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:116 i1b: direct index for structure (layout( offset=60) uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) -0:117 move second child to first child (temp int) -0:117 'out_i1' (temp int) -0:117 imageAtomicAnd (temp int) -0:117 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:117 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:117 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:117 move second child to first child ( temp int) +0:117 'out_i1' ( temp int) +0:117 imageAtomicAnd ( temp int) +0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout(offset=36 ) uniform int) -0:117 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:117 i1: direct index for structure (layout( offset=36) uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) -0:118 move second child to first child (temp int) -0:118 'out_i1' (temp int) -0:118 imageAtomicCompSwap (temp int) -0:118 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:118 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 move second child to first child ( temp int) +0:118 'out_i1' ( temp int) +0:118 imageAtomicCompSwap ( temp int) +0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 i1b: direct index for structure (layout( offset=60) uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 i1c: direct index for structure (layout( offset=64) uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) -0:119 move second child to first child (temp int) -0:119 'out_i1' (temp int) -0:119 imageAtomicExchange (temp int) -0:119 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:119 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:119 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:119 move second child to first child ( temp int) +0:119 'out_i1' ( temp int) +0:119 imageAtomicExchange ( temp int) +0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout(offset=36 ) uniform int) -0:119 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:119 i1: direct index for structure (layout( offset=36) uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) -0:120 imageAtomicMax (temp int) -0:120 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:120 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:120 imageAtomicMax ( temp int) +0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:120 i1b: direct index for structure (layout( offset=60) uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) -0:121 move second child to first child (temp int) -0:121 'out_i1' (temp int) -0:121 imageAtomicMax (temp int) -0:121 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:121 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:121 move second child to first child ( temp int) +0:121 'out_i1' ( temp int) +0:121 imageAtomicMax ( temp int) +0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout(offset=36 ) uniform int) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:121 i1: direct index for structure (layout( offset=36) uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) -0:122 imageAtomicMin (temp int) -0:122 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:122 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:122 imageAtomicMin ( temp int) +0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:122 i1b: direct index for structure (layout( offset=60) uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) -0:123 move second child to first child (temp int) -0:123 'out_i1' (temp int) -0:123 imageAtomicMin (temp int) -0:123 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:123 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:123 move second child to first child ( temp int) +0:123 'out_i1' ( temp int) +0:123 imageAtomicMin ( temp int) +0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout(offset=36 ) uniform int) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:123 i1: direct index for structure (layout( offset=36) uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) -0:124 imageAtomicOr (temp int) -0:124 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:124 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:124 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:124 imageAtomicOr ( temp int) +0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:124 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:124 i1b: direct index for structure (layout( offset=60) uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) -0:125 move second child to first child (temp int) -0:125 'out_i1' (temp int) -0:125 imageAtomicOr (temp int) -0:125 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:125 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:125 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:125 move second child to first child ( temp int) +0:125 'out_i1' ( temp int) +0:125 imageAtomicOr ( temp int) +0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout(offset=36 ) uniform int) -0:125 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:125 i1: direct index for structure (layout( offset=36) uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) -0:126 imageAtomicXor (temp int) -0:126 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:126 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:126 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:126 imageAtomicXor ( temp int) +0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:126 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:126 i1b: direct index for structure (layout( offset=60) uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) -0:127 move second child to first child (temp int) -0:127 'out_i1' (temp int) -0:127 imageAtomicXor (temp int) -0:127 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:127 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:127 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:127 move second child to first child ( temp int) +0:127 'out_i1' ( temp int) +0:127 imageAtomicXor ( temp int) +0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout(offset=36 ) uniform int) -0:127 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:127 i1: direct index for structure (layout( offset=36) uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) -0:130 imageAtomicAdd (temp uint) -0:130 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:130 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:130 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:130 imageAtomicAdd ( temp uint) +0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:130 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:130 u1: direct index for structure (layout( offset=0) uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) -0:131 move second child to first child (temp uint) -0:131 'out_u1' (temp uint) -0:131 imageAtomicAdd (temp uint) -0:131 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:131 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:131 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:131 move second child to first child ( temp uint) +0:131 'out_u1' ( temp uint) +0:131 imageAtomicAdd ( temp uint) +0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:131 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:131 u1: direct index for structure (layout( offset=0) uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) -0:132 imageAtomicAnd (temp uint) -0:132 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:132 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:132 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:132 imageAtomicAnd ( temp uint) +0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:132 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:132 u1: direct index for structure (layout( offset=0) uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) -0:133 move second child to first child (temp uint) -0:133 'out_u1' (temp uint) -0:133 imageAtomicAnd (temp uint) -0:133 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:133 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:133 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:133 move second child to first child ( temp uint) +0:133 'out_u1' ( temp uint) +0:133 imageAtomicAnd ( temp uint) +0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:133 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:133 u1: direct index for structure (layout( offset=0) uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) -0:134 move second child to first child (temp uint) -0:134 'out_u1' (temp uint) -0:134 imageAtomicCompSwap (temp uint) -0:134 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:134 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 move second child to first child ( temp uint) +0:134 'out_u1' ( temp uint) +0:134 imageAtomicCompSwap ( temp uint) +0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 u1b: direct index for structure (layout( offset=28) uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 u1c: direct index for structure (layout( offset=32) uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) -0:135 move second child to first child (temp uint) -0:135 'out_u1' (temp uint) -0:135 imageAtomicExchange (temp uint) -0:135 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:135 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:135 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:135 move second child to first child ( temp uint) +0:135 'out_u1' ( temp uint) +0:135 imageAtomicExchange ( temp uint) +0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:135 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:135 u1: direct index for structure (layout( offset=0) uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) -0:136 imageAtomicMax (temp uint) -0:136 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:136 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:136 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:136 imageAtomicMax ( temp uint) +0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:136 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:136 u1: direct index for structure (layout( offset=0) uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) -0:137 move second child to first child (temp uint) -0:137 'out_u1' (temp uint) -0:137 imageAtomicMax (temp uint) -0:137 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:137 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:137 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:137 move second child to first child ( temp uint) +0:137 'out_u1' ( temp uint) +0:137 imageAtomicMax ( temp uint) +0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:137 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:137 u1: direct index for structure (layout( offset=0) uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) -0:138 imageAtomicMin (temp uint) -0:138 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:138 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:138 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:138 imageAtomicMin ( temp uint) +0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:138 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:138 u1: direct index for structure (layout( offset=0) uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) -0:139 move second child to first child (temp uint) -0:139 'out_u1' (temp uint) -0:139 imageAtomicMin (temp uint) -0:139 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:139 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:139 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:139 move second child to first child ( temp uint) +0:139 'out_u1' ( temp uint) +0:139 imageAtomicMin ( temp uint) +0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:139 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:139 u1: direct index for structure (layout( offset=0) uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) -0:140 imageAtomicOr (temp uint) -0:140 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:140 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:140 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:140 imageAtomicOr ( temp uint) +0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:140 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:140 u1: direct index for structure (layout( offset=0) uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) -0:141 move second child to first child (temp uint) -0:141 'out_u1' (temp uint) -0:141 imageAtomicOr (temp uint) -0:141 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:141 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:141 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:141 move second child to first child ( temp uint) +0:141 'out_u1' ( temp uint) +0:141 imageAtomicOr ( temp uint) +0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:141 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:141 u1: direct index for structure (layout( offset=0) uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) -0:142 imageAtomicXor (temp uint) -0:142 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:142 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:142 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:142 imageAtomicXor ( temp uint) +0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:142 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:142 u1: direct index for structure (layout( offset=0) uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) -0:143 move second child to first child (temp uint) -0:143 'out_u1' (temp uint) -0:143 imageAtomicXor (temp uint) -0:143 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:143 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:143 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:143 move second child to first child ( temp uint) +0:143 'out_u1' ( temp uint) +0:143 imageAtomicXor ( temp uint) +0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:143 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:143 u1: direct index for structure (layout( offset=0) uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) -0:146 imageAtomicAdd (temp int) -0:146 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:146 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:146 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:146 imageAtomicAdd ( temp int) +0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:146 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:146 i1b: direct index for structure (layout( offset=60) uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) -0:147 move second child to first child (temp int) -0:147 'out_i1' (temp int) -0:147 imageAtomicAdd (temp int) -0:147 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:147 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:147 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:147 move second child to first child ( temp int) +0:147 'out_i1' ( temp int) +0:147 imageAtomicAdd ( temp int) +0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout(offset=36 ) uniform int) -0:147 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:147 i1: direct index for structure (layout( offset=36) uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) -0:148 imageAtomicAnd (temp int) -0:148 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:148 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:148 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:148 imageAtomicAnd ( temp int) +0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:148 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:148 i1b: direct index for structure (layout( offset=60) uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) -0:149 move second child to first child (temp int) -0:149 'out_i1' (temp int) -0:149 imageAtomicAnd (temp int) -0:149 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:149 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:149 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:149 move second child to first child ( temp int) +0:149 'out_i1' ( temp int) +0:149 imageAtomicAnd ( temp int) +0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout(offset=36 ) uniform int) -0:149 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:149 i1: direct index for structure (layout( offset=36) uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) -0:150 move second child to first child (temp int) -0:150 'out_i1' (temp int) -0:150 imageAtomicCompSwap (temp int) -0:150 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:150 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 move second child to first child ( temp int) +0:150 'out_i1' ( temp int) +0:150 imageAtomicCompSwap ( temp int) +0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 i1b: direct index for structure (layout( offset=60) uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 i1c: direct index for structure (layout( offset=64) uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) -0:151 move second child to first child (temp int) -0:151 'out_i1' (temp int) -0:151 imageAtomicExchange (temp int) -0:151 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:151 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:151 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:151 move second child to first child ( temp int) +0:151 'out_i1' ( temp int) +0:151 imageAtomicExchange ( temp int) +0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout(offset=36 ) uniform int) -0:151 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:151 i1: direct index for structure (layout( offset=36) uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) -0:152 imageAtomicMax (temp int) -0:152 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:152 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:152 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:152 imageAtomicMax ( temp int) +0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:152 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:152 i1b: direct index for structure (layout( offset=60) uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) -0:153 move second child to first child (temp int) -0:153 'out_i1' (temp int) -0:153 imageAtomicMax (temp int) -0:153 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:153 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:153 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:153 move second child to first child ( temp int) +0:153 'out_i1' ( temp int) +0:153 imageAtomicMax ( temp int) +0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout(offset=36 ) uniform int) -0:153 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:153 i1: direct index for structure (layout( offset=36) uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) -0:154 imageAtomicMin (temp int) -0:154 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:154 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:154 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:154 imageAtomicMin ( temp int) +0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:154 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:154 i1b: direct index for structure (layout( offset=60) uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) -0:155 move second child to first child (temp int) -0:155 'out_i1' (temp int) -0:155 imageAtomicMin (temp int) -0:155 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:155 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:155 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:155 move second child to first child ( temp int) +0:155 'out_i1' ( temp int) +0:155 imageAtomicMin ( temp int) +0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout(offset=36 ) uniform int) -0:155 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:155 i1: direct index for structure (layout( offset=36) uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) -0:156 imageAtomicOr (temp int) -0:156 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:156 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:156 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:156 imageAtomicOr ( temp int) +0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:156 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:156 i1b: direct index for structure (layout( offset=60) uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) -0:157 move second child to first child (temp int) -0:157 'out_i1' (temp int) -0:157 imageAtomicOr (temp int) -0:157 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:157 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:157 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:157 move second child to first child ( temp int) +0:157 'out_i1' ( temp int) +0:157 imageAtomicOr ( temp int) +0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout(offset=36 ) uniform int) -0:157 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:157 i1: direct index for structure (layout( offset=36) uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) -0:158 imageAtomicXor (temp int) -0:158 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:158 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:158 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:158 imageAtomicXor ( temp int) +0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:158 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:158 i1b: direct index for structure (layout( offset=60) uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) -0:159 move second child to first child (temp int) -0:159 'out_i1' (temp int) -0:159 imageAtomicXor (temp int) -0:159 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:159 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:159 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:159 move second child to first child ( temp int) +0:159 'out_i1' ( temp int) +0:159 imageAtomicXor ( temp int) +0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout(offset=36 ) uniform int) -0:159 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:159 i1: direct index for structure (layout( offset=36) uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) -0:162 imageAtomicAdd (temp uint) -0:162 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:162 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:162 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:162 imageAtomicAdd ( temp uint) +0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:162 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:162 u1: direct index for structure (layout( offset=0) uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) -0:163 move second child to first child (temp uint) -0:163 'out_u1' (temp uint) -0:163 imageAtomicAdd (temp uint) -0:163 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:163 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:163 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:163 move second child to first child ( temp uint) +0:163 'out_u1' ( temp uint) +0:163 imageAtomicAdd ( temp uint) +0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:163 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:163 u1: direct index for structure (layout( offset=0) uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) -0:164 imageAtomicAnd (temp uint) -0:164 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:164 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:164 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:164 imageAtomicAnd ( temp uint) +0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:164 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:164 u1: direct index for structure (layout( offset=0) uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) -0:165 move second child to first child (temp uint) -0:165 'out_u1' (temp uint) -0:165 imageAtomicAnd (temp uint) -0:165 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:165 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:165 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:165 move second child to first child ( temp uint) +0:165 'out_u1' ( temp uint) +0:165 imageAtomicAnd ( temp uint) +0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:165 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:165 u1: direct index for structure (layout( offset=0) uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) -0:166 move second child to first child (temp uint) -0:166 'out_u1' (temp uint) -0:166 imageAtomicCompSwap (temp uint) -0:166 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:166 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 move second child to first child ( temp uint) +0:166 'out_u1' ( temp uint) +0:166 imageAtomicCompSwap ( temp uint) +0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 u1b: direct index for structure (layout( offset=28) uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 u1c: direct index for structure (layout( offset=32) uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) -0:167 move second child to first child (temp uint) -0:167 'out_u1' (temp uint) -0:167 imageAtomicExchange (temp uint) -0:167 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:167 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:167 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:167 move second child to first child ( temp uint) +0:167 'out_u1' ( temp uint) +0:167 imageAtomicExchange ( temp uint) +0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:167 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:167 u1: direct index for structure (layout( offset=0) uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) -0:168 imageAtomicMax (temp uint) -0:168 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:168 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:168 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:168 imageAtomicMax ( temp uint) +0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:168 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:168 u1: direct index for structure (layout( offset=0) uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) -0:169 move second child to first child (temp uint) -0:169 'out_u1' (temp uint) -0:169 imageAtomicMax (temp uint) -0:169 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:169 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:169 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:169 move second child to first child ( temp uint) +0:169 'out_u1' ( temp uint) +0:169 imageAtomicMax ( temp uint) +0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:169 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:169 u1: direct index for structure (layout( offset=0) uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) -0:170 imageAtomicMin (temp uint) -0:170 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:170 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:170 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:170 imageAtomicMin ( temp uint) +0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:170 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:170 u1: direct index for structure (layout( offset=0) uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) -0:171 move second child to first child (temp uint) -0:171 'out_u1' (temp uint) -0:171 imageAtomicMin (temp uint) -0:171 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:171 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:171 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:171 move second child to first child ( temp uint) +0:171 'out_u1' ( temp uint) +0:171 imageAtomicMin ( temp uint) +0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:171 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:171 u1: direct index for structure (layout( offset=0) uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) -0:172 imageAtomicOr (temp uint) -0:172 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:172 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:172 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:172 imageAtomicOr ( temp uint) +0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:172 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:172 u1: direct index for structure (layout( offset=0) uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) -0:173 move second child to first child (temp uint) -0:173 'out_u1' (temp uint) -0:173 imageAtomicOr (temp uint) -0:173 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:173 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:173 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:173 move second child to first child ( temp uint) +0:173 'out_u1' ( temp uint) +0:173 imageAtomicOr ( temp uint) +0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:173 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:173 u1: direct index for structure (layout( offset=0) uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) -0:174 imageAtomicXor (temp uint) -0:174 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:174 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:174 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:174 imageAtomicXor ( temp uint) +0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:174 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:174 u1: direct index for structure (layout( offset=0) uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) -0:175 move second child to first child (temp uint) -0:175 'out_u1' (temp uint) -0:175 imageAtomicXor (temp uint) -0:175 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:175 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:175 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:175 move second child to first child ( temp uint) +0:175 'out_u1' ( temp uint) +0:175 imageAtomicXor ( temp uint) +0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:175 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:175 u1: direct index for structure (layout( offset=0) uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) -0:178 imageAtomicAdd (temp int) -0:178 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:178 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:178 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:178 imageAtomicAdd ( temp int) +0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:178 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:178 i1b: direct index for structure (layout( offset=60) uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) -0:179 move second child to first child (temp int) -0:179 'out_i1' (temp int) -0:179 imageAtomicAdd (temp int) -0:179 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:179 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:179 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:179 move second child to first child ( temp int) +0:179 'out_i1' ( temp int) +0:179 imageAtomicAdd ( temp int) +0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout(offset=36 ) uniform int) -0:179 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:179 i1: direct index for structure (layout( offset=36) uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) -0:180 imageAtomicAnd (temp int) -0:180 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:180 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:180 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:180 imageAtomicAnd ( temp int) +0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:180 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:180 i1b: direct index for structure (layout( offset=60) uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) -0:181 move second child to first child (temp int) -0:181 'out_i1' (temp int) -0:181 imageAtomicAnd (temp int) -0:181 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:181 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:181 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:181 move second child to first child ( temp int) +0:181 'out_i1' ( temp int) +0:181 imageAtomicAnd ( temp int) +0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout(offset=36 ) uniform int) -0:181 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:181 i1: direct index for structure (layout( offset=36) uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) -0:182 move second child to first child (temp int) -0:182 'out_i1' (temp int) -0:182 imageAtomicCompSwap (temp int) -0:182 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:182 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 move second child to first child ( temp int) +0:182 'out_i1' ( temp int) +0:182 imageAtomicCompSwap ( temp int) +0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 i1b: direct index for structure (layout( offset=60) uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 i1c: direct index for structure (layout( offset=64) uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) -0:183 move second child to first child (temp int) -0:183 'out_i1' (temp int) -0:183 imageAtomicExchange (temp int) -0:183 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:183 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:183 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:183 move second child to first child ( temp int) +0:183 'out_i1' ( temp int) +0:183 imageAtomicExchange ( temp int) +0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout(offset=36 ) uniform int) -0:183 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:183 i1: direct index for structure (layout( offset=36) uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) -0:184 imageAtomicMax (temp int) -0:184 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:184 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:184 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:184 imageAtomicMax ( temp int) +0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:184 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:184 i1b: direct index for structure (layout( offset=60) uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) -0:185 move second child to first child (temp int) -0:185 'out_i1' (temp int) -0:185 imageAtomicMax (temp int) -0:185 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:185 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:185 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:185 move second child to first child ( temp int) +0:185 'out_i1' ( temp int) +0:185 imageAtomicMax ( temp int) +0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout(offset=36 ) uniform int) -0:185 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:185 i1: direct index for structure (layout( offset=36) uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) -0:186 imageAtomicMin (temp int) -0:186 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:186 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:186 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:186 imageAtomicMin ( temp int) +0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:186 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:186 i1b: direct index for structure (layout( offset=60) uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) -0:187 move second child to first child (temp int) -0:187 'out_i1' (temp int) -0:187 imageAtomicMin (temp int) -0:187 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:187 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:187 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:187 move second child to first child ( temp int) +0:187 'out_i1' ( temp int) +0:187 imageAtomicMin ( temp int) +0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout(offset=36 ) uniform int) -0:187 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:187 i1: direct index for structure (layout( offset=36) uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) -0:188 imageAtomicOr (temp int) -0:188 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:188 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:188 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:188 imageAtomicOr ( temp int) +0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:188 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:188 i1b: direct index for structure (layout( offset=60) uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) -0:189 move second child to first child (temp int) -0:189 'out_i1' (temp int) -0:189 imageAtomicOr (temp int) -0:189 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:189 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:189 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:189 move second child to first child ( temp int) +0:189 'out_i1' ( temp int) +0:189 imageAtomicOr ( temp int) +0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout(offset=36 ) uniform int) -0:189 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:189 i1: direct index for structure (layout( offset=36) uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) -0:190 imageAtomicXor (temp int) -0:190 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:190 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:190 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:190 imageAtomicXor ( temp int) +0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:190 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:190 i1b: direct index for structure (layout( offset=60) uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) -0:191 move second child to first child (temp int) -0:191 'out_i1' (temp int) -0:191 imageAtomicXor (temp int) -0:191 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:191 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:191 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:191 move second child to first child ( temp int) +0:191 'out_i1' ( temp int) +0:191 imageAtomicXor ( temp int) +0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout(offset=36 ) uniform int) -0:191 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:191 i1: direct index for structure (layout( offset=36) uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) -0:194 imageAtomicAdd (temp uint) -0:194 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:194 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:194 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:194 imageAtomicAdd ( temp uint) +0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:194 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:194 u1: direct index for structure (layout( offset=0) uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) -0:195 move second child to first child (temp uint) -0:195 'out_u1' (temp uint) -0:195 imageAtomicAdd (temp uint) -0:195 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:195 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:195 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:195 move second child to first child ( temp uint) +0:195 'out_u1' ( temp uint) +0:195 imageAtomicAdd ( temp uint) +0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:195 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:195 u1: direct index for structure (layout( offset=0) uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) -0:196 imageAtomicAnd (temp uint) -0:196 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:196 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:196 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:196 imageAtomicAnd ( temp uint) +0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:196 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:196 u1: direct index for structure (layout( offset=0) uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) -0:197 move second child to first child (temp uint) -0:197 'out_u1' (temp uint) -0:197 imageAtomicAnd (temp uint) -0:197 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:197 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:197 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:197 move second child to first child ( temp uint) +0:197 'out_u1' ( temp uint) +0:197 imageAtomicAnd ( temp uint) +0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:197 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:197 u1: direct index for structure (layout( offset=0) uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) -0:198 move second child to first child (temp uint) -0:198 'out_u1' (temp uint) -0:198 imageAtomicCompSwap (temp uint) -0:198 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:198 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 move second child to first child ( temp uint) +0:198 'out_u1' ( temp uint) +0:198 imageAtomicCompSwap ( temp uint) +0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 u1b: direct index for structure (layout( offset=28) uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 u1c: direct index for structure (layout( offset=32) uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) -0:199 move second child to first child (temp uint) -0:199 'out_u1' (temp uint) -0:199 imageAtomicExchange (temp uint) -0:199 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:199 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:199 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:199 move second child to first child ( temp uint) +0:199 'out_u1' ( temp uint) +0:199 imageAtomicExchange ( temp uint) +0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:199 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:199 u1: direct index for structure (layout( offset=0) uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) -0:200 imageAtomicMax (temp uint) -0:200 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:200 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:200 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:200 imageAtomicMax ( temp uint) +0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:200 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:200 u1: direct index for structure (layout( offset=0) uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) -0:201 move second child to first child (temp uint) -0:201 'out_u1' (temp uint) -0:201 imageAtomicMax (temp uint) -0:201 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:201 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:201 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:201 move second child to first child ( temp uint) +0:201 'out_u1' ( temp uint) +0:201 imageAtomicMax ( temp uint) +0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:201 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:201 u1: direct index for structure (layout( offset=0) uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) -0:202 imageAtomicMin (temp uint) -0:202 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:202 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:202 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:202 imageAtomicMin ( temp uint) +0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:202 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:202 u1: direct index for structure (layout( offset=0) uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) -0:203 move second child to first child (temp uint) -0:203 'out_u1' (temp uint) -0:203 imageAtomicMin (temp uint) -0:203 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:203 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:203 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:203 move second child to first child ( temp uint) +0:203 'out_u1' ( temp uint) +0:203 imageAtomicMin ( temp uint) +0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:203 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:203 u1: direct index for structure (layout( offset=0) uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) -0:204 imageAtomicOr (temp uint) -0:204 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:204 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:204 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:204 imageAtomicOr ( temp uint) +0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:204 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:204 u1: direct index for structure (layout( offset=0) uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) -0:205 move second child to first child (temp uint) -0:205 'out_u1' (temp uint) -0:205 imageAtomicOr (temp uint) -0:205 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:205 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:205 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:205 move second child to first child ( temp uint) +0:205 'out_u1' ( temp uint) +0:205 imageAtomicOr ( temp uint) +0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:205 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:205 u1: direct index for structure (layout( offset=0) uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) -0:206 imageAtomicXor (temp uint) -0:206 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:206 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:206 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:206 imageAtomicXor ( temp uint) +0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:206 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:206 u1: direct index for structure (layout( offset=0) uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) -0:207 move second child to first child (temp uint) -0:207 'out_u1' (temp uint) -0:207 imageAtomicXor (temp uint) -0:207 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:207 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:207 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:207 move second child to first child ( temp uint) +0:207 'out_u1' ( temp uint) +0:207 imageAtomicXor ( temp uint) +0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:207 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:207 u1: direct index for structure (layout( offset=0) uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) -0:210 imageAtomicAdd (temp int) -0:210 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:210 i1: direct index for structure (layout(offset=36 ) uniform int) -0:210 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:210 imageAtomicAdd ( temp int) +0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:210 i1: direct index for structure (layout( offset=36) uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:210 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:210 i1b: direct index for structure (layout( offset=60) uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) -0:211 move second child to first child (temp int) -0:211 'out_i1' (temp int) -0:211 imageAtomicAdd (temp int) -0:211 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:211 i1: direct index for structure (layout(offset=36 ) uniform int) -0:211 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:211 move second child to first child ( temp int) +0:211 'out_i1' ( temp int) +0:211 imageAtomicAdd ( temp int) +0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:211 i1: direct index for structure (layout( offset=36) uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout(offset=36 ) uniform int) -0:211 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:211 i1: direct index for structure (layout( offset=36) uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:212 imageAtomicAnd (temp int) -0:212 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:212 i1: direct index for structure (layout(offset=36 ) uniform int) -0:212 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:212 imageAtomicAnd ( temp int) +0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:212 i1: direct index for structure (layout( offset=36) uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:212 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:212 i1b: direct index for structure (layout( offset=60) uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) -0:213 move second child to first child (temp int) -0:213 'out_i1' (temp int) -0:213 imageAtomicAnd (temp int) -0:213 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:213 i1: direct index for structure (layout(offset=36 ) uniform int) -0:213 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:213 move second child to first child ( temp int) +0:213 'out_i1' ( temp int) +0:213 imageAtomicAnd ( temp int) +0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:213 i1: direct index for structure (layout( offset=36) uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout(offset=36 ) uniform int) -0:213 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:213 i1: direct index for structure (layout( offset=36) uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:214 move second child to first child (temp int) -0:214 'out_i1' (temp int) -0:214 imageAtomicCompSwap (temp int) -0:214 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:214 i1: direct index for structure (layout(offset=36 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 move second child to first child ( temp int) +0:214 'out_i1' ( temp int) +0:214 imageAtomicCompSwap ( temp int) +0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:214 i1: direct index for structure (layout( offset=36) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 i1b: direct index for structure (layout( offset=60) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 i1c: direct index for structure (layout( offset=64) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) -0:215 move second child to first child (temp int) -0:215 'out_i1' (temp int) -0:215 imageAtomicExchange (temp int) -0:215 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:215 i1: direct index for structure (layout(offset=36 ) uniform int) -0:215 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:215 move second child to first child ( temp int) +0:215 'out_i1' ( temp int) +0:215 imageAtomicExchange ( temp int) +0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:215 i1: direct index for structure (layout( offset=36) uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout(offset=36 ) uniform int) -0:215 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:215 i1: direct index for structure (layout( offset=36) uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:216 imageAtomicMax (temp int) -0:216 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:216 i1: direct index for structure (layout(offset=36 ) uniform int) -0:216 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:216 imageAtomicMax ( temp int) +0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:216 i1: direct index for structure (layout( offset=36) uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:216 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:216 i1b: direct index for structure (layout( offset=60) uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) -0:217 move second child to first child (temp int) -0:217 'out_i1' (temp int) -0:217 imageAtomicMax (temp int) -0:217 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:217 i1: direct index for structure (layout(offset=36 ) uniform int) -0:217 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:217 move second child to first child ( temp int) +0:217 'out_i1' ( temp int) +0:217 imageAtomicMax ( temp int) +0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:217 i1: direct index for structure (layout( offset=36) uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout(offset=36 ) uniform int) -0:217 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:217 i1: direct index for structure (layout( offset=36) uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:218 imageAtomicMin (temp int) -0:218 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:218 i1: direct index for structure (layout(offset=36 ) uniform int) -0:218 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:218 imageAtomicMin ( temp int) +0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:218 i1: direct index for structure (layout( offset=36) uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:218 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:218 i1b: direct index for structure (layout( offset=60) uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) -0:219 move second child to first child (temp int) -0:219 'out_i1' (temp int) -0:219 imageAtomicMin (temp int) -0:219 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:219 i1: direct index for structure (layout(offset=36 ) uniform int) -0:219 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:219 move second child to first child ( temp int) +0:219 'out_i1' ( temp int) +0:219 imageAtomicMin ( temp int) +0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:219 i1: direct index for structure (layout( offset=36) uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout(offset=36 ) uniform int) -0:219 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:219 i1: direct index for structure (layout( offset=36) uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:220 imageAtomicOr (temp int) -0:220 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:220 i1: direct index for structure (layout(offset=36 ) uniform int) -0:220 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:220 imageAtomicOr ( temp int) +0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:220 i1: direct index for structure (layout( offset=36) uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:220 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:220 i1b: direct index for structure (layout( offset=60) uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) -0:221 move second child to first child (temp int) -0:221 'out_i1' (temp int) -0:221 imageAtomicOr (temp int) -0:221 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:221 i1: direct index for structure (layout(offset=36 ) uniform int) -0:221 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:221 move second child to first child ( temp int) +0:221 'out_i1' ( temp int) +0:221 imageAtomicOr ( temp int) +0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:221 i1: direct index for structure (layout( offset=36) uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout(offset=36 ) uniform int) -0:221 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:221 i1: direct index for structure (layout( offset=36) uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:222 imageAtomicXor (temp int) -0:222 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:222 i1: direct index for structure (layout(offset=36 ) uniform int) -0:222 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:222 imageAtomicXor ( temp int) +0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:222 i1: direct index for structure (layout( offset=36) uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:222 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:222 i1b: direct index for structure (layout( offset=60) uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) -0:223 move second child to first child (temp int) -0:223 'out_i1' (temp int) -0:223 imageAtomicXor (temp int) -0:223 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:223 i1: direct index for structure (layout(offset=36 ) uniform int) -0:223 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:223 move second child to first child ( temp int) +0:223 'out_i1' ( temp int) +0:223 imageAtomicXor ( temp int) +0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:223 i1: direct index for structure (layout( offset=36) uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout(offset=36 ) uniform int) -0:223 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:223 i1: direct index for structure (layout( offset=36) uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:226 imageAtomicAdd (temp uint) -0:226 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:226 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:226 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:226 imageAtomicAdd ( temp uint) +0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:226 u1: direct index for structure (layout( offset=0) uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:226 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:226 u1: direct index for structure (layout( offset=0) uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:227 move second child to first child (temp uint) -0:227 'out_u1' (temp uint) -0:227 imageAtomicAdd (temp uint) -0:227 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:227 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:227 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:227 move second child to first child ( temp uint) +0:227 'out_u1' ( temp uint) +0:227 imageAtomicAdd ( temp uint) +0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:227 u1: direct index for structure (layout( offset=0) uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:227 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:227 u1: direct index for structure (layout( offset=0) uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:228 imageAtomicAnd (temp uint) -0:228 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:228 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:228 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:228 imageAtomicAnd ( temp uint) +0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:228 u1: direct index for structure (layout( offset=0) uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:228 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:228 u1: direct index for structure (layout( offset=0) uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:229 move second child to first child (temp uint) -0:229 'out_u1' (temp uint) -0:229 imageAtomicAnd (temp uint) -0:229 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:229 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:229 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:229 move second child to first child ( temp uint) +0:229 'out_u1' ( temp uint) +0:229 imageAtomicAnd ( temp uint) +0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:229 u1: direct index for structure (layout( offset=0) uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:229 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:229 u1: direct index for structure (layout( offset=0) uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:230 move second child to first child (temp uint) -0:230 'out_u1' (temp uint) -0:230 imageAtomicCompSwap (temp uint) -0:230 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:230 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 move second child to first child ( temp uint) +0:230 'out_u1' ( temp uint) +0:230 imageAtomicCompSwap ( temp uint) +0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:230 u1: direct index for structure (layout( offset=0) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 u1b: direct index for structure (layout( offset=28) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 u1c: direct index for structure (layout( offset=32) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) -0:231 move second child to first child (temp uint) -0:231 'out_u1' (temp uint) -0:231 imageAtomicExchange (temp uint) -0:231 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:231 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:231 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:231 move second child to first child ( temp uint) +0:231 'out_u1' ( temp uint) +0:231 imageAtomicExchange ( temp uint) +0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:231 u1: direct index for structure (layout( offset=0) uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:231 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:231 u1: direct index for structure (layout( offset=0) uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:232 imageAtomicMax (temp uint) -0:232 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:232 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:232 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:232 imageAtomicMax ( temp uint) +0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:232 u1: direct index for structure (layout( offset=0) uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:232 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:232 u1: direct index for structure (layout( offset=0) uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:233 move second child to first child (temp uint) -0:233 'out_u1' (temp uint) -0:233 imageAtomicMax (temp uint) -0:233 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:233 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:233 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:233 move second child to first child ( temp uint) +0:233 'out_u1' ( temp uint) +0:233 imageAtomicMax ( temp uint) +0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:233 u1: direct index for structure (layout( offset=0) uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:233 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:233 u1: direct index for structure (layout( offset=0) uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:234 imageAtomicMin (temp uint) -0:234 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:234 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:234 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:234 imageAtomicMin ( temp uint) +0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:234 u1: direct index for structure (layout( offset=0) uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:234 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:234 u1: direct index for structure (layout( offset=0) uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:235 move second child to first child (temp uint) -0:235 'out_u1' (temp uint) -0:235 imageAtomicMin (temp uint) -0:235 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:235 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:235 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:235 move second child to first child ( temp uint) +0:235 'out_u1' ( temp uint) +0:235 imageAtomicMin ( temp uint) +0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:235 u1: direct index for structure (layout( offset=0) uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:235 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:235 u1: direct index for structure (layout( offset=0) uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:236 imageAtomicOr (temp uint) -0:236 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:236 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:236 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:236 imageAtomicOr ( temp uint) +0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:236 u1: direct index for structure (layout( offset=0) uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:236 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:236 u1: direct index for structure (layout( offset=0) uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:237 move second child to first child (temp uint) -0:237 'out_u1' (temp uint) -0:237 imageAtomicOr (temp uint) -0:237 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:237 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:237 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:237 move second child to first child ( temp uint) +0:237 'out_u1' ( temp uint) +0:237 imageAtomicOr ( temp uint) +0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:237 u1: direct index for structure (layout( offset=0) uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:237 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:237 u1: direct index for structure (layout( offset=0) uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:238 imageAtomicXor (temp uint) -0:238 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:238 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:238 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:238 imageAtomicXor ( temp uint) +0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:238 u1: direct index for structure (layout( offset=0) uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:238 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:238 u1: direct index for structure (layout( offset=0) uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:239 move second child to first child (temp uint) -0:239 'out_u1' (temp uint) -0:239 imageAtomicXor (temp uint) -0:239 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:239 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:239 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:239 move second child to first child ( temp uint) +0:239 'out_u1' ( temp uint) +0:239 imageAtomicXor ( temp uint) +0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:239 u1: direct index for structure (layout( offset=0) uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:239 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:239 u1: direct index for structure (layout( offset=0) uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:242 move second child to first child (temp 4-component vector of float) -0:242 Color: direct index for structure (temp 4-component vector of float) -0:242 'psout' (temp structure{temp 4-component vector of float Color}) +0:242 move second child to first child ( temp 4-component vector of float) +0:242 Color: direct index for structure ( temp 4-component vector of float) +0:242 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:242 Constant: 0:242 0 (const int) 0:242 Constant: @@ -1936,39 +1936,39 @@ gl_FragCoord origin is upper left 0:242 1.000000 0:242 1.000000 0:243 Branch: Return with expression -0:243 'psout' (temp structure{temp 4-component vector of float Color}) -0:45 Function Definition: main( (temp void) +0:243 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (uniform sampler) -0:? 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:? 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:? 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:? 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:? 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:? 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:? 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:? 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:? 'g_tTex1df1a' (layout(r32f ) uniform image1DArray) -0:? 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:? 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray) -0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray) -0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray) -0:? 'g_tBuffF' (layout(r32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:? 'g_sSamp' ( uniform sampler) +0:? 'g_tTex1df1' (layout( r32f) uniform image1D) +0:? 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:? 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:? 'g_tTex2df1' (layout( r32f) uniform image2D) +0:? 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:? 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:? 'g_tTex3df1' (layout( r32f) uniform image3D) +0:? 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:? 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:? 'g_tTex1df1a' (layout( r32f) uniform image1DArray) +0:? 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:? 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) +0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) +0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) +0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) Linked fragment stage: @@ -1977,1932 +1977,1932 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Function Parameters: 0:? Sequence -0:50 imageAtomicAdd (temp int) -0:50 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:50 i1: direct index for structure (layout(offset=36 ) uniform int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:50 imageAtomicAdd ( temp int) +0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:50 i1: direct index for structure (layout( offset=36) uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:50 i1b: direct index for structure (layout( offset=60) uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) -0:51 move second child to first child (temp int) -0:51 'out_i1' (temp int) -0:51 imageAtomicAdd (temp int) -0:51 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:51 i1: direct index for structure (layout(offset=36 ) uniform int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:51 move second child to first child ( temp int) +0:51 'out_i1' ( temp int) +0:51 imageAtomicAdd ( temp int) +0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:51 i1: direct index for structure (layout( offset=36) uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout(offset=36 ) uniform int) -0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:51 i1: direct index for structure (layout( offset=36) uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:52 imageAtomicAnd (temp int) -0:52 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:52 i1: direct index for structure (layout(offset=36 ) uniform int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:52 imageAtomicAnd ( temp int) +0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:52 i1: direct index for structure (layout( offset=36) uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:52 i1b: direct index for structure (layout( offset=60) uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) -0:53 move second child to first child (temp int) -0:53 'out_i1' (temp int) -0:53 imageAtomicAnd (temp int) -0:53 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:53 i1: direct index for structure (layout(offset=36 ) uniform int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:53 move second child to first child ( temp int) +0:53 'out_i1' ( temp int) +0:53 imageAtomicAnd ( temp int) +0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:53 i1: direct index for structure (layout( offset=36) uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout(offset=36 ) uniform int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:53 i1: direct index for structure (layout( offset=36) uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:54 move second child to first child (temp int) -0:54 'out_i1' (temp int) -0:54 imageAtomicCompSwap (temp int) -0:54 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:54 i1: direct index for structure (layout(offset=36 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 move second child to first child ( temp int) +0:54 'out_i1' ( temp int) +0:54 imageAtomicCompSwap ( temp int) +0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:54 i1: direct index for structure (layout( offset=36) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 i1b: direct index for structure (layout( offset=60) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:54 i1c: direct index for structure (layout( offset=64) uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) -0:55 move second child to first child (temp int) -0:55 'out_i1' (temp int) -0:55 imageAtomicExchange (temp int) -0:55 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:55 i1: direct index for structure (layout(offset=36 ) uniform int) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:55 move second child to first child ( temp int) +0:55 'out_i1' ( temp int) +0:55 imageAtomicExchange ( temp int) +0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:55 i1: direct index for structure (layout( offset=36) uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout(offset=36 ) uniform int) -0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:55 i1: direct index for structure (layout( offset=36) uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:56 imageAtomicMax (temp int) -0:56 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:56 i1: direct index for structure (layout(offset=36 ) uniform int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:56 imageAtomicMax ( temp int) +0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:56 i1: direct index for structure (layout( offset=36) uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:56 i1b: direct index for structure (layout( offset=60) uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) -0:57 move second child to first child (temp int) -0:57 'out_i1' (temp int) -0:57 imageAtomicMax (temp int) -0:57 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:57 i1: direct index for structure (layout(offset=36 ) uniform int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:57 move second child to first child ( temp int) +0:57 'out_i1' ( temp int) +0:57 imageAtomicMax ( temp int) +0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:57 i1: direct index for structure (layout( offset=36) uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout(offset=36 ) uniform int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:57 i1: direct index for structure (layout( offset=36) uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:58 imageAtomicMin (temp int) -0:58 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:58 i1: direct index for structure (layout(offset=36 ) uniform int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:58 imageAtomicMin ( temp int) +0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:58 i1: direct index for structure (layout( offset=36) uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:58 i1b: direct index for structure (layout( offset=60) uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) -0:59 move second child to first child (temp int) -0:59 'out_i1' (temp int) -0:59 imageAtomicMin (temp int) -0:59 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:59 i1: direct index for structure (layout(offset=36 ) uniform int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:59 move second child to first child ( temp int) +0:59 'out_i1' ( temp int) +0:59 imageAtomicMin ( temp int) +0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:59 i1: direct index for structure (layout( offset=36) uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout(offset=36 ) uniform int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:59 i1: direct index for structure (layout( offset=36) uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:60 imageAtomicOr (temp int) -0:60 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:60 i1: direct index for structure (layout(offset=36 ) uniform int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:60 imageAtomicOr ( temp int) +0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:60 i1: direct index for structure (layout( offset=36) uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:60 i1b: direct index for structure (layout( offset=60) uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) -0:61 move second child to first child (temp int) -0:61 'out_i1' (temp int) -0:61 imageAtomicOr (temp int) -0:61 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:61 i1: direct index for structure (layout(offset=36 ) uniform int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:61 move second child to first child ( temp int) +0:61 'out_i1' ( temp int) +0:61 imageAtomicOr ( temp int) +0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:61 i1: direct index for structure (layout( offset=36) uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout(offset=36 ) uniform int) -0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:61 i1: direct index for structure (layout( offset=36) uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:62 imageAtomicXor (temp int) -0:62 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:62 i1: direct index for structure (layout(offset=36 ) uniform int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:62 imageAtomicXor ( temp int) +0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:62 i1: direct index for structure (layout( offset=36) uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:62 i1b: direct index for structure (layout( offset=60) uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) -0:63 move second child to first child (temp int) -0:63 'out_i1' (temp int) -0:63 imageAtomicXor (temp int) -0:63 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:63 i1: direct index for structure (layout(offset=36 ) uniform int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:63 move second child to first child ( temp int) +0:63 'out_i1' ( temp int) +0:63 imageAtomicXor ( temp int) +0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:63 i1: direct index for structure (layout( offset=36) uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout(offset=36 ) uniform int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:63 i1: direct index for structure (layout( offset=36) uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:66 imageAtomicAdd (temp uint) -0:66 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:66 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:66 imageAtomicAdd ( temp uint) +0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:66 u1: direct index for structure (layout( offset=0) uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:66 u1: direct index for structure (layout( offset=0) uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:67 move second child to first child (temp uint) -0:67 'out_u1' (temp uint) -0:67 imageAtomicAdd (temp uint) -0:67 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:67 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:67 move second child to first child ( temp uint) +0:67 'out_u1' ( temp uint) +0:67 imageAtomicAdd ( temp uint) +0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:67 u1: direct index for structure (layout( offset=0) uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:67 u1: direct index for structure (layout( offset=0) uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:68 imageAtomicAnd (temp uint) -0:68 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:68 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:68 imageAtomicAnd ( temp uint) +0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:68 u1: direct index for structure (layout( offset=0) uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:68 u1: direct index for structure (layout( offset=0) uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:69 move second child to first child (temp uint) -0:69 'out_u1' (temp uint) -0:69 imageAtomicAnd (temp uint) -0:69 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:69 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:69 move second child to first child ( temp uint) +0:69 'out_u1' ( temp uint) +0:69 imageAtomicAnd ( temp uint) +0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:69 u1: direct index for structure (layout( offset=0) uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:69 u1: direct index for structure (layout( offset=0) uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:70 move second child to first child (temp uint) -0:70 'out_u1' (temp uint) -0:70 imageAtomicCompSwap (temp uint) -0:70 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:70 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 move second child to first child ( temp uint) +0:70 'out_u1' ( temp uint) +0:70 imageAtomicCompSwap ( temp uint) +0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:70 u1: direct index for structure (layout( offset=0) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 u1b: direct index for structure (layout( offset=28) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:70 u1c: direct index for structure (layout( offset=32) uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) -0:71 move second child to first child (temp uint) -0:71 'out_u1' (temp uint) -0:71 imageAtomicExchange (temp uint) -0:71 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:71 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:71 move second child to first child ( temp uint) +0:71 'out_u1' ( temp uint) +0:71 imageAtomicExchange ( temp uint) +0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:71 u1: direct index for structure (layout( offset=0) uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:71 u1: direct index for structure (layout( offset=0) uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:72 imageAtomicMax (temp uint) -0:72 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:72 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:72 imageAtomicMax ( temp uint) +0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:72 u1: direct index for structure (layout( offset=0) uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:72 u1: direct index for structure (layout( offset=0) uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:73 move second child to first child (temp uint) -0:73 'out_u1' (temp uint) -0:73 imageAtomicMax (temp uint) -0:73 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:73 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:73 move second child to first child ( temp uint) +0:73 'out_u1' ( temp uint) +0:73 imageAtomicMax ( temp uint) +0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:73 u1: direct index for structure (layout( offset=0) uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:73 u1: direct index for structure (layout( offset=0) uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:74 imageAtomicMin (temp uint) -0:74 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:74 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:74 imageAtomicMin ( temp uint) +0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:74 u1: direct index for structure (layout( offset=0) uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:74 u1: direct index for structure (layout( offset=0) uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:75 move second child to first child (temp uint) -0:75 'out_u1' (temp uint) -0:75 imageAtomicMin (temp uint) -0:75 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:75 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:75 move second child to first child ( temp uint) +0:75 'out_u1' ( temp uint) +0:75 imageAtomicMin ( temp uint) +0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:75 u1: direct index for structure (layout( offset=0) uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:75 u1: direct index for structure (layout( offset=0) uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:76 imageAtomicOr (temp uint) -0:76 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:76 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:76 imageAtomicOr ( temp uint) +0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:76 u1: direct index for structure (layout( offset=0) uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:76 u1: direct index for structure (layout( offset=0) uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:77 move second child to first child (temp uint) -0:77 'out_u1' (temp uint) -0:77 imageAtomicOr (temp uint) -0:77 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:77 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:77 move second child to first child ( temp uint) +0:77 'out_u1' ( temp uint) +0:77 imageAtomicOr ( temp uint) +0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:77 u1: direct index for structure (layout( offset=0) uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:77 u1: direct index for structure (layout( offset=0) uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:78 imageAtomicXor (temp uint) -0:78 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:78 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:78 imageAtomicXor ( temp uint) +0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:78 u1: direct index for structure (layout( offset=0) uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:78 u1: direct index for structure (layout( offset=0) uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:79 move second child to first child (temp uint) -0:79 'out_u1' (temp uint) -0:79 imageAtomicXor (temp uint) -0:79 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:79 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:79 move second child to first child ( temp uint) +0:79 'out_u1' ( temp uint) +0:79 imageAtomicXor ( temp uint) +0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:79 u1: direct index for structure (layout( offset=0) uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:79 u1: direct index for structure (layout( offset=0) uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:82 imageAtomicAdd (temp int) -0:82 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:82 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:82 imageAtomicAdd ( temp int) +0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:82 i1b: direct index for structure (layout( offset=60) uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) -0:83 move second child to first child (temp int) -0:83 'out_i1' (temp int) -0:83 imageAtomicAdd (temp int) -0:83 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:83 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:83 move second child to first child ( temp int) +0:83 'out_i1' ( temp int) +0:83 imageAtomicAdd ( temp int) +0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout(offset=36 ) uniform int) -0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:83 i1: direct index for structure (layout( offset=36) uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) -0:84 imageAtomicAnd (temp int) -0:84 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:84 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:84 imageAtomicAnd ( temp int) +0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:84 i1b: direct index for structure (layout( offset=60) uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) -0:85 move second child to first child (temp int) -0:85 'out_i1' (temp int) -0:85 imageAtomicAnd (temp int) -0:85 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:85 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:85 move second child to first child ( temp int) +0:85 'out_i1' ( temp int) +0:85 imageAtomicAnd ( temp int) +0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout(offset=36 ) uniform int) -0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:85 i1: direct index for structure (layout( offset=36) uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) -0:86 move second child to first child (temp int) -0:86 'out_i1' (temp int) -0:86 imageAtomicCompSwap (temp int) -0:86 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:86 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 move second child to first child ( temp int) +0:86 'out_i1' ( temp int) +0:86 imageAtomicCompSwap ( temp int) +0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 i1b: direct index for structure (layout( offset=60) uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:86 i1c: direct index for structure (layout( offset=64) uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) -0:87 move second child to first child (temp int) -0:87 'out_i1' (temp int) -0:87 imageAtomicExchange (temp int) -0:87 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:87 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:87 move second child to first child ( temp int) +0:87 'out_i1' ( temp int) +0:87 imageAtomicExchange ( temp int) +0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout(offset=36 ) uniform int) -0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:87 i1: direct index for structure (layout( offset=36) uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) -0:88 imageAtomicMax (temp int) -0:88 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:88 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:88 imageAtomicMax ( temp int) +0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:88 i1b: direct index for structure (layout( offset=60) uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) -0:89 move second child to first child (temp int) -0:89 'out_i1' (temp int) -0:89 imageAtomicMax (temp int) -0:89 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:89 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:89 move second child to first child ( temp int) +0:89 'out_i1' ( temp int) +0:89 imageAtomicMax ( temp int) +0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout(offset=36 ) uniform int) -0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:89 i1: direct index for structure (layout( offset=36) uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) -0:90 imageAtomicMin (temp int) -0:90 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:90 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:90 imageAtomicMin ( temp int) +0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:90 i1b: direct index for structure (layout( offset=60) uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) -0:91 move second child to first child (temp int) -0:91 'out_i1' (temp int) -0:91 imageAtomicMin (temp int) -0:91 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:91 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:91 move second child to first child ( temp int) +0:91 'out_i1' ( temp int) +0:91 imageAtomicMin ( temp int) +0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout(offset=36 ) uniform int) -0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:91 i1: direct index for structure (layout( offset=36) uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) -0:92 imageAtomicOr (temp int) -0:92 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:92 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:92 imageAtomicOr ( temp int) +0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:92 i1b: direct index for structure (layout( offset=60) uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) -0:93 move second child to first child (temp int) -0:93 'out_i1' (temp int) -0:93 imageAtomicOr (temp int) -0:93 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:93 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:93 move second child to first child ( temp int) +0:93 'out_i1' ( temp int) +0:93 imageAtomicOr ( temp int) +0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout(offset=36 ) uniform int) -0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:93 i1: direct index for structure (layout( offset=36) uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) -0:94 imageAtomicXor (temp int) -0:94 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:94 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:94 imageAtomicXor ( temp int) +0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:94 i1b: direct index for structure (layout( offset=60) uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) -0:95 move second child to first child (temp int) -0:95 'out_i1' (temp int) -0:95 imageAtomicXor (temp int) -0:95 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:95 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:95 move second child to first child ( temp int) +0:95 'out_i1' ( temp int) +0:95 imageAtomicXor ( temp int) +0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout(offset=36 ) uniform int) -0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:95 i1: direct index for structure (layout( offset=36) uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) -0:98 imageAtomicAdd (temp uint) -0:98 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:98 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:98 imageAtomicAdd ( temp uint) +0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:98 u1: direct index for structure (layout( offset=0) uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) -0:99 move second child to first child (temp uint) -0:99 'out_u1' (temp uint) -0:99 imageAtomicAdd (temp uint) -0:99 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:99 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:99 move second child to first child ( temp uint) +0:99 'out_u1' ( temp uint) +0:99 imageAtomicAdd ( temp uint) +0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:99 u1: direct index for structure (layout( offset=0) uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) -0:100 imageAtomicAnd (temp uint) -0:100 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:100 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:100 imageAtomicAnd ( temp uint) +0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:100 u1: direct index for structure (layout( offset=0) uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) -0:101 move second child to first child (temp uint) -0:101 'out_u1' (temp uint) -0:101 imageAtomicAnd (temp uint) -0:101 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:101 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:101 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:101 move second child to first child ( temp uint) +0:101 'out_u1' ( temp uint) +0:101 imageAtomicAnd ( temp uint) +0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:101 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:101 u1: direct index for structure (layout( offset=0) uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) -0:102 move second child to first child (temp uint) -0:102 'out_u1' (temp uint) -0:102 imageAtomicCompSwap (temp uint) -0:102 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:102 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 move second child to first child ( temp uint) +0:102 'out_u1' ( temp uint) +0:102 imageAtomicCompSwap ( temp uint) +0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 u1b: direct index for structure (layout( offset=28) uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:102 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:102 u1c: direct index for structure (layout( offset=32) uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) -0:103 move second child to first child (temp uint) -0:103 'out_u1' (temp uint) -0:103 imageAtomicExchange (temp uint) -0:103 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:103 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:103 move second child to first child ( temp uint) +0:103 'out_u1' ( temp uint) +0:103 imageAtomicExchange ( temp uint) +0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:103 u1: direct index for structure (layout( offset=0) uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) -0:104 imageAtomicMax (temp uint) -0:104 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:104 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:104 imageAtomicMax ( temp uint) +0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:104 u1: direct index for structure (layout( offset=0) uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) -0:105 move second child to first child (temp uint) -0:105 'out_u1' (temp uint) -0:105 imageAtomicMax (temp uint) -0:105 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:105 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:105 move second child to first child ( temp uint) +0:105 'out_u1' ( temp uint) +0:105 imageAtomicMax ( temp uint) +0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:105 u1: direct index for structure (layout( offset=0) uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) -0:106 imageAtomicMin (temp uint) -0:106 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:106 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:106 imageAtomicMin ( temp uint) +0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:106 u1: direct index for structure (layout( offset=0) uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) -0:107 move second child to first child (temp uint) -0:107 'out_u1' (temp uint) -0:107 imageAtomicMin (temp uint) -0:107 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:107 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:107 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:107 move second child to first child ( temp uint) +0:107 'out_u1' ( temp uint) +0:107 imageAtomicMin ( temp uint) +0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:107 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:107 u1: direct index for structure (layout( offset=0) uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) -0:108 imageAtomicOr (temp uint) -0:108 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:108 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:108 imageAtomicOr ( temp uint) +0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:108 u1: direct index for structure (layout( offset=0) uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) -0:109 move second child to first child (temp uint) -0:109 'out_u1' (temp uint) -0:109 imageAtomicOr (temp uint) -0:109 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:109 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:109 move second child to first child ( temp uint) +0:109 'out_u1' ( temp uint) +0:109 imageAtomicOr ( temp uint) +0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:109 u1: direct index for structure (layout( offset=0) uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) -0:110 imageAtomicXor (temp uint) -0:110 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:110 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:110 imageAtomicXor ( temp uint) +0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:110 u1: direct index for structure (layout( offset=0) uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) -0:111 move second child to first child (temp uint) -0:111 'out_u1' (temp uint) -0:111 imageAtomicXor (temp uint) -0:111 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:111 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:111 move second child to first child ( temp uint) +0:111 'out_u1' ( temp uint) +0:111 imageAtomicXor ( temp uint) +0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:111 u1: direct index for structure (layout( offset=0) uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) -0:114 imageAtomicAdd (temp int) -0:114 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:114 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:114 imageAtomicAdd ( temp int) +0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:114 i1b: direct index for structure (layout( offset=60) uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) -0:115 move second child to first child (temp int) -0:115 'out_i1' (temp int) -0:115 imageAtomicAdd (temp int) -0:115 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:115 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:115 move second child to first child ( temp int) +0:115 'out_i1' ( temp int) +0:115 imageAtomicAdd ( temp int) +0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout(offset=36 ) uniform int) -0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:115 i1: direct index for structure (layout( offset=36) uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) -0:116 imageAtomicAnd (temp int) -0:116 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:116 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:116 imageAtomicAnd ( temp int) +0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:116 i1b: direct index for structure (layout( offset=60) uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) -0:117 move second child to first child (temp int) -0:117 'out_i1' (temp int) -0:117 imageAtomicAnd (temp int) -0:117 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:117 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:117 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:117 move second child to first child ( temp int) +0:117 'out_i1' ( temp int) +0:117 imageAtomicAnd ( temp int) +0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout(offset=36 ) uniform int) -0:117 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:117 i1: direct index for structure (layout( offset=36) uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) -0:118 move second child to first child (temp int) -0:118 'out_i1' (temp int) -0:118 imageAtomicCompSwap (temp int) -0:118 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:118 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 move second child to first child ( temp int) +0:118 'out_i1' ( temp int) +0:118 imageAtomicCompSwap ( temp int) +0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 i1b: direct index for structure (layout( offset=60) uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:118 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:118 i1c: direct index for structure (layout( offset=64) uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) -0:119 move second child to first child (temp int) -0:119 'out_i1' (temp int) -0:119 imageAtomicExchange (temp int) -0:119 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:119 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:119 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:119 move second child to first child ( temp int) +0:119 'out_i1' ( temp int) +0:119 imageAtomicExchange ( temp int) +0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout(offset=36 ) uniform int) -0:119 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:119 i1: direct index for structure (layout( offset=36) uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) -0:120 imageAtomicMax (temp int) -0:120 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:120 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:120 imageAtomicMax ( temp int) +0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:120 i1b: direct index for structure (layout( offset=60) uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) -0:121 move second child to first child (temp int) -0:121 'out_i1' (temp int) -0:121 imageAtomicMax (temp int) -0:121 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:121 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:121 move second child to first child ( temp int) +0:121 'out_i1' ( temp int) +0:121 imageAtomicMax ( temp int) +0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout(offset=36 ) uniform int) -0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:121 i1: direct index for structure (layout( offset=36) uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) -0:122 imageAtomicMin (temp int) -0:122 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:122 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:122 imageAtomicMin ( temp int) +0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:122 i1b: direct index for structure (layout( offset=60) uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) -0:123 move second child to first child (temp int) -0:123 'out_i1' (temp int) -0:123 imageAtomicMin (temp int) -0:123 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:123 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:123 move second child to first child ( temp int) +0:123 'out_i1' ( temp int) +0:123 imageAtomicMin ( temp int) +0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout(offset=36 ) uniform int) -0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:123 i1: direct index for structure (layout( offset=36) uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) -0:124 imageAtomicOr (temp int) -0:124 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:124 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:124 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:124 imageAtomicOr ( temp int) +0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:124 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:124 i1b: direct index for structure (layout( offset=60) uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) -0:125 move second child to first child (temp int) -0:125 'out_i1' (temp int) -0:125 imageAtomicOr (temp int) -0:125 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:125 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:125 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:125 move second child to first child ( temp int) +0:125 'out_i1' ( temp int) +0:125 imageAtomicOr ( temp int) +0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout(offset=36 ) uniform int) -0:125 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:125 i1: direct index for structure (layout( offset=36) uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) -0:126 imageAtomicXor (temp int) -0:126 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:126 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:126 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:126 imageAtomicXor ( temp int) +0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:126 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:126 i1b: direct index for structure (layout( offset=60) uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) -0:127 move second child to first child (temp int) -0:127 'out_i1' (temp int) -0:127 imageAtomicXor (temp int) -0:127 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:127 i3: direct index for structure (layout(offset=48 ) uniform 3-component vector of int) -0:127 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:127 move second child to first child ( temp int) +0:127 'out_i1' ( temp int) +0:127 imageAtomicXor ( temp int) +0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout(offset=36 ) uniform int) -0:127 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:127 i1: direct index for structure (layout( offset=36) uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) -0:130 imageAtomicAdd (temp uint) -0:130 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:130 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:130 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:130 imageAtomicAdd ( temp uint) +0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:130 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:130 u1: direct index for structure (layout( offset=0) uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) -0:131 move second child to first child (temp uint) -0:131 'out_u1' (temp uint) -0:131 imageAtomicAdd (temp uint) -0:131 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:131 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:131 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:131 move second child to first child ( temp uint) +0:131 'out_u1' ( temp uint) +0:131 imageAtomicAdd ( temp uint) +0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:131 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:131 u1: direct index for structure (layout( offset=0) uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) -0:132 imageAtomicAnd (temp uint) -0:132 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:132 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:132 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:132 imageAtomicAnd ( temp uint) +0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:132 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:132 u1: direct index for structure (layout( offset=0) uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) -0:133 move second child to first child (temp uint) -0:133 'out_u1' (temp uint) -0:133 imageAtomicAnd (temp uint) -0:133 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:133 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:133 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:133 move second child to first child ( temp uint) +0:133 'out_u1' ( temp uint) +0:133 imageAtomicAnd ( temp uint) +0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:133 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:133 u1: direct index for structure (layout( offset=0) uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) -0:134 move second child to first child (temp uint) -0:134 'out_u1' (temp uint) -0:134 imageAtomicCompSwap (temp uint) -0:134 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:134 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 move second child to first child ( temp uint) +0:134 'out_u1' ( temp uint) +0:134 imageAtomicCompSwap ( temp uint) +0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 u1b: direct index for structure (layout( offset=28) uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:134 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:134 u1c: direct index for structure (layout( offset=32) uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) -0:135 move second child to first child (temp uint) -0:135 'out_u1' (temp uint) -0:135 imageAtomicExchange (temp uint) -0:135 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:135 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:135 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:135 move second child to first child ( temp uint) +0:135 'out_u1' ( temp uint) +0:135 imageAtomicExchange ( temp uint) +0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:135 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:135 u1: direct index for structure (layout( offset=0) uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) -0:136 imageAtomicMax (temp uint) -0:136 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:136 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:136 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:136 imageAtomicMax ( temp uint) +0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:136 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:136 u1: direct index for structure (layout( offset=0) uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) -0:137 move second child to first child (temp uint) -0:137 'out_u1' (temp uint) -0:137 imageAtomicMax (temp uint) -0:137 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:137 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:137 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:137 move second child to first child ( temp uint) +0:137 'out_u1' ( temp uint) +0:137 imageAtomicMax ( temp uint) +0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:137 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:137 u1: direct index for structure (layout( offset=0) uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) -0:138 imageAtomicMin (temp uint) -0:138 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:138 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:138 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:138 imageAtomicMin ( temp uint) +0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:138 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:138 u1: direct index for structure (layout( offset=0) uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) -0:139 move second child to first child (temp uint) -0:139 'out_u1' (temp uint) -0:139 imageAtomicMin (temp uint) -0:139 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:139 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:139 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:139 move second child to first child ( temp uint) +0:139 'out_u1' ( temp uint) +0:139 imageAtomicMin ( temp uint) +0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:139 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:139 u1: direct index for structure (layout( offset=0) uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) -0:140 imageAtomicOr (temp uint) -0:140 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:140 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:140 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:140 imageAtomicOr ( temp uint) +0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:140 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:140 u1: direct index for structure (layout( offset=0) uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) -0:141 move second child to first child (temp uint) -0:141 'out_u1' (temp uint) -0:141 imageAtomicOr (temp uint) -0:141 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:141 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:141 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:141 move second child to first child ( temp uint) +0:141 'out_u1' ( temp uint) +0:141 imageAtomicOr ( temp uint) +0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:141 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:141 u1: direct index for structure (layout( offset=0) uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) -0:142 imageAtomicXor (temp uint) -0:142 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:142 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:142 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:142 imageAtomicXor ( temp uint) +0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:142 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:142 u1: direct index for structure (layout( offset=0) uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) -0:143 move second child to first child (temp uint) -0:143 'out_u1' (temp uint) -0:143 imageAtomicXor (temp uint) -0:143 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:143 u3: direct index for structure (layout(offset=16 ) uniform 3-component vector of uint) -0:143 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:143 move second child to first child ( temp uint) +0:143 'out_u1' ( temp uint) +0:143 imageAtomicXor ( temp uint) +0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:143 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:143 u1: direct index for structure (layout( offset=0) uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) -0:146 imageAtomicAdd (temp int) -0:146 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:146 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:146 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:146 imageAtomicAdd ( temp int) +0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:146 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:146 i1b: direct index for structure (layout( offset=60) uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) -0:147 move second child to first child (temp int) -0:147 'out_i1' (temp int) -0:147 imageAtomicAdd (temp int) -0:147 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:147 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:147 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:147 move second child to first child ( temp int) +0:147 'out_i1' ( temp int) +0:147 imageAtomicAdd ( temp int) +0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout(offset=36 ) uniform int) -0:147 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:147 i1: direct index for structure (layout( offset=36) uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) -0:148 imageAtomicAnd (temp int) -0:148 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:148 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:148 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:148 imageAtomicAnd ( temp int) +0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:148 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:148 i1b: direct index for structure (layout( offset=60) uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) -0:149 move second child to first child (temp int) -0:149 'out_i1' (temp int) -0:149 imageAtomicAnd (temp int) -0:149 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:149 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:149 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:149 move second child to first child ( temp int) +0:149 'out_i1' ( temp int) +0:149 imageAtomicAnd ( temp int) +0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout(offset=36 ) uniform int) -0:149 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:149 i1: direct index for structure (layout( offset=36) uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) -0:150 move second child to first child (temp int) -0:150 'out_i1' (temp int) -0:150 imageAtomicCompSwap (temp int) -0:150 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:150 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 move second child to first child ( temp int) +0:150 'out_i1' ( temp int) +0:150 imageAtomicCompSwap ( temp int) +0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 i1b: direct index for structure (layout( offset=60) uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:150 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:150 i1c: direct index for structure (layout( offset=64) uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) -0:151 move second child to first child (temp int) -0:151 'out_i1' (temp int) -0:151 imageAtomicExchange (temp int) -0:151 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:151 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:151 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:151 move second child to first child ( temp int) +0:151 'out_i1' ( temp int) +0:151 imageAtomicExchange ( temp int) +0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout(offset=36 ) uniform int) -0:151 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:151 i1: direct index for structure (layout( offset=36) uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) -0:152 imageAtomicMax (temp int) -0:152 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:152 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:152 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:152 imageAtomicMax ( temp int) +0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:152 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:152 i1b: direct index for structure (layout( offset=60) uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) -0:153 move second child to first child (temp int) -0:153 'out_i1' (temp int) -0:153 imageAtomicMax (temp int) -0:153 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:153 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:153 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:153 move second child to first child ( temp int) +0:153 'out_i1' ( temp int) +0:153 imageAtomicMax ( temp int) +0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout(offset=36 ) uniform int) -0:153 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:153 i1: direct index for structure (layout( offset=36) uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) -0:154 imageAtomicMin (temp int) -0:154 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:154 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:154 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:154 imageAtomicMin ( temp int) +0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:154 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:154 i1b: direct index for structure (layout( offset=60) uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) -0:155 move second child to first child (temp int) -0:155 'out_i1' (temp int) -0:155 imageAtomicMin (temp int) -0:155 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:155 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:155 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:155 move second child to first child ( temp int) +0:155 'out_i1' ( temp int) +0:155 imageAtomicMin ( temp int) +0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout(offset=36 ) uniform int) -0:155 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:155 i1: direct index for structure (layout( offset=36) uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) -0:156 imageAtomicOr (temp int) -0:156 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:156 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:156 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:156 imageAtomicOr ( temp int) +0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:156 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:156 i1b: direct index for structure (layout( offset=60) uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) -0:157 move second child to first child (temp int) -0:157 'out_i1' (temp int) -0:157 imageAtomicOr (temp int) -0:157 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:157 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:157 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:157 move second child to first child ( temp int) +0:157 'out_i1' ( temp int) +0:157 imageAtomicOr ( temp int) +0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout(offset=36 ) uniform int) -0:157 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:157 i1: direct index for structure (layout( offset=36) uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) -0:158 imageAtomicXor (temp int) -0:158 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:158 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:158 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:158 imageAtomicXor ( temp int) +0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:158 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:158 i1b: direct index for structure (layout( offset=60) uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) -0:159 move second child to first child (temp int) -0:159 'out_i1' (temp int) -0:159 imageAtomicXor (temp int) -0:159 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:159 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:159 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:159 move second child to first child ( temp int) +0:159 'out_i1' ( temp int) +0:159 imageAtomicXor ( temp int) +0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout(offset=36 ) uniform int) -0:159 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:159 i1: direct index for structure (layout( offset=36) uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) -0:162 imageAtomicAdd (temp uint) -0:162 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:162 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:162 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:162 imageAtomicAdd ( temp uint) +0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:162 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:162 u1: direct index for structure (layout( offset=0) uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) -0:163 move second child to first child (temp uint) -0:163 'out_u1' (temp uint) -0:163 imageAtomicAdd (temp uint) -0:163 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:163 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:163 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:163 move second child to first child ( temp uint) +0:163 'out_u1' ( temp uint) +0:163 imageAtomicAdd ( temp uint) +0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:163 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:163 u1: direct index for structure (layout( offset=0) uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) -0:164 imageAtomicAnd (temp uint) -0:164 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:164 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:164 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:164 imageAtomicAnd ( temp uint) +0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:164 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:164 u1: direct index for structure (layout( offset=0) uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) -0:165 move second child to first child (temp uint) -0:165 'out_u1' (temp uint) -0:165 imageAtomicAnd (temp uint) -0:165 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:165 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:165 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:165 move second child to first child ( temp uint) +0:165 'out_u1' ( temp uint) +0:165 imageAtomicAnd ( temp uint) +0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:165 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:165 u1: direct index for structure (layout( offset=0) uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) -0:166 move second child to first child (temp uint) -0:166 'out_u1' (temp uint) -0:166 imageAtomicCompSwap (temp uint) -0:166 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:166 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 move second child to first child ( temp uint) +0:166 'out_u1' ( temp uint) +0:166 imageAtomicCompSwap ( temp uint) +0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 u1b: direct index for structure (layout( offset=28) uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:166 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:166 u1c: direct index for structure (layout( offset=32) uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) -0:167 move second child to first child (temp uint) -0:167 'out_u1' (temp uint) -0:167 imageAtomicExchange (temp uint) -0:167 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:167 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:167 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:167 move second child to first child ( temp uint) +0:167 'out_u1' ( temp uint) +0:167 imageAtomicExchange ( temp uint) +0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:167 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:167 u1: direct index for structure (layout( offset=0) uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) -0:168 imageAtomicMax (temp uint) -0:168 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:168 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:168 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:168 imageAtomicMax ( temp uint) +0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:168 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:168 u1: direct index for structure (layout( offset=0) uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) -0:169 move second child to first child (temp uint) -0:169 'out_u1' (temp uint) -0:169 imageAtomicMax (temp uint) -0:169 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:169 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:169 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:169 move second child to first child ( temp uint) +0:169 'out_u1' ( temp uint) +0:169 imageAtomicMax ( temp uint) +0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:169 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:169 u1: direct index for structure (layout( offset=0) uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) -0:170 imageAtomicMin (temp uint) -0:170 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:170 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:170 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:170 imageAtomicMin ( temp uint) +0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:170 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:170 u1: direct index for structure (layout( offset=0) uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) -0:171 move second child to first child (temp uint) -0:171 'out_u1' (temp uint) -0:171 imageAtomicMin (temp uint) -0:171 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:171 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:171 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:171 move second child to first child ( temp uint) +0:171 'out_u1' ( temp uint) +0:171 imageAtomicMin ( temp uint) +0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:171 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:171 u1: direct index for structure (layout( offset=0) uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) -0:172 imageAtomicOr (temp uint) -0:172 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:172 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:172 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:172 imageAtomicOr ( temp uint) +0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:172 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:172 u1: direct index for structure (layout( offset=0) uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) -0:173 move second child to first child (temp uint) -0:173 'out_u1' (temp uint) -0:173 imageAtomicOr (temp uint) -0:173 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:173 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:173 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:173 move second child to first child ( temp uint) +0:173 'out_u1' ( temp uint) +0:173 imageAtomicOr ( temp uint) +0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:173 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:173 u1: direct index for structure (layout( offset=0) uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) -0:174 imageAtomicXor (temp uint) -0:174 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:174 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:174 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:174 imageAtomicXor ( temp uint) +0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:174 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:174 u1: direct index for structure (layout( offset=0) uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) -0:175 move second child to first child (temp uint) -0:175 'out_u1' (temp uint) -0:175 imageAtomicXor (temp uint) -0:175 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:175 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:175 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:175 move second child to first child ( temp uint) +0:175 'out_u1' ( temp uint) +0:175 imageAtomicXor ( temp uint) +0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:175 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:175 u1: direct index for structure (layout( offset=0) uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) -0:178 imageAtomicAdd (temp int) -0:178 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:178 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:178 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:178 imageAtomicAdd ( temp int) +0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:178 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:178 i1b: direct index for structure (layout( offset=60) uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) -0:179 move second child to first child (temp int) -0:179 'out_i1' (temp int) -0:179 imageAtomicAdd (temp int) -0:179 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:179 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:179 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:179 move second child to first child ( temp int) +0:179 'out_i1' ( temp int) +0:179 imageAtomicAdd ( temp int) +0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout(offset=36 ) uniform int) -0:179 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:179 i1: direct index for structure (layout( offset=36) uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) -0:180 imageAtomicAnd (temp int) -0:180 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:180 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:180 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:180 imageAtomicAnd ( temp int) +0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:180 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:180 i1b: direct index for structure (layout( offset=60) uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) -0:181 move second child to first child (temp int) -0:181 'out_i1' (temp int) -0:181 imageAtomicAnd (temp int) -0:181 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:181 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:181 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:181 move second child to first child ( temp int) +0:181 'out_i1' ( temp int) +0:181 imageAtomicAnd ( temp int) +0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout(offset=36 ) uniform int) -0:181 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:181 i1: direct index for structure (layout( offset=36) uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) -0:182 move second child to first child (temp int) -0:182 'out_i1' (temp int) -0:182 imageAtomicCompSwap (temp int) -0:182 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:182 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 move second child to first child ( temp int) +0:182 'out_i1' ( temp int) +0:182 imageAtomicCompSwap ( temp int) +0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 i1b: direct index for structure (layout( offset=60) uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:182 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:182 i1c: direct index for structure (layout( offset=64) uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) -0:183 move second child to first child (temp int) -0:183 'out_i1' (temp int) -0:183 imageAtomicExchange (temp int) -0:183 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:183 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:183 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:183 move second child to first child ( temp int) +0:183 'out_i1' ( temp int) +0:183 imageAtomicExchange ( temp int) +0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout(offset=36 ) uniform int) -0:183 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:183 i1: direct index for structure (layout( offset=36) uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) -0:184 imageAtomicMax (temp int) -0:184 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:184 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:184 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:184 imageAtomicMax ( temp int) +0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:184 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:184 i1b: direct index for structure (layout( offset=60) uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) -0:185 move second child to first child (temp int) -0:185 'out_i1' (temp int) -0:185 imageAtomicMax (temp int) -0:185 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:185 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:185 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:185 move second child to first child ( temp int) +0:185 'out_i1' ( temp int) +0:185 imageAtomicMax ( temp int) +0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout(offset=36 ) uniform int) -0:185 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:185 i1: direct index for structure (layout( offset=36) uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) -0:186 imageAtomicMin (temp int) -0:186 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:186 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:186 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:186 imageAtomicMin ( temp int) +0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:186 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:186 i1b: direct index for structure (layout( offset=60) uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) -0:187 move second child to first child (temp int) -0:187 'out_i1' (temp int) -0:187 imageAtomicMin (temp int) -0:187 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:187 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:187 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:187 move second child to first child ( temp int) +0:187 'out_i1' ( temp int) +0:187 imageAtomicMin ( temp int) +0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout(offset=36 ) uniform int) -0:187 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:187 i1: direct index for structure (layout( offset=36) uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) -0:188 imageAtomicOr (temp int) -0:188 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:188 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:188 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:188 imageAtomicOr ( temp int) +0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:188 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:188 i1b: direct index for structure (layout( offset=60) uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) -0:189 move second child to first child (temp int) -0:189 'out_i1' (temp int) -0:189 imageAtomicOr (temp int) -0:189 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:189 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:189 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:189 move second child to first child ( temp int) +0:189 'out_i1' ( temp int) +0:189 imageAtomicOr ( temp int) +0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout(offset=36 ) uniform int) -0:189 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:189 i1: direct index for structure (layout( offset=36) uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) -0:190 imageAtomicXor (temp int) -0:190 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:190 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:190 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:190 imageAtomicXor ( temp int) +0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:190 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:190 i1b: direct index for structure (layout( offset=60) uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) -0:191 move second child to first child (temp int) -0:191 'out_i1' (temp int) -0:191 imageAtomicXor (temp int) -0:191 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:191 i2: direct index for structure (layout(offset=40 ) uniform 2-component vector of int) -0:191 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:191 move second child to first child ( temp int) +0:191 'out_i1' ( temp int) +0:191 imageAtomicXor ( temp int) +0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout(offset=36 ) uniform int) -0:191 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:191 i1: direct index for structure (layout( offset=36) uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) -0:194 imageAtomicAdd (temp uint) -0:194 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:194 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:194 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:194 imageAtomicAdd ( temp uint) +0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:194 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:194 u1: direct index for structure (layout( offset=0) uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) -0:195 move second child to first child (temp uint) -0:195 'out_u1' (temp uint) -0:195 imageAtomicAdd (temp uint) -0:195 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:195 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:195 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:195 move second child to first child ( temp uint) +0:195 'out_u1' ( temp uint) +0:195 imageAtomicAdd ( temp uint) +0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:195 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:195 u1: direct index for structure (layout( offset=0) uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) -0:196 imageAtomicAnd (temp uint) -0:196 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:196 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:196 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:196 imageAtomicAnd ( temp uint) +0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:196 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:196 u1: direct index for structure (layout( offset=0) uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) -0:197 move second child to first child (temp uint) -0:197 'out_u1' (temp uint) -0:197 imageAtomicAnd (temp uint) -0:197 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:197 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:197 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:197 move second child to first child ( temp uint) +0:197 'out_u1' ( temp uint) +0:197 imageAtomicAnd ( temp uint) +0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:197 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:197 u1: direct index for structure (layout( offset=0) uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) -0:198 move second child to first child (temp uint) -0:198 'out_u1' (temp uint) -0:198 imageAtomicCompSwap (temp uint) -0:198 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:198 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 move second child to first child ( temp uint) +0:198 'out_u1' ( temp uint) +0:198 imageAtomicCompSwap ( temp uint) +0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 u1b: direct index for structure (layout( offset=28) uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:198 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:198 u1c: direct index for structure (layout( offset=32) uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) -0:199 move second child to first child (temp uint) -0:199 'out_u1' (temp uint) -0:199 imageAtomicExchange (temp uint) -0:199 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:199 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:199 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:199 move second child to first child ( temp uint) +0:199 'out_u1' ( temp uint) +0:199 imageAtomicExchange ( temp uint) +0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:199 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:199 u1: direct index for structure (layout( offset=0) uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) -0:200 imageAtomicMax (temp uint) -0:200 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:200 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:200 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:200 imageAtomicMax ( temp uint) +0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:200 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:200 u1: direct index for structure (layout( offset=0) uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) -0:201 move second child to first child (temp uint) -0:201 'out_u1' (temp uint) -0:201 imageAtomicMax (temp uint) -0:201 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:201 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:201 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:201 move second child to first child ( temp uint) +0:201 'out_u1' ( temp uint) +0:201 imageAtomicMax ( temp uint) +0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:201 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:201 u1: direct index for structure (layout( offset=0) uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) -0:202 imageAtomicMin (temp uint) -0:202 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:202 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:202 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:202 imageAtomicMin ( temp uint) +0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:202 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:202 u1: direct index for structure (layout( offset=0) uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) -0:203 move second child to first child (temp uint) -0:203 'out_u1' (temp uint) -0:203 imageAtomicMin (temp uint) -0:203 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:203 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:203 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:203 move second child to first child ( temp uint) +0:203 'out_u1' ( temp uint) +0:203 imageAtomicMin ( temp uint) +0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:203 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:203 u1: direct index for structure (layout( offset=0) uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) -0:204 imageAtomicOr (temp uint) -0:204 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:204 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:204 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:204 imageAtomicOr ( temp uint) +0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:204 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:204 u1: direct index for structure (layout( offset=0) uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) -0:205 move second child to first child (temp uint) -0:205 'out_u1' (temp uint) -0:205 imageAtomicOr (temp uint) -0:205 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:205 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:205 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:205 move second child to first child ( temp uint) +0:205 'out_u1' ( temp uint) +0:205 imageAtomicOr ( temp uint) +0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:205 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:205 u1: direct index for structure (layout( offset=0) uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) -0:206 imageAtomicXor (temp uint) -0:206 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:206 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:206 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:206 imageAtomicXor ( temp uint) +0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:206 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:206 u1: direct index for structure (layout( offset=0) uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) -0:207 move second child to first child (temp uint) -0:207 'out_u1' (temp uint) -0:207 imageAtomicXor (temp uint) -0:207 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:207 u2: direct index for structure (layout(offset=8 ) uniform 2-component vector of uint) -0:207 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:207 move second child to first child ( temp uint) +0:207 'out_u1' ( temp uint) +0:207 imageAtomicXor ( temp uint) +0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:207 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:207 u1: direct index for structure (layout( offset=0) uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) -0:210 imageAtomicAdd (temp int) -0:210 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:210 i1: direct index for structure (layout(offset=36 ) uniform int) -0:210 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:210 imageAtomicAdd ( temp int) +0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:210 i1: direct index for structure (layout( offset=36) uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:210 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:210 i1b: direct index for structure (layout( offset=60) uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) -0:211 move second child to first child (temp int) -0:211 'out_i1' (temp int) -0:211 imageAtomicAdd (temp int) -0:211 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:211 i1: direct index for structure (layout(offset=36 ) uniform int) -0:211 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:211 move second child to first child ( temp int) +0:211 'out_i1' ( temp int) +0:211 imageAtomicAdd ( temp int) +0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:211 i1: direct index for structure (layout( offset=36) uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout(offset=36 ) uniform int) -0:211 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:211 i1: direct index for structure (layout( offset=36) uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:212 imageAtomicAnd (temp int) -0:212 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:212 i1: direct index for structure (layout(offset=36 ) uniform int) -0:212 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:212 imageAtomicAnd ( temp int) +0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:212 i1: direct index for structure (layout( offset=36) uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:212 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:212 i1b: direct index for structure (layout( offset=60) uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) -0:213 move second child to first child (temp int) -0:213 'out_i1' (temp int) -0:213 imageAtomicAnd (temp int) -0:213 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:213 i1: direct index for structure (layout(offset=36 ) uniform int) -0:213 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:213 move second child to first child ( temp int) +0:213 'out_i1' ( temp int) +0:213 imageAtomicAnd ( temp int) +0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:213 i1: direct index for structure (layout( offset=36) uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout(offset=36 ) uniform int) -0:213 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:213 i1: direct index for structure (layout( offset=36) uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:214 move second child to first child (temp int) -0:214 'out_i1' (temp int) -0:214 imageAtomicCompSwap (temp int) -0:214 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:214 i1: direct index for structure (layout(offset=36 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 move second child to first child ( temp int) +0:214 'out_i1' ( temp int) +0:214 imageAtomicCompSwap ( temp int) +0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:214 i1: direct index for structure (layout( offset=36) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 i1b: direct index for structure (layout( offset=60) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout(offset=64 ) uniform int) -0:214 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:214 i1c: direct index for structure (layout( offset=64) uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) -0:215 move second child to first child (temp int) -0:215 'out_i1' (temp int) -0:215 imageAtomicExchange (temp int) -0:215 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:215 i1: direct index for structure (layout(offset=36 ) uniform int) -0:215 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:215 move second child to first child ( temp int) +0:215 'out_i1' ( temp int) +0:215 imageAtomicExchange ( temp int) +0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:215 i1: direct index for structure (layout( offset=36) uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout(offset=36 ) uniform int) -0:215 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:215 i1: direct index for structure (layout( offset=36) uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:216 imageAtomicMax (temp int) -0:216 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:216 i1: direct index for structure (layout(offset=36 ) uniform int) -0:216 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:216 imageAtomicMax ( temp int) +0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:216 i1: direct index for structure (layout( offset=36) uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:216 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:216 i1b: direct index for structure (layout( offset=60) uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) -0:217 move second child to first child (temp int) -0:217 'out_i1' (temp int) -0:217 imageAtomicMax (temp int) -0:217 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:217 i1: direct index for structure (layout(offset=36 ) uniform int) -0:217 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:217 move second child to first child ( temp int) +0:217 'out_i1' ( temp int) +0:217 imageAtomicMax ( temp int) +0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:217 i1: direct index for structure (layout( offset=36) uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout(offset=36 ) uniform int) -0:217 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:217 i1: direct index for structure (layout( offset=36) uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:218 imageAtomicMin (temp int) -0:218 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:218 i1: direct index for structure (layout(offset=36 ) uniform int) -0:218 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:218 imageAtomicMin ( temp int) +0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:218 i1: direct index for structure (layout( offset=36) uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:218 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:218 i1b: direct index for structure (layout( offset=60) uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) -0:219 move second child to first child (temp int) -0:219 'out_i1' (temp int) -0:219 imageAtomicMin (temp int) -0:219 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:219 i1: direct index for structure (layout(offset=36 ) uniform int) -0:219 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:219 move second child to first child ( temp int) +0:219 'out_i1' ( temp int) +0:219 imageAtomicMin ( temp int) +0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:219 i1: direct index for structure (layout( offset=36) uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout(offset=36 ) uniform int) -0:219 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:219 i1: direct index for structure (layout( offset=36) uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:220 imageAtomicOr (temp int) -0:220 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:220 i1: direct index for structure (layout(offset=36 ) uniform int) -0:220 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:220 imageAtomicOr ( temp int) +0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:220 i1: direct index for structure (layout( offset=36) uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:220 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:220 i1b: direct index for structure (layout( offset=60) uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) -0:221 move second child to first child (temp int) -0:221 'out_i1' (temp int) -0:221 imageAtomicOr (temp int) -0:221 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:221 i1: direct index for structure (layout(offset=36 ) uniform int) -0:221 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:221 move second child to first child ( temp int) +0:221 'out_i1' ( temp int) +0:221 imageAtomicOr ( temp int) +0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:221 i1: direct index for structure (layout( offset=36) uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout(offset=36 ) uniform int) -0:221 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:221 i1: direct index for structure (layout( offset=36) uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:222 imageAtomicXor (temp int) -0:222 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:222 i1: direct index for structure (layout(offset=36 ) uniform int) -0:222 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:222 imageAtomicXor ( temp int) +0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:222 i1: direct index for structure (layout( offset=36) uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout(offset=60 ) uniform int) -0:222 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:222 i1b: direct index for structure (layout( offset=60) uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) -0:223 move second child to first child (temp int) -0:223 'out_i1' (temp int) -0:223 imageAtomicXor (temp int) -0:223 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:223 i1: direct index for structure (layout(offset=36 ) uniform int) -0:223 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:223 move second child to first child ( temp int) +0:223 'out_i1' ( temp int) +0:223 imageAtomicXor ( temp int) +0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:223 i1: direct index for structure (layout( offset=36) uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout(offset=36 ) uniform int) -0:223 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:223 i1: direct index for structure (layout( offset=36) uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:226 imageAtomicAdd (temp uint) -0:226 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:226 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:226 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:226 imageAtomicAdd ( temp uint) +0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:226 u1: direct index for structure (layout( offset=0) uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:226 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:226 u1: direct index for structure (layout( offset=0) uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:227 move second child to first child (temp uint) -0:227 'out_u1' (temp uint) -0:227 imageAtomicAdd (temp uint) -0:227 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:227 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:227 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:227 move second child to first child ( temp uint) +0:227 'out_u1' ( temp uint) +0:227 imageAtomicAdd ( temp uint) +0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:227 u1: direct index for structure (layout( offset=0) uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:227 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:227 u1: direct index for structure (layout( offset=0) uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:228 imageAtomicAnd (temp uint) -0:228 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:228 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:228 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:228 imageAtomicAnd ( temp uint) +0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:228 u1: direct index for structure (layout( offset=0) uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:228 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:228 u1: direct index for structure (layout( offset=0) uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:229 move second child to first child (temp uint) -0:229 'out_u1' (temp uint) -0:229 imageAtomicAnd (temp uint) -0:229 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:229 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:229 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:229 move second child to first child ( temp uint) +0:229 'out_u1' ( temp uint) +0:229 imageAtomicAnd ( temp uint) +0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:229 u1: direct index for structure (layout( offset=0) uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:229 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:229 u1: direct index for structure (layout( offset=0) uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:230 move second child to first child (temp uint) -0:230 'out_u1' (temp uint) -0:230 imageAtomicCompSwap (temp uint) -0:230 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:230 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 move second child to first child ( temp uint) +0:230 'out_u1' ( temp uint) +0:230 imageAtomicCompSwap ( temp uint) +0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:230 u1: direct index for structure (layout( offset=0) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout(offset=28 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 u1b: direct index for structure (layout( offset=28) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout(offset=32 ) uniform uint) -0:230 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:230 u1c: direct index for structure (layout( offset=32) uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) -0:231 move second child to first child (temp uint) -0:231 'out_u1' (temp uint) -0:231 imageAtomicExchange (temp uint) -0:231 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:231 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:231 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:231 move second child to first child ( temp uint) +0:231 'out_u1' ( temp uint) +0:231 imageAtomicExchange ( temp uint) +0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:231 u1: direct index for structure (layout( offset=0) uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:231 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:231 u1: direct index for structure (layout( offset=0) uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:232 imageAtomicMax (temp uint) -0:232 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:232 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:232 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:232 imageAtomicMax ( temp uint) +0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:232 u1: direct index for structure (layout( offset=0) uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:232 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:232 u1: direct index for structure (layout( offset=0) uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:233 move second child to first child (temp uint) -0:233 'out_u1' (temp uint) -0:233 imageAtomicMax (temp uint) -0:233 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:233 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:233 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:233 move second child to first child ( temp uint) +0:233 'out_u1' ( temp uint) +0:233 imageAtomicMax ( temp uint) +0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:233 u1: direct index for structure (layout( offset=0) uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:233 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:233 u1: direct index for structure (layout( offset=0) uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:234 imageAtomicMin (temp uint) -0:234 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:234 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:234 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:234 imageAtomicMin ( temp uint) +0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:234 u1: direct index for structure (layout( offset=0) uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:234 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:234 u1: direct index for structure (layout( offset=0) uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:235 move second child to first child (temp uint) -0:235 'out_u1' (temp uint) -0:235 imageAtomicMin (temp uint) -0:235 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:235 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:235 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:235 move second child to first child ( temp uint) +0:235 'out_u1' ( temp uint) +0:235 imageAtomicMin ( temp uint) +0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:235 u1: direct index for structure (layout( offset=0) uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:235 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:235 u1: direct index for structure (layout( offset=0) uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:236 imageAtomicOr (temp uint) -0:236 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:236 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:236 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:236 imageAtomicOr ( temp uint) +0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:236 u1: direct index for structure (layout( offset=0) uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:236 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:236 u1: direct index for structure (layout( offset=0) uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:237 move second child to first child (temp uint) -0:237 'out_u1' (temp uint) -0:237 imageAtomicOr (temp uint) -0:237 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:237 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:237 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:237 move second child to first child ( temp uint) +0:237 'out_u1' ( temp uint) +0:237 imageAtomicOr ( temp uint) +0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:237 u1: direct index for structure (layout( offset=0) uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:237 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:237 u1: direct index for structure (layout( offset=0) uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:238 imageAtomicXor (temp uint) -0:238 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:238 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:238 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:238 imageAtomicXor ( temp uint) +0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:238 u1: direct index for structure (layout( offset=0) uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:238 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:238 u1: direct index for structure (layout( offset=0) uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:239 move second child to first child (temp uint) -0:239 'out_u1' (temp uint) -0:239 imageAtomicXor (temp uint) -0:239 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:239 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:239 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:239 move second child to first child ( temp uint) +0:239 'out_u1' ( temp uint) +0:239 imageAtomicXor ( temp uint) +0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:239 u1: direct index for structure (layout( offset=0) uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout(offset=0 ) uniform uint) -0:239 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:239 u1: direct index for structure (layout( offset=0) uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:242 move second child to first child (temp 4-component vector of float) -0:242 Color: direct index for structure (temp 4-component vector of float) -0:242 'psout' (temp structure{temp 4-component vector of float Color}) +0:242 move second child to first child ( temp 4-component vector of float) +0:242 Color: direct index for structure ( temp 4-component vector of float) +0:242 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:242 Constant: 0:242 0 (const int) 0:242 Constant: @@ -3911,39 +3911,39 @@ gl_FragCoord origin is upper left 0:242 1.000000 0:242 1.000000 0:243 Branch: Return with expression -0:243 'psout' (temp structure{temp 4-component vector of float Color}) -0:45 Function Definition: main( (temp void) +0:243 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (uniform sampler) -0:? 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:? 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:? 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:? 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:? 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:? 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:? 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:? 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:? 'g_tTex1df1a' (layout(r32f ) uniform image1DArray) -0:? 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:? 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray) -0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray) -0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray) -0:? 'g_tBuffF' (layout(r32f ) uniform imageBuffer) -0:? 'g_tBuffI' (layout(r32i ) uniform iimageBuffer) -0:? 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c}) +0:? 'g_sSamp' ( uniform sampler) +0:? 'g_tTex1df1' (layout( r32f) uniform image1D) +0:? 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:? 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:? 'g_tTex2df1' (layout( r32f) uniform image2D) +0:? 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:? 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:? 'g_tTex3df1' (layout( r32f) uniform image3D) +0:? 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:? 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:? 'g_tTex1df1a' (layout( r32f) uniform image1DArray) +0:? 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:? 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) +0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) +0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) +0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) +0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) +0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.bracket.frag.out b/Test/baseResults/hlsl.rw.bracket.frag.out index d7f77155..ca3e144e 100644 --- a/Test/baseResults/hlsl.rw.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.bracket.frag.out @@ -2,834 +2,834 @@ hlsl.rw.bracket.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(vi4; (temp 4-component vector of int) +0:42 Function Definition: Fn1(vi4; ( temp 4-component vector of int) 0:42 Function Parameters: -0:42 'x' (in 4-component vector of int) +0:42 'x' ( in 4-component vector of int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in 4-component vector of int) -0:43 Function Definition: Fn1(vu4; (temp 4-component vector of uint) +0:42 'x' ( in 4-component vector of int) +0:43 Function Definition: Fn1(vu4; ( temp 4-component vector of uint) 0:43 Function Parameters: -0:43 'x' (in 4-component vector of uint) +0:43 'x' ( in 4-component vector of uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in 4-component vector of uint) -0:44 Function Definition: Fn1(vf4; (temp 4-component vector of float) +0:43 'x' ( in 4-component vector of uint) +0:44 Function Definition: Fn1(vf4; ( temp 4-component vector of float) 0:44 Function Parameters: -0:44 'x' (in 4-component vector of float) +0:44 'x' ( in 4-component vector of float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in 4-component vector of float) -0:46 Function Definition: Fn2(vi4; (temp void) +0:44 'x' ( in 4-component vector of float) +0:46 Function Definition: Fn2(vi4; ( temp void) 0:46 Function Parameters: -0:46 'x' (out 4-component vector of int) +0:46 'x' ( out 4-component vector of int) 0:? Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'x' (out 4-component vector of int) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'x' ( out 4-component vector of int) 0:46 Constant: 0:46 0 (const int) 0:46 0 (const int) 0:46 0 (const int) 0:46 0 (const int) -0:47 Function Definition: Fn2(vu4; (temp void) +0:47 Function Definition: Fn2(vu4; ( temp void) 0:47 Function Parameters: -0:47 'x' (out 4-component vector of uint) +0:47 'x' ( out 4-component vector of uint) 0:? Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'x' (out 4-component vector of uint) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'x' ( out 4-component vector of uint) 0:47 Constant: 0:47 0 (const uint) 0:47 0 (const uint) 0:47 0 (const uint) 0:47 0 (const uint) -0:48 Function Definition: Fn2(vf4; (temp void) +0:48 Function Definition: Fn2(vf4; ( temp void) 0:48 Function Parameters: -0:48 'x' (out 4-component vector of float) +0:48 'x' ( out 4-component vector of float) 0:? Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'x' (out 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'x' ( out 4-component vector of float) 0:48 Constant: 0:48 0.000000 0:48 0.000000 0:48 0.000000 0:48 0.000000 -0:50 Function Definition: SomeValue( (temp 4-component vector of float) +0:50 Function Definition: SomeValue( ( temp 4-component vector of float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp 4-component vector of float) -0:50 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:50 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:50 Convert int to float ( temp 4-component vector of float) +0:50 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:50 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp 4-component vector of float) -0:57 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:57 imageLoad ( temp 4-component vector of float) +0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of float) -0:59 'r00' (temp 4-component vector of float) -0:59 imageLoad (temp 4-component vector of float) -0:59 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:59 move second child to first child ( temp 4-component vector of float) +0:59 'r00' ( temp 4-component vector of float) +0:59 imageLoad ( temp 4-component vector of float) +0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of int) -0:60 'r01' (temp 4-component vector of int) -0:60 imageLoad (temp 4-component vector of int) -0:60 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'r01' ( temp 4-component vector of int) +0:60 imageLoad ( temp 4-component vector of int) +0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of uint) -0:61 'r02' (temp 4-component vector of uint) -0:61 imageLoad (temp 4-component vector of uint) -0:61 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:61 move second child to first child ( temp 4-component vector of uint) +0:61 'r02' ( temp 4-component vector of uint) +0:61 imageLoad ( temp 4-component vector of uint) +0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of float) -0:64 'r10' (temp 4-component vector of float) -0:64 imageLoad (temp 4-component vector of float) -0:64 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:64 move second child to first child ( temp 4-component vector of float) +0:64 'r10' ( temp 4-component vector of float) +0:64 imageLoad ( temp 4-component vector of float) +0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of int) -0:65 'r11' (temp 4-component vector of int) -0:65 imageLoad (temp 4-component vector of int) -0:65 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:65 move second child to first child ( temp 4-component vector of int) +0:65 'r11' ( temp 4-component vector of int) +0:65 imageLoad ( temp 4-component vector of int) +0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of uint) -0:66 'r12' (temp 4-component vector of uint) -0:66 imageLoad (temp 4-component vector of uint) -0:66 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:66 move second child to first child ( temp 4-component vector of uint) +0:66 'r12' ( temp 4-component vector of uint) +0:66 imageLoad ( temp 4-component vector of uint) +0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:69 'r20' (temp 4-component vector of float) -0:69 imageLoad (temp 4-component vector of float) -0:69 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'r20' ( temp 4-component vector of float) +0:69 imageLoad ( temp 4-component vector of float) +0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of int) -0:70 'r21' (temp 4-component vector of int) -0:70 imageLoad (temp 4-component vector of int) -0:70 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:70 move second child to first child ( temp 4-component vector of int) +0:70 'r21' ( temp 4-component vector of int) +0:70 imageLoad ( temp 4-component vector of int) +0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of uint) -0:71 'r22' (temp 4-component vector of uint) -0:71 imageLoad (temp 4-component vector of uint) -0:71 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:71 move second child to first child ( temp 4-component vector of uint) +0:71 'r22' ( temp 4-component vector of uint) +0:71 imageLoad ( temp 4-component vector of uint) +0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp 4-component vector of float) -0:73 'lf4' (temp 4-component vector of float) -0:73 uf4: direct index for structure (layout(offset=96 ) uniform 4-component vector of float) -0:73 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:73 move second child to first child ( temp 4-component vector of float) +0:73 'lf4' ( temp 4-component vector of float) +0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) +0:73 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 4-component vector of float) -0:77 'storeTemp' (temp 4-component vector of float) -0:77 Function Call: SomeValue( (temp 4-component vector of float) -0:77 imageStore (temp void) -0:77 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:77 move second child to first child ( temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) +0:77 Function Call: SomeValue( ( temp 4-component vector of float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp 4-component vector of float) -0:77 'storeTemp' (temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf4' (temp 4-component vector of float) -0:78 'lf4' (temp 4-component vector of float) +0:78 'lf4' ( temp 4-component vector of float) +0:78 'lf4' ( temp 4-component vector of float) 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'storeTemp' (temp 4-component vector of int) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 2 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp 4-component vector of int) -0:79 'storeTemp' (temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'storeTemp' (temp 4-component vector of uint) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 3 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp 4-component vector of uint) -0:80 'storeTemp' (temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of float) -0:83 'val1' (temp 4-component vector of float) +0:83 move second child to first child ( temp 4-component vector of float) +0:83 'val1' ( temp 4-component vector of float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) -0:83 imageLoad (temp 4-component vector of float) -0:83 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 vector scale second child into first child (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) +0:83 move second child to first child ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) +0:83 imageLoad ( temp 4-component vector of float) +0:83 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 vector scale second child into first child ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) -0:84 imageLoad (temp 4-component vector of float) -0:84 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) +0:84 move second child to first child ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) +0:84 imageLoad ( temp 4-component vector of float) +0:84 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) -0:85 imageLoad (temp 4-component vector of float) -0:85 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) +0:85 move second child to first child ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) +0:85 imageLoad ( temp 4-component vector of float) +0:85 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) -0:87 imageLoad (temp 4-component vector of int) -0:87 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) +0:87 move second child to first child ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) +0:87 imageLoad ( temp 4-component vector of int) +0:87 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) -0:88 imageLoad (temp 4-component vector of int) -0:88 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) +0:88 move second child to first child ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) +0:88 imageLoad ( temp 4-component vector of int) +0:88 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) -0:89 imageLoad (temp 4-component vector of int) -0:89 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) +0:89 move second child to first child ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) +0:89 imageLoad ( temp 4-component vector of int) +0:89 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) -0:90 imageLoad (temp 4-component vector of int) -0:90 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) +0:90 move second child to first child ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) +0:90 imageLoad ( temp 4-component vector of int) +0:90 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) -0:91 imageLoad (temp 4-component vector of int) -0:91 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) +0:91 move second child to first child ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) +0:91 imageLoad ( temp 4-component vector of int) +0:91 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) -0:92 imageLoad (temp 4-component vector of int) -0:92 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) +0:92 move second child to first child ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) +0:92 imageLoad ( temp 4-component vector of int) +0:92 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) 0:95 Sequence -0:95 move second child to first child (temp 4-component vector of float) -0:95 'storeTemp' (temp 4-component vector of float) -0:95 Function Call: SomeValue( (temp 4-component vector of float) -0:95 imageStore (temp void) -0:95 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) +0:95 Function Call: SomeValue( ( temp 4-component vector of float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp 4-component vector of float) -0:95 'storeTemp' (temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf4' (temp 4-component vector of float) -0:96 'lf4' (temp 4-component vector of float) +0:96 'lf4' ( temp 4-component vector of float) +0:96 'lf4' ( temp 4-component vector of float) 0:97 Sequence -0:97 move second child to first child (temp 4-component vector of int) -0:97 'storeTemp' (temp 4-component vector of int) +0:97 move second child to first child ( temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 5 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp 4-component vector of int) -0:97 'storeTemp' (temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) 0:98 Sequence -0:98 move second child to first child (temp 4-component vector of uint) -0:98 'storeTemp' (temp 4-component vector of uint) +0:98 move second child to first child ( temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 6 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp 4-component vector of uint) -0:98 'storeTemp' (temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) 0:101 Sequence -0:101 move second child to first child (temp 4-component vector of float) -0:101 'storeTemp' (temp 4-component vector of float) -0:101 Function Call: SomeValue( (temp 4-component vector of float) -0:101 imageStore (temp void) -0:101 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:101 move second child to first child ( temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) +0:101 Function Call: SomeValue( ( temp 4-component vector of float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp 4-component vector of float) -0:101 'storeTemp' (temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf4' (temp 4-component vector of float) -0:102 'lf4' (temp 4-component vector of float) +0:102 'lf4' ( temp 4-component vector of float) +0:102 'lf4' ( temp 4-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 4-component vector of int) -0:103 'storeTemp' (temp 4-component vector of int) +0:103 move second child to first child ( temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 8 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp 4-component vector of int) -0:103 'storeTemp' (temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) 0:104 Sequence -0:104 move second child to first child (temp 4-component vector of uint) -0:104 'storeTemp' (temp 4-component vector of uint) +0:104 move second child to first child ( temp 4-component vector of uint) +0:104 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 9 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp 4-component vector of uint) -0:104 'storeTemp' (temp 4-component vector of uint) -0:107 Function Call: Fn1(vf4; (temp 4-component vector of float) -0:107 imageLoad (temp 4-component vector of float) -0:107 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:104 'storeTemp' ( temp 4-component vector of uint) +0:104 'storeTemp' ( temp 4-component vector of uint) +0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) +0:107 imageLoad ( temp 4-component vector of float) +0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(vi4; (temp 4-component vector of int) -0:108 imageLoad (temp 4-component vector of int) -0:108 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) +0:108 imageLoad ( temp 4-component vector of int) +0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(vu4; (temp 4-component vector of uint) -0:109 imageLoad (temp 4-component vector of uint) -0:109 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) +0:109 imageLoad ( temp 4-component vector of uint) +0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(vf4; (temp void) -0:111 'tempArg' (temp 4-component vector of float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(vf4; ( temp void) +0:111 'tempArg' ( temp 4-component vector of float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp 4-component vector of float) -0:111 'tempArg' (temp 4-component vector of float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(vi4; (temp void) -0:112 'tempArg' (temp 4-component vector of int) +0:111 'tempArg' ( temp 4-component vector of float) +0:111 'tempArg' ( temp 4-component vector of float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(vi4; ( temp void) +0:112 'tempArg' ( temp 4-component vector of int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp 4-component vector of int) -0:112 'tempArg' (temp 4-component vector of int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(vu4; (temp void) -0:113 'tempArg' (temp 4-component vector of uint) +0:112 'tempArg' ( temp 4-component vector of int) +0:112 'tempArg' ( temp 4-component vector of int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(vu4; ( temp void) +0:113 'tempArg' ( temp 4-component vector of uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp 4-component vector of uint) -0:113 'tempArg' (temp 4-component vector of uint) +0:113 'tempArg' ( temp 4-component vector of uint) +0:113 'tempArg' ( temp 4-component vector of uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 imageLoad (temp 4-component vector of float) -0:117 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 imageStore (temp void) -0:117 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) +0:117 move second child to first child ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 imageLoad ( temp 4-component vector of float) +0:117 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 imageLoad (temp 4-component vector of int) -0:118 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 imageStore (temp void) -0:118 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) +0:118 move second child to first child ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 imageLoad ( temp 4-component vector of int) +0:118 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 imageLoad (temp 4-component vector of uint) -0:119 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) +0:119 move second child to first child ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 imageLoad ( temp 4-component vector of uint) +0:119 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 imageLoad (temp 4-component vector of float) -0:121 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 imageStore (temp void) -0:121 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) +0:121 move second child to first child ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 imageLoad ( temp 4-component vector of float) +0:121 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 imageLoad (temp 4-component vector of int) -0:122 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 imageStore (temp void) -0:122 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) +0:122 move second child to first child ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 imageLoad ( temp 4-component vector of int) +0:122 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 imageLoad (temp 4-component vector of uint) -0:123 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) +0:123 move second child to first child ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 imageLoad ( temp 4-component vector of uint) +0:123 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) -0:126 imageLoad (temp 4-component vector of float) -0:126 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp 4-component vector of float) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) -0:126 Post-Increment (temp 4-component vector of float) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 imageStore (temp void) -0:126 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) +0:126 imageLoad ( temp 4-component vector of float) +0:126 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) +0:126 Post-Increment ( temp 4-component vector of float) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) -0:127 imageLoad (temp 4-component vector of uint) -0:127 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp 4-component vector of uint) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) -0:127 Post-Decrement (temp 4-component vector of uint) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) +0:127 move second child to first child ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) +0:127 imageLoad ( temp 4-component vector of uint) +0:127 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp 4-component vector of uint) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) +0:127 Post-Decrement ( temp 4-component vector of uint) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) -0:128 imageLoad (temp 4-component vector of int) -0:128 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp 4-component vector of int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) -0:128 Post-Increment (temp 4-component vector of int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 imageStore (temp void) -0:128 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) +0:128 move second child to first child ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) +0:128 imageLoad ( temp 4-component vector of int) +0:128 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp 4-component vector of int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) +0:128 Post-Increment ( temp 4-component vector of int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) -0:130 imageLoad (temp 4-component vector of float) -0:130 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp 4-component vector of float) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) -0:130 Post-Decrement (temp 4-component vector of float) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 imageStore (temp void) -0:130 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) +0:130 move second child to first child ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) +0:130 imageLoad ( temp 4-component vector of float) +0:130 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp 4-component vector of float) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) +0:130 Post-Decrement ( temp 4-component vector of float) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) -0:131 imageLoad (temp 4-component vector of int) -0:131 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp 4-component vector of int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) -0:131 Post-Increment (temp 4-component vector of int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 imageStore (temp void) -0:131 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) +0:131 move second child to first child ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) +0:131 imageLoad ( temp 4-component vector of int) +0:131 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp 4-component vector of int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) +0:131 Post-Increment ( temp 4-component vector of int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) -0:132 imageLoad (temp 4-component vector of uint) -0:132 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp 4-component vector of uint) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) -0:132 Post-Decrement (temp 4-component vector of uint) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) +0:132 move second child to first child ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) +0:132 imageLoad ( temp 4-component vector of uint) +0:132 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp 4-component vector of uint) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) +0:132 Post-Decrement ( temp 4-component vector of uint) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) 0:135 Sequence -0:135 move second child to first child (temp 4-component vector of float) -0:135 'storeTemp' (temp 4-component vector of float) -0:? imageLoad (temp 4-component vector of float) -0:135 'g_tTex2df4' (layout(rgba32f ) uniform image2D) +0:135 move second child to first child ( temp 4-component vector of float) +0:135 'storeTemp' ( temp 4-component vector of float) +0:? imageLoad ( temp 4-component vector of float) +0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp 4-component vector of float) -0:135 'storeTemp' (temp 4-component vector of float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp 4-component vector of float) +0:135 'storeTemp' ( temp 4-component vector of float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -838,36 +838,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -876,834 +876,834 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(vi4; (temp 4-component vector of int) +0:42 Function Definition: Fn1(vi4; ( temp 4-component vector of int) 0:42 Function Parameters: -0:42 'x' (in 4-component vector of int) +0:42 'x' ( in 4-component vector of int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in 4-component vector of int) -0:43 Function Definition: Fn1(vu4; (temp 4-component vector of uint) +0:42 'x' ( in 4-component vector of int) +0:43 Function Definition: Fn1(vu4; ( temp 4-component vector of uint) 0:43 Function Parameters: -0:43 'x' (in 4-component vector of uint) +0:43 'x' ( in 4-component vector of uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in 4-component vector of uint) -0:44 Function Definition: Fn1(vf4; (temp 4-component vector of float) +0:43 'x' ( in 4-component vector of uint) +0:44 Function Definition: Fn1(vf4; ( temp 4-component vector of float) 0:44 Function Parameters: -0:44 'x' (in 4-component vector of float) +0:44 'x' ( in 4-component vector of float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in 4-component vector of float) -0:46 Function Definition: Fn2(vi4; (temp void) +0:44 'x' ( in 4-component vector of float) +0:46 Function Definition: Fn2(vi4; ( temp void) 0:46 Function Parameters: -0:46 'x' (out 4-component vector of int) +0:46 'x' ( out 4-component vector of int) 0:? Sequence -0:46 move second child to first child (temp 4-component vector of int) -0:46 'x' (out 4-component vector of int) +0:46 move second child to first child ( temp 4-component vector of int) +0:46 'x' ( out 4-component vector of int) 0:46 Constant: 0:46 0 (const int) 0:46 0 (const int) 0:46 0 (const int) 0:46 0 (const int) -0:47 Function Definition: Fn2(vu4; (temp void) +0:47 Function Definition: Fn2(vu4; ( temp void) 0:47 Function Parameters: -0:47 'x' (out 4-component vector of uint) +0:47 'x' ( out 4-component vector of uint) 0:? Sequence -0:47 move second child to first child (temp 4-component vector of uint) -0:47 'x' (out 4-component vector of uint) +0:47 move second child to first child ( temp 4-component vector of uint) +0:47 'x' ( out 4-component vector of uint) 0:47 Constant: 0:47 0 (const uint) 0:47 0 (const uint) 0:47 0 (const uint) 0:47 0 (const uint) -0:48 Function Definition: Fn2(vf4; (temp void) +0:48 Function Definition: Fn2(vf4; ( temp void) 0:48 Function Parameters: -0:48 'x' (out 4-component vector of float) +0:48 'x' ( out 4-component vector of float) 0:? Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'x' (out 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'x' ( out 4-component vector of float) 0:48 Constant: 0:48 0.000000 0:48 0.000000 0:48 0.000000 0:48 0.000000 -0:50 Function Definition: SomeValue( (temp 4-component vector of float) +0:50 Function Definition: SomeValue( ( temp 4-component vector of float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp 4-component vector of float) -0:50 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:50 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:50 Convert int to float ( temp 4-component vector of float) +0:50 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) +0:50 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp 4-component vector of float) -0:57 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:57 imageLoad ( temp 4-component vector of float) +0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 4-component vector of float) -0:59 'r00' (temp 4-component vector of float) -0:59 imageLoad (temp 4-component vector of float) -0:59 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:59 move second child to first child ( temp 4-component vector of float) +0:59 'r00' ( temp 4-component vector of float) +0:59 imageLoad ( temp 4-component vector of float) +0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 4-component vector of int) -0:60 'r01' (temp 4-component vector of int) -0:60 imageLoad (temp 4-component vector of int) -0:60 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'r01' ( temp 4-component vector of int) +0:60 imageLoad ( temp 4-component vector of int) +0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of uint) -0:61 'r02' (temp 4-component vector of uint) -0:61 imageLoad (temp 4-component vector of uint) -0:61 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:61 move second child to first child ( temp 4-component vector of uint) +0:61 'r02' ( temp 4-component vector of uint) +0:61 imageLoad ( temp 4-component vector of uint) +0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 4-component vector of float) -0:64 'r10' (temp 4-component vector of float) -0:64 imageLoad (temp 4-component vector of float) -0:64 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:64 move second child to first child ( temp 4-component vector of float) +0:64 'r10' ( temp 4-component vector of float) +0:64 imageLoad ( temp 4-component vector of float) +0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 4-component vector of int) -0:65 'r11' (temp 4-component vector of int) -0:65 imageLoad (temp 4-component vector of int) -0:65 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:65 move second child to first child ( temp 4-component vector of int) +0:65 'r11' ( temp 4-component vector of int) +0:65 imageLoad ( temp 4-component vector of int) +0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 4-component vector of uint) -0:66 'r12' (temp 4-component vector of uint) -0:66 imageLoad (temp 4-component vector of uint) -0:66 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:66 move second child to first child ( temp 4-component vector of uint) +0:66 'r12' ( temp 4-component vector of uint) +0:66 imageLoad ( temp 4-component vector of uint) +0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:69 'r20' (temp 4-component vector of float) -0:69 imageLoad (temp 4-component vector of float) -0:69 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:69 move second child to first child ( temp 4-component vector of float) +0:69 'r20' ( temp 4-component vector of float) +0:69 imageLoad ( temp 4-component vector of float) +0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of int) -0:70 'r21' (temp 4-component vector of int) -0:70 imageLoad (temp 4-component vector of int) -0:70 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:70 move second child to first child ( temp 4-component vector of int) +0:70 'r21' ( temp 4-component vector of int) +0:70 imageLoad ( temp 4-component vector of int) +0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of uint) -0:71 'r22' (temp 4-component vector of uint) -0:71 imageLoad (temp 4-component vector of uint) -0:71 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:71 move second child to first child ( temp 4-component vector of uint) +0:71 'r22' ( temp 4-component vector of uint) +0:71 imageLoad ( temp 4-component vector of uint) +0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp 4-component vector of float) -0:73 'lf4' (temp 4-component vector of float) -0:73 uf4: direct index for structure (layout(offset=96 ) uniform 4-component vector of float) -0:73 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:73 move second child to first child ( temp 4-component vector of float) +0:73 'lf4' ( temp 4-component vector of float) +0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) +0:73 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 4-component vector of float) -0:77 'storeTemp' (temp 4-component vector of float) -0:77 Function Call: SomeValue( (temp 4-component vector of float) -0:77 imageStore (temp void) -0:77 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:77 move second child to first child ( temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) +0:77 Function Call: SomeValue( ( temp 4-component vector of float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp 4-component vector of float) -0:77 'storeTemp' (temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) +0:77 'storeTemp' ( temp 4-component vector of float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf4' (temp 4-component vector of float) -0:78 'lf4' (temp 4-component vector of float) +0:78 'lf4' ( temp 4-component vector of float) +0:78 'lf4' ( temp 4-component vector of float) 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'storeTemp' (temp 4-component vector of int) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 2 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp 4-component vector of int) -0:79 'storeTemp' (temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) +0:79 'storeTemp' ( temp 4-component vector of int) 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'storeTemp' (temp 4-component vector of uint) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 3 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp 4-component vector of uint) -0:80 'storeTemp' (temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) +0:80 'storeTemp' ( temp 4-component vector of uint) 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of float) -0:83 'val1' (temp 4-component vector of float) +0:83 move second child to first child ( temp 4-component vector of float) +0:83 'val1' ( temp 4-component vector of float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) -0:83 imageLoad (temp 4-component vector of float) -0:83 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 vector scale second child into first child (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) +0:83 move second child to first child ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) +0:83 imageLoad ( temp 4-component vector of float) +0:83 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 vector scale second child into first child ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp 4-component vector of float) -0:83 'storeTemp' (temp 4-component vector of float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp 4-component vector of float) +0:83 'storeTemp' ( temp 4-component vector of float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) -0:84 imageLoad (temp 4-component vector of float) -0:84 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) +0:84 move second child to first child ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) +0:84 imageLoad ( temp 4-component vector of float) +0:84 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp 4-component vector of float) -0:84 'storeTemp' (temp 4-component vector of float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp 4-component vector of float) +0:84 'storeTemp' ( temp 4-component vector of float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) -0:85 imageLoad (temp 4-component vector of float) -0:85 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) +0:85 move second child to first child ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) +0:85 imageLoad ( temp 4-component vector of float) +0:85 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp 4-component vector of float) -0:85 'storeTemp' (temp 4-component vector of float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp 4-component vector of float) +0:85 'storeTemp' ( temp 4-component vector of float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) -0:87 imageLoad (temp 4-component vector of int) -0:87 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) +0:87 move second child to first child ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) +0:87 imageLoad ( temp 4-component vector of int) +0:87 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp 4-component vector of int) -0:87 'storeTemp' (temp 4-component vector of int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp 4-component vector of int) +0:87 'storeTemp' ( temp 4-component vector of int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) -0:88 imageLoad (temp 4-component vector of int) -0:88 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) +0:88 move second child to first child ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) +0:88 imageLoad ( temp 4-component vector of int) +0:88 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp 4-component vector of int) -0:88 'storeTemp' (temp 4-component vector of int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp 4-component vector of int) +0:88 'storeTemp' ( temp 4-component vector of int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) -0:89 imageLoad (temp 4-component vector of int) -0:89 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) +0:89 move second child to first child ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) +0:89 imageLoad ( temp 4-component vector of int) +0:89 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp 4-component vector of int) -0:89 'storeTemp' (temp 4-component vector of int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp 4-component vector of int) +0:89 'storeTemp' ( temp 4-component vector of int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) -0:90 imageLoad (temp 4-component vector of int) -0:90 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) +0:90 move second child to first child ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) +0:90 imageLoad ( temp 4-component vector of int) +0:90 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp 4-component vector of int) -0:90 'storeTemp' (temp 4-component vector of int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp 4-component vector of int) +0:90 'storeTemp' ( temp 4-component vector of int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) -0:91 imageLoad (temp 4-component vector of int) -0:91 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) +0:91 move second child to first child ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) +0:91 imageLoad ( temp 4-component vector of int) +0:91 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp 4-component vector of int) -0:91 'storeTemp' (temp 4-component vector of int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp 4-component vector of int) +0:91 'storeTemp' ( temp 4-component vector of int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) -0:92 imageLoad (temp 4-component vector of int) -0:92 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) +0:92 move second child to first child ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) +0:92 imageLoad ( temp 4-component vector of int) +0:92 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp 4-component vector of int) -0:92 'storeTemp' (temp 4-component vector of int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp 4-component vector of int) +0:92 'storeTemp' ( temp 4-component vector of int) 0:95 Sequence -0:95 move second child to first child (temp 4-component vector of float) -0:95 'storeTemp' (temp 4-component vector of float) -0:95 Function Call: SomeValue( (temp 4-component vector of float) -0:95 imageStore (temp void) -0:95 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) +0:95 Function Call: SomeValue( ( temp 4-component vector of float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp 4-component vector of float) -0:95 'storeTemp' (temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) +0:95 'storeTemp' ( temp 4-component vector of float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf4' (temp 4-component vector of float) -0:96 'lf4' (temp 4-component vector of float) +0:96 'lf4' ( temp 4-component vector of float) +0:96 'lf4' ( temp 4-component vector of float) 0:97 Sequence -0:97 move second child to first child (temp 4-component vector of int) -0:97 'storeTemp' (temp 4-component vector of int) +0:97 move second child to first child ( temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 5 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp 4-component vector of int) -0:97 'storeTemp' (temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) +0:97 'storeTemp' ( temp 4-component vector of int) 0:98 Sequence -0:98 move second child to first child (temp 4-component vector of uint) -0:98 'storeTemp' (temp 4-component vector of uint) +0:98 move second child to first child ( temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 6 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp 4-component vector of uint) -0:98 'storeTemp' (temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) +0:98 'storeTemp' ( temp 4-component vector of uint) 0:101 Sequence -0:101 move second child to first child (temp 4-component vector of float) -0:101 'storeTemp' (temp 4-component vector of float) -0:101 Function Call: SomeValue( (temp 4-component vector of float) -0:101 imageStore (temp void) -0:101 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:101 move second child to first child ( temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) +0:101 Function Call: SomeValue( ( temp 4-component vector of float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp 4-component vector of float) -0:101 'storeTemp' (temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) +0:101 'storeTemp' ( temp 4-component vector of float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf4' (temp 4-component vector of float) -0:102 'lf4' (temp 4-component vector of float) +0:102 'lf4' ( temp 4-component vector of float) +0:102 'lf4' ( temp 4-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 4-component vector of int) -0:103 'storeTemp' (temp 4-component vector of int) +0:103 move second child to first child ( temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) 0:? Constant: 0:? 8 (const int) 0:? 6 (const int) 0:? 7 (const int) 0:? 8 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp 4-component vector of int) -0:103 'storeTemp' (temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) +0:103 'storeTemp' ( temp 4-component vector of int) 0:104 Sequence -0:104 move second child to first child (temp 4-component vector of uint) -0:104 'storeTemp' (temp 4-component vector of uint) +0:104 move second child to first child ( temp 4-component vector of uint) +0:104 'storeTemp' ( temp 4-component vector of uint) 0:? Constant: 0:? 9 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp 4-component vector of uint) -0:104 'storeTemp' (temp 4-component vector of uint) -0:107 Function Call: Fn1(vf4; (temp 4-component vector of float) -0:107 imageLoad (temp 4-component vector of float) -0:107 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:104 'storeTemp' ( temp 4-component vector of uint) +0:104 'storeTemp' ( temp 4-component vector of uint) +0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) +0:107 imageLoad ( temp 4-component vector of float) +0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(vi4; (temp 4-component vector of int) -0:108 imageLoad (temp 4-component vector of int) -0:108 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) +0:108 imageLoad ( temp 4-component vector of int) +0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(vu4; (temp 4-component vector of uint) -0:109 imageLoad (temp 4-component vector of uint) -0:109 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) +0:109 imageLoad ( temp 4-component vector of uint) +0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(vf4; (temp void) -0:111 'tempArg' (temp 4-component vector of float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(vf4; ( temp void) +0:111 'tempArg' ( temp 4-component vector of float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp 4-component vector of float) -0:111 'tempArg' (temp 4-component vector of float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(vi4; (temp void) -0:112 'tempArg' (temp 4-component vector of int) +0:111 'tempArg' ( temp 4-component vector of float) +0:111 'tempArg' ( temp 4-component vector of float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(vi4; ( temp void) +0:112 'tempArg' ( temp 4-component vector of int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp 4-component vector of int) -0:112 'tempArg' (temp 4-component vector of int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(vu4; (temp void) -0:113 'tempArg' (temp 4-component vector of uint) +0:112 'tempArg' ( temp 4-component vector of int) +0:112 'tempArg' ( temp 4-component vector of int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(vu4; ( temp void) +0:113 'tempArg' ( temp 4-component vector of uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp 4-component vector of uint) -0:113 'tempArg' (temp 4-component vector of uint) +0:113 'tempArg' ( temp 4-component vector of uint) +0:113 'tempArg' ( temp 4-component vector of uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 imageLoad (temp 4-component vector of float) -0:117 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 imageStore (temp void) -0:117 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp 4-component vector of float) -0:117 'storeTemp' (temp 4-component vector of float) +0:117 move second child to first child ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 imageLoad ( temp 4-component vector of float) +0:117 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp 4-component vector of float) +0:117 'storeTemp' ( temp 4-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 imageLoad (temp 4-component vector of int) -0:118 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 imageStore (temp void) -0:118 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp 4-component vector of int) -0:118 'storeTemp' (temp 4-component vector of int) +0:118 move second child to first child ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 imageLoad ( temp 4-component vector of int) +0:118 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp 4-component vector of int) +0:118 'storeTemp' ( temp 4-component vector of int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 imageLoad (temp 4-component vector of uint) -0:119 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp 4-component vector of uint) -0:119 'storeTemp' (temp 4-component vector of uint) +0:119 move second child to first child ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 imageLoad ( temp 4-component vector of uint) +0:119 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp 4-component vector of uint) +0:119 'storeTemp' ( temp 4-component vector of uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 imageLoad (temp 4-component vector of float) -0:121 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 imageStore (temp void) -0:121 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp 4-component vector of float) -0:121 'storeTemp' (temp 4-component vector of float) +0:121 move second child to first child ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 imageLoad ( temp 4-component vector of float) +0:121 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp 4-component vector of float) +0:121 'storeTemp' ( temp 4-component vector of float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 imageLoad (temp 4-component vector of int) -0:122 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 imageStore (temp void) -0:122 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp 4-component vector of int) -0:122 'storeTemp' (temp 4-component vector of int) +0:122 move second child to first child ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 imageLoad ( temp 4-component vector of int) +0:122 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp 4-component vector of int) +0:122 'storeTemp' ( temp 4-component vector of int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 imageLoad (temp 4-component vector of uint) -0:123 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp 4-component vector of uint) -0:123 'storeTemp' (temp 4-component vector of uint) +0:123 move second child to first child ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 imageLoad ( temp 4-component vector of uint) +0:123 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp 4-component vector of uint) +0:123 'storeTemp' ( temp 4-component vector of uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) -0:126 imageLoad (temp 4-component vector of float) -0:126 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp 4-component vector of float) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) -0:126 Post-Increment (temp 4-component vector of float) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 imageStore (temp void) -0:126 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp 4-component vector of float) -0:126 'storeTempPre' (temp 4-component vector of float) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) +0:126 imageLoad ( temp 4-component vector of float) +0:126 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp 4-component vector of float) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) +0:126 Post-Increment ( temp 4-component vector of float) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp 4-component vector of float) +0:126 'storeTempPre' ( temp 4-component vector of float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) -0:127 imageLoad (temp 4-component vector of uint) -0:127 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp 4-component vector of uint) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) -0:127 Post-Decrement (temp 4-component vector of uint) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp 4-component vector of uint) -0:127 'storeTempPre' (temp 4-component vector of uint) +0:127 move second child to first child ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) +0:127 imageLoad ( temp 4-component vector of uint) +0:127 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp 4-component vector of uint) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) +0:127 Post-Decrement ( temp 4-component vector of uint) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp 4-component vector of uint) +0:127 'storeTempPre' ( temp 4-component vector of uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) -0:128 imageLoad (temp 4-component vector of int) -0:128 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp 4-component vector of int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) -0:128 Post-Increment (temp 4-component vector of int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 imageStore (temp void) -0:128 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp 4-component vector of int) -0:128 'storeTempPre' (temp 4-component vector of int) +0:128 move second child to first child ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) +0:128 imageLoad ( temp 4-component vector of int) +0:128 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp 4-component vector of int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) +0:128 Post-Increment ( temp 4-component vector of int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp 4-component vector of int) +0:128 'storeTempPre' ( temp 4-component vector of int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) -0:130 imageLoad (temp 4-component vector of float) -0:130 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp 4-component vector of float) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) -0:130 Post-Decrement (temp 4-component vector of float) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 imageStore (temp void) -0:130 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp 4-component vector of float) -0:130 'storeTempPre' (temp 4-component vector of float) +0:130 move second child to first child ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) +0:130 imageLoad ( temp 4-component vector of float) +0:130 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp 4-component vector of float) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) +0:130 Post-Decrement ( temp 4-component vector of float) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp 4-component vector of float) +0:130 'storeTempPre' ( temp 4-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) -0:131 imageLoad (temp 4-component vector of int) -0:131 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp 4-component vector of int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) -0:131 Post-Increment (temp 4-component vector of int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 imageStore (temp void) -0:131 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp 4-component vector of int) -0:131 'storeTempPre' (temp 4-component vector of int) +0:131 move second child to first child ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) +0:131 imageLoad ( temp 4-component vector of int) +0:131 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp 4-component vector of int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) +0:131 Post-Increment ( temp 4-component vector of int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp 4-component vector of int) +0:131 'storeTempPre' ( temp 4-component vector of int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) -0:132 imageLoad (temp 4-component vector of uint) -0:132 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp 4-component vector of uint) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) -0:132 Post-Decrement (temp 4-component vector of uint) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp 4-component vector of uint) -0:132 'storeTempPre' (temp 4-component vector of uint) +0:132 move second child to first child ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) +0:132 imageLoad ( temp 4-component vector of uint) +0:132 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp 4-component vector of uint) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) +0:132 Post-Decrement ( temp 4-component vector of uint) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp 4-component vector of uint) +0:132 'storeTempPre' ( temp 4-component vector of uint) 0:135 Sequence -0:135 move second child to first child (temp 4-component vector of float) -0:135 'storeTemp' (temp 4-component vector of float) -0:? imageLoad (temp 4-component vector of float) -0:135 'g_tTex2df4' (layout(rgba32f ) uniform image2D) +0:135 move second child to first child ( temp 4-component vector of float) +0:135 'storeTemp' ( temp 4-component vector of float) +0:? imageLoad ( temp 4-component vector of float) +0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp 4-component vector of float) -0:135 'storeTemp' (temp 4-component vector of float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp 4-component vector of float) +0:135 'storeTemp' ( temp 4-component vector of float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -1712,36 +1712,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) -0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) -0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) -0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) -0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) -0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) -0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) -0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) -0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) -0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) -0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) -0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) -0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) -0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) -0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) +0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) +0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) +0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) +0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) +0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) +0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) +0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) +0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) +0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) +0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) +0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) +0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) +0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) +0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.register.frag.out b/Test/baseResults/hlsl.rw.register.frag.out index e8e6f4d2..2e0c5622 100644 --- a/Test/baseResults/hlsl.rw.register.frag.out +++ b/Test/baseResults/hlsl.rw.register.frag.out @@ -2,26 +2,26 @@ hlsl.rw.register.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:11 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:11 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'r00' (temp float) -0:12 imageLoad (temp float) -0:12 'g_tTex1df1' (layout(binding=2 r32f ) uniform image1D) +0:12 move second child to first child ( temp float) +0:12 'r00' ( temp float) +0:12 imageLoad ( temp float) +0:12 'g_tTex1df1' (layout( binding=2 r32f) uniform image1D) 0:12 Constant: 0:12 0 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'r01' (temp uint) -0:13 imageLoad (temp uint) -0:13 'g_tBuf1du1' (layout(binding=3 r32ui ) uniform uimageBuffer) +0:13 move second child to first child ( temp uint) +0:13 'r01' ( temp uint) +0:13 imageLoad ( temp uint) +0:13 'g_tBuf1du1' (layout( binding=3 r32ui) uniform uimageBuffer) 0:13 Constant: 0:13 0 (const int) -0:16 move second child to first child (temp 4-component vector of float) -0:16 Color: direct index for structure (temp 4-component vector of float) -0:16 'psout' (temp structure{temp 4-component vector of float Color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 Color: direct index for structure ( temp 4-component vector of float) +0:16 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -30,21 +30,21 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression -0:17 'psout' (temp structure{temp 4-component vector of float Color}) -0:11 Function Definition: main( (temp void) +0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:11 Color: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:11 Color: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'g_tTex1df1' (layout(binding=2 r32f ) uniform image1D) -0:? 'g_tBuf1du1' (layout(binding=3 r32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_tTex1df1' (layout( binding=2 r32f) uniform image1D) +0:? 'g_tBuf1du1' (layout( binding=3 r32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -53,26 +53,26 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:11 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:11 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'r00' (temp float) -0:12 imageLoad (temp float) -0:12 'g_tTex1df1' (layout(binding=2 r32f ) uniform image1D) +0:12 move second child to first child ( temp float) +0:12 'r00' ( temp float) +0:12 imageLoad ( temp float) +0:12 'g_tTex1df1' (layout( binding=2 r32f) uniform image1D) 0:12 Constant: 0:12 0 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'r01' (temp uint) -0:13 imageLoad (temp uint) -0:13 'g_tBuf1du1' (layout(binding=3 r32ui ) uniform uimageBuffer) +0:13 move second child to first child ( temp uint) +0:13 'r01' ( temp uint) +0:13 imageLoad ( temp uint) +0:13 'g_tBuf1du1' (layout( binding=3 r32ui) uniform uimageBuffer) 0:13 Constant: 0:13 0 (const int) -0:16 move second child to first child (temp 4-component vector of float) -0:16 Color: direct index for structure (temp 4-component vector of float) -0:16 'psout' (temp structure{temp 4-component vector of float Color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 Color: direct index for structure ( temp 4-component vector of float) +0:16 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -81,21 +81,21 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression -0:17 'psout' (temp structure{temp 4-component vector of float Color}) -0:11 Function Definition: main( (temp void) +0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:11 Color: direct index for structure (temp 4-component vector of float) -0:11 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:11 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:11 Color: direct index for structure ( temp 4-component vector of float) +0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects -0:? 'g_tTex1df1' (layout(binding=2 r32f ) uniform image1D) -0:? 'g_tBuf1du1' (layout(binding=3 r32ui ) uniform uimageBuffer) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_tTex1df1' (layout( binding=2 r32f) uniform image1D) +0:? 'g_tBuf1du1' (layout( binding=3 r32ui) uniform uimageBuffer) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out index 66401f0b..8c4e79f3 100644 --- a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out @@ -2,807 +2,807 @@ hlsl.rw.scalar.bracket.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(i1; (temp int) +0:42 Function Definition: Fn1(i1; ( temp int) 0:42 Function Parameters: -0:42 'x' (in int) +0:42 'x' ( in int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in int) -0:43 Function Definition: Fn1(u1; (temp uint) +0:42 'x' ( in int) +0:43 Function Definition: Fn1(u1; ( temp uint) 0:43 Function Parameters: -0:43 'x' (in uint) +0:43 'x' ( in uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in uint) -0:44 Function Definition: Fn1(f1; (temp float) +0:43 'x' ( in uint) +0:44 Function Definition: Fn1(f1; ( temp float) 0:44 Function Parameters: -0:44 'x' (in float) +0:44 'x' ( in float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in float) -0:46 Function Definition: Fn2(i1; (temp void) +0:44 'x' ( in float) +0:46 Function Definition: Fn2(i1; ( temp void) 0:46 Function Parameters: -0:46 'x' (out int) +0:46 'x' ( out int) 0:? Sequence -0:46 move second child to first child (temp int) -0:46 'x' (out int) +0:46 move second child to first child ( temp int) +0:46 'x' ( out int) 0:46 Constant: 0:46 0 (const int) -0:47 Function Definition: Fn2(u1; (temp void) +0:47 Function Definition: Fn2(u1; ( temp void) 0:47 Function Parameters: -0:47 'x' (out uint) +0:47 'x' ( out uint) 0:? Sequence -0:47 move second child to first child (temp uint) -0:47 'x' (out uint) +0:47 move second child to first child ( temp uint) +0:47 'x' ( out uint) 0:47 Constant: 0:47 0 (const uint) -0:48 Function Definition: Fn2(f1; (temp void) +0:48 Function Definition: Fn2(f1; ( temp void) 0:48 Function Parameters: -0:48 'x' (out float) +0:48 'x' ( out float) 0:? Sequence -0:48 move second child to first child (temp float) -0:48 'x' (out float) +0:48 move second child to first child ( temp float) +0:48 'x' ( out float) 0:48 Constant: 0:48 0.000000 -0:50 Function Definition: SomeValue( (temp float) +0:50 Function Definition: SomeValue( ( temp float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp float) -0:50 c1: direct index for structure (layout(offset=0 ) uniform int) -0:50 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:50 Convert int to float ( temp float) +0:50 c1: direct index for structure (layout( offset=0) uniform int) +0:50 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp float) -0:57 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:57 imageLoad ( temp float) +0:57 'g_tTex1df1' (layout( r32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'r00' (temp float) -0:59 imageLoad (temp float) -0:59 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:59 move second child to first child ( temp float) +0:59 'r00' ( temp float) +0:59 imageLoad ( temp float) +0:59 'g_tTex1df1' (layout( r32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'r01' (temp int) -0:60 imageLoad (temp int) -0:60 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:60 move second child to first child ( temp int) +0:60 'r01' ( temp int) +0:60 imageLoad ( temp int) +0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp uint) -0:61 'r02' (temp uint) -0:61 imageLoad (temp uint) -0:61 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:61 move second child to first child ( temp uint) +0:61 'r02' ( temp uint) +0:61 imageLoad ( temp uint) +0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'r10' (temp float) -0:64 imageLoad (temp float) -0:64 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:64 move second child to first child ( temp float) +0:64 'r10' ( temp float) +0:64 imageLoad ( temp float) +0:64 'g_tTex2df1' (layout( r32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp int) -0:65 'r11' (temp int) -0:65 imageLoad (temp int) -0:65 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:65 move second child to first child ( temp int) +0:65 'r11' ( temp int) +0:65 imageLoad ( temp int) +0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp uint) -0:66 'r12' (temp uint) -0:66 imageLoad (temp uint) -0:66 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:66 move second child to first child ( temp uint) +0:66 'r12' ( temp uint) +0:66 imageLoad ( temp uint) +0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp float) -0:69 'r20' (temp float) -0:69 imageLoad (temp float) -0:69 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:69 move second child to first child ( temp float) +0:69 'r20' ( temp float) +0:69 imageLoad ( temp float) +0:69 'g_tTex3df1' (layout( r32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp int) -0:70 'r21' (temp int) -0:70 imageLoad (temp int) -0:70 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:70 move second child to first child ( temp int) +0:70 'r21' ( temp int) +0:70 imageLoad ( temp int) +0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp uint) -0:71 'r22' (temp uint) -0:71 imageLoad (temp uint) -0:71 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:71 move second child to first child ( temp uint) +0:71 'r22' ( temp uint) +0:71 imageLoad ( temp uint) +0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'lf1' (temp float) -0:73 uf1: direct index for structure (layout(offset=96 ) uniform float) -0:73 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:73 move second child to first child ( temp float) +0:73 'lf1' ( temp float) +0:73 uf1: direct index for structure (layout( offset=96) uniform float) +0:73 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'storeTemp' (temp float) -0:77 Function Call: SomeValue( (temp float) -0:77 imageStore (temp void) -0:77 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:77 move second child to first child ( temp float) +0:77 'storeTemp' ( temp float) +0:77 Function Call: SomeValue( ( temp float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df1' (layout( r32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp float) -0:77 'storeTemp' (temp float) +0:77 'storeTemp' ( temp float) +0:77 'storeTemp' ( temp float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df1' (layout( r32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf1' (temp float) -0:78 'lf1' (temp float) +0:78 'lf1' ( temp float) +0:78 'lf1' ( temp float) 0:79 Sequence -0:79 move second child to first child (temp int) -0:79 'storeTemp' (temp int) +0:79 move second child to first child ( temp int) +0:79 'storeTemp' ( temp int) 0:79 Constant: 0:79 2 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp int) -0:79 'storeTemp' (temp int) +0:79 'storeTemp' ( temp int) +0:79 'storeTemp' ( temp int) 0:80 Sequence -0:80 move second child to first child (temp uint) -0:80 'storeTemp' (temp uint) +0:80 move second child to first child ( temp uint) +0:80 'storeTemp' ( temp uint) 0:80 Constant: 0:80 3 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp uint) -0:80 'storeTemp' (temp uint) +0:80 'storeTemp' ( temp uint) +0:80 'storeTemp' ( temp uint) 0:83 Sequence -0:83 move second child to first child (temp float) -0:83 'val1' (temp float) +0:83 move second child to first child ( temp float) +0:83 'val1' ( temp float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp float) -0:83 'storeTemp' (temp float) -0:83 imageLoad (temp float) -0:83 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 multiply second child into first child (temp float) -0:83 'storeTemp' (temp float) +0:83 move second child to first child ( temp float) +0:83 'storeTemp' ( temp float) +0:83 imageLoad ( temp float) +0:83 'g_tTex1df1' (layout( r32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 multiply second child into first child ( temp float) +0:83 'storeTemp' ( temp float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp float) -0:83 'storeTemp' (temp float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df1' (layout( r32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp float) +0:83 'storeTemp' ( temp float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp float) -0:84 'storeTemp' (temp float) -0:84 imageLoad (temp float) -0:84 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp float) -0:84 'storeTemp' (temp float) +0:84 move second child to first child ( temp float) +0:84 'storeTemp' ( temp float) +0:84 imageLoad ( temp float) +0:84 'g_tTex1df1' (layout( r32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp float) +0:84 'storeTemp' ( temp float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp float) -0:84 'storeTemp' (temp float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df1' (layout( r32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp float) +0:84 'storeTemp' ( temp float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp float) -0:85 'storeTemp' (temp float) -0:85 imageLoad (temp float) -0:85 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp float) -0:85 'storeTemp' (temp float) +0:85 move second child to first child ( temp float) +0:85 'storeTemp' ( temp float) +0:85 imageLoad ( temp float) +0:85 'g_tTex1df1' (layout( r32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp float) +0:85 'storeTemp' ( temp float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp float) -0:85 'storeTemp' (temp float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df1' (layout( r32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp float) +0:85 'storeTemp' ( temp float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp int) -0:87 'storeTemp' (temp int) -0:87 imageLoad (temp int) -0:87 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp int) -0:87 'storeTemp' (temp int) +0:87 move second child to first child ( temp int) +0:87 'storeTemp' ( temp int) +0:87 imageLoad ( temp int) +0:87 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp int) +0:87 'storeTemp' ( temp int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp int) -0:87 'storeTemp' (temp int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp int) +0:87 'storeTemp' ( temp int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp int) -0:88 'storeTemp' (temp int) -0:88 imageLoad (temp int) -0:88 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp int) -0:88 'storeTemp' (temp int) +0:88 move second child to first child ( temp int) +0:88 'storeTemp' ( temp int) +0:88 imageLoad ( temp int) +0:88 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp int) +0:88 'storeTemp' ( temp int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp int) -0:88 'storeTemp' (temp int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp int) +0:88 'storeTemp' ( temp int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp int) -0:89 'storeTemp' (temp int) -0:89 imageLoad (temp int) -0:89 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp int) -0:89 'storeTemp' (temp int) +0:89 move second child to first child ( temp int) +0:89 'storeTemp' ( temp int) +0:89 imageLoad ( temp int) +0:89 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp int) +0:89 'storeTemp' ( temp int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp int) -0:89 'storeTemp' (temp int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp int) +0:89 'storeTemp' ( temp int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp int) -0:90 'storeTemp' (temp int) -0:90 imageLoad (temp int) -0:90 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp int) -0:90 'storeTemp' (temp int) +0:90 move second child to first child ( temp int) +0:90 'storeTemp' ( temp int) +0:90 imageLoad ( temp int) +0:90 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp int) +0:90 'storeTemp' ( temp int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp int) -0:90 'storeTemp' (temp int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp int) +0:90 'storeTemp' ( temp int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp int) -0:91 'storeTemp' (temp int) -0:91 imageLoad (temp int) -0:91 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp int) -0:91 'storeTemp' (temp int) +0:91 move second child to first child ( temp int) +0:91 'storeTemp' ( temp int) +0:91 imageLoad ( temp int) +0:91 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp int) +0:91 'storeTemp' ( temp int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp int) -0:91 'storeTemp' (temp int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp int) +0:91 'storeTemp' ( temp int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp int) -0:92 'storeTemp' (temp int) -0:92 imageLoad (temp int) -0:92 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp int) -0:92 'storeTemp' (temp int) +0:92 move second child to first child ( temp int) +0:92 'storeTemp' ( temp int) +0:92 imageLoad ( temp int) +0:92 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp int) +0:92 'storeTemp' ( temp int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp int) -0:92 'storeTemp' (temp int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp int) +0:92 'storeTemp' ( temp int) 0:95 Sequence -0:95 move second child to first child (temp float) -0:95 'storeTemp' (temp float) -0:95 Function Call: SomeValue( (temp float) -0:95 imageStore (temp void) -0:95 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:95 move second child to first child ( temp float) +0:95 'storeTemp' ( temp float) +0:95 Function Call: SomeValue( ( temp float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df1' (layout( r32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp float) -0:95 'storeTemp' (temp float) +0:95 'storeTemp' ( temp float) +0:95 'storeTemp' ( temp float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df1' (layout( r32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf1' (temp float) -0:96 'lf1' (temp float) +0:96 'lf1' ( temp float) +0:96 'lf1' ( temp float) 0:97 Sequence -0:97 move second child to first child (temp int) -0:97 'storeTemp' (temp int) +0:97 move second child to first child ( temp int) +0:97 'storeTemp' ( temp int) 0:97 Constant: 0:97 5 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp int) -0:97 'storeTemp' (temp int) +0:97 'storeTemp' ( temp int) +0:97 'storeTemp' ( temp int) 0:98 Sequence -0:98 move second child to first child (temp uint) -0:98 'storeTemp' (temp uint) +0:98 move second child to first child ( temp uint) +0:98 'storeTemp' ( temp uint) 0:98 Constant: 0:98 6 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp uint) -0:98 'storeTemp' (temp uint) +0:98 'storeTemp' ( temp uint) +0:98 'storeTemp' ( temp uint) 0:101 Sequence -0:101 move second child to first child (temp float) -0:101 'storeTemp' (temp float) -0:101 Function Call: SomeValue( (temp float) -0:101 imageStore (temp void) -0:101 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:101 move second child to first child ( temp float) +0:101 'storeTemp' ( temp float) +0:101 Function Call: SomeValue( ( temp float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df1' (layout( r32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp float) -0:101 'storeTemp' (temp float) +0:101 'storeTemp' ( temp float) +0:101 'storeTemp' ( temp float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df1' (layout( r32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf1' (temp float) -0:102 'lf1' (temp float) +0:102 'lf1' ( temp float) +0:102 'lf1' ( temp float) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'storeTemp' (temp int) +0:103 move second child to first child ( temp int) +0:103 'storeTemp' ( temp int) 0:103 Constant: 0:103 8 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp int) -0:103 'storeTemp' (temp int) +0:103 'storeTemp' ( temp int) +0:103 'storeTemp' ( temp int) 0:104 Sequence -0:104 move second child to first child (temp uint) -0:104 'storeTemp' (temp uint) +0:104 move second child to first child ( temp uint) +0:104 'storeTemp' ( temp uint) 0:104 Constant: 0:104 9 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp uint) -0:104 'storeTemp' (temp uint) -0:107 Function Call: Fn1(f1; (temp float) -0:107 imageLoad (temp float) -0:107 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:104 'storeTemp' ( temp uint) +0:104 'storeTemp' ( temp uint) +0:107 Function Call: Fn1(f1; ( temp float) +0:107 imageLoad ( temp float) +0:107 'g_tTex1df1' (layout( r32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(i1; (temp int) -0:108 imageLoad (temp int) -0:108 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:108 Function Call: Fn1(i1; ( temp int) +0:108 imageLoad ( temp int) +0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(u1; (temp uint) -0:109 imageLoad (temp uint) -0:109 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:109 Function Call: Fn1(u1; ( temp uint) +0:109 imageLoad ( temp uint) +0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(f1; (temp void) -0:111 'tempArg' (temp float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(f1; ( temp void) +0:111 'tempArg' ( temp float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df1' (layout( r32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp float) -0:111 'tempArg' (temp float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(i1; (temp void) -0:112 'tempArg' (temp int) +0:111 'tempArg' ( temp float) +0:111 'tempArg' ( temp float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(i1; ( temp void) +0:112 'tempArg' ( temp int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp int) -0:112 'tempArg' (temp int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(u1; (temp void) -0:113 'tempArg' (temp uint) +0:112 'tempArg' ( temp int) +0:112 'tempArg' ( temp int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(u1; ( temp void) +0:113 'tempArg' ( temp uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp uint) -0:113 'tempArg' (temp uint) +0:113 'tempArg' ( temp uint) +0:113 'tempArg' ( temp uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp float) -0:117 'storeTemp' (temp float) -0:117 imageLoad (temp float) -0:117 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp float) -0:117 'storeTemp' (temp float) -0:117 imageStore (temp void) -0:117 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp float) -0:117 'storeTemp' (temp float) +0:117 move second child to first child ( temp float) +0:117 'storeTemp' ( temp float) +0:117 imageLoad ( temp float) +0:117 'g_tTex1df1' (layout( r32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp float) +0:117 'storeTemp' ( temp float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df1' (layout( r32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp float) +0:117 'storeTemp' ( temp float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp int) -0:118 'storeTemp' (temp int) -0:118 imageLoad (temp int) -0:118 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp int) -0:118 'storeTemp' (temp int) -0:118 imageStore (temp void) -0:118 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp int) -0:118 'storeTemp' (temp int) +0:118 move second child to first child ( temp int) +0:118 'storeTemp' ( temp int) +0:118 imageLoad ( temp int) +0:118 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp int) +0:118 'storeTemp' ( temp int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp int) +0:118 'storeTemp' ( temp int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp uint) -0:119 'storeTemp' (temp uint) -0:119 imageLoad (temp uint) -0:119 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp uint) -0:119 'storeTemp' (temp uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp uint) -0:119 'storeTemp' (temp uint) +0:119 move second child to first child ( temp uint) +0:119 'storeTemp' ( temp uint) +0:119 imageLoad ( temp uint) +0:119 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp uint) +0:119 'storeTemp' ( temp uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp uint) +0:119 'storeTemp' ( temp uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp float) -0:121 'storeTemp' (temp float) -0:121 imageLoad (temp float) -0:121 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp float) -0:121 'storeTemp' (temp float) -0:121 imageStore (temp void) -0:121 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp float) -0:121 'storeTemp' (temp float) +0:121 move second child to first child ( temp float) +0:121 'storeTemp' ( temp float) +0:121 imageLoad ( temp float) +0:121 'g_tTex1df1' (layout( r32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp float) +0:121 'storeTemp' ( temp float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df1' (layout( r32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp float) +0:121 'storeTemp' ( temp float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp int) -0:122 'storeTemp' (temp int) -0:122 imageLoad (temp int) -0:122 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp int) -0:122 'storeTemp' (temp int) -0:122 imageStore (temp void) -0:122 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp int) -0:122 'storeTemp' (temp int) +0:122 move second child to first child ( temp int) +0:122 'storeTemp' ( temp int) +0:122 imageLoad ( temp int) +0:122 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp int) +0:122 'storeTemp' ( temp int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp int) +0:122 'storeTemp' ( temp int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp uint) -0:123 'storeTemp' (temp uint) -0:123 imageLoad (temp uint) -0:123 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp uint) -0:123 'storeTemp' (temp uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp uint) -0:123 'storeTemp' (temp uint) +0:123 move second child to first child ( temp uint) +0:123 'storeTemp' ( temp uint) +0:123 imageLoad ( temp uint) +0:123 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp uint) +0:123 'storeTemp' ( temp uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp uint) +0:123 'storeTemp' ( temp uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp float) -0:126 'storeTempPre' (temp float) -0:126 imageLoad (temp float) -0:126 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp float) -0:126 'storeTempPost' (temp float) -0:126 'storeTempPre' (temp float) -0:126 Post-Increment (temp float) -0:126 'storeTempPost' (temp float) -0:126 imageStore (temp void) -0:126 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp float) -0:126 'storeTempPre' (temp float) +0:126 move second child to first child ( temp float) +0:126 'storeTempPre' ( temp float) +0:126 imageLoad ( temp float) +0:126 'g_tTex1df1' (layout( r32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp float) +0:126 'storeTempPost' ( temp float) +0:126 'storeTempPre' ( temp float) +0:126 Post-Increment ( temp float) +0:126 'storeTempPost' ( temp float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df1' (layout( r32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp float) +0:126 'storeTempPre' ( temp float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp uint) -0:127 'storeTempPre' (temp uint) -0:127 imageLoad (temp uint) -0:127 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp uint) -0:127 'storeTempPost' (temp uint) -0:127 'storeTempPre' (temp uint) -0:127 Post-Decrement (temp uint) -0:127 'storeTempPost' (temp uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp uint) -0:127 'storeTempPre' (temp uint) +0:127 move second child to first child ( temp uint) +0:127 'storeTempPre' ( temp uint) +0:127 imageLoad ( temp uint) +0:127 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp uint) +0:127 'storeTempPost' ( temp uint) +0:127 'storeTempPre' ( temp uint) +0:127 Post-Decrement ( temp uint) +0:127 'storeTempPost' ( temp uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp uint) +0:127 'storeTempPre' ( temp uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp int) -0:128 'storeTempPre' (temp int) -0:128 imageLoad (temp int) -0:128 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp int) -0:128 'storeTempPost' (temp int) -0:128 'storeTempPre' (temp int) -0:128 Post-Increment (temp int) -0:128 'storeTempPost' (temp int) -0:128 imageStore (temp void) -0:128 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp int) -0:128 'storeTempPre' (temp int) +0:128 move second child to first child ( temp int) +0:128 'storeTempPre' ( temp int) +0:128 imageLoad ( temp int) +0:128 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 'storeTempPre' ( temp int) +0:128 Post-Increment ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 'storeTempPre' ( temp int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp float) -0:130 'storeTempPre' (temp float) -0:130 imageLoad (temp float) -0:130 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp float) -0:130 'storeTempPost' (temp float) -0:130 'storeTempPre' (temp float) -0:130 Post-Decrement (temp float) -0:130 'storeTempPost' (temp float) -0:130 imageStore (temp void) -0:130 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp float) -0:130 'storeTempPre' (temp float) +0:130 move second child to first child ( temp float) +0:130 'storeTempPre' ( temp float) +0:130 imageLoad ( temp float) +0:130 'g_tTex1df1' (layout( r32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp float) +0:130 'storeTempPost' ( temp float) +0:130 'storeTempPre' ( temp float) +0:130 Post-Decrement ( temp float) +0:130 'storeTempPost' ( temp float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df1' (layout( r32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp float) +0:130 'storeTempPre' ( temp float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp int) -0:131 'storeTempPre' (temp int) -0:131 imageLoad (temp int) -0:131 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp int) -0:131 'storeTempPost' (temp int) -0:131 'storeTempPre' (temp int) -0:131 Post-Increment (temp int) -0:131 'storeTempPost' (temp int) -0:131 imageStore (temp void) -0:131 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp int) -0:131 'storeTempPre' (temp int) +0:131 move second child to first child ( temp int) +0:131 'storeTempPre' ( temp int) +0:131 imageLoad ( temp int) +0:131 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 'storeTempPre' ( temp int) +0:131 Post-Increment ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 'storeTempPre' ( temp int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp uint) -0:132 'storeTempPre' (temp uint) -0:132 imageLoad (temp uint) -0:132 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp uint) -0:132 'storeTempPost' (temp uint) -0:132 'storeTempPre' (temp uint) -0:132 Post-Decrement (temp uint) -0:132 'storeTempPost' (temp uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp uint) -0:132 'storeTempPre' (temp uint) +0:132 move second child to first child ( temp uint) +0:132 'storeTempPre' ( temp uint) +0:132 imageLoad ( temp uint) +0:132 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp uint) +0:132 'storeTempPost' ( temp uint) +0:132 'storeTempPre' ( temp uint) +0:132 Post-Decrement ( temp uint) +0:132 'storeTempPost' ( temp uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp uint) +0:132 'storeTempPre' ( temp uint) 0:135 Sequence -0:135 move second child to first child (temp float) -0:135 'storeTemp' (temp float) -0:? imageLoad (temp float) -0:135 'g_tTex2df1' (layout(r32f ) uniform image2D) +0:135 move second child to first child ( temp float) +0:135 'storeTemp' ( temp float) +0:? imageLoad ( temp float) +0:135 'g_tTex2df1' (layout( r32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df1' (layout(r32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp float) -0:135 'storeTemp' (temp float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp float) +0:135 'storeTemp' ( temp float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -811,36 +811,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:? 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:? 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:? 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:? 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:? 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:? 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:? 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:? 'g_tTex1df1a' (layout(r32f ) uniform image1DArray) -0:? 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:? 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray) -0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray) -0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df1' (layout( r32f) uniform image1D) +0:? 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:? 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:? 'g_tTex2df1' (layout( r32f) uniform image2D) +0:? 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:? 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:? 'g_tTex3df1' (layout( r32f) uniform image3D) +0:? 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:? 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:? 'g_tTex1df1a' (layout( r32f) uniform image1DArray) +0:? 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:? 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) +0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) +0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -849,807 +849,807 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(i1; (temp int) +0:42 Function Definition: Fn1(i1; ( temp int) 0:42 Function Parameters: -0:42 'x' (in int) +0:42 'x' ( in int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in int) -0:43 Function Definition: Fn1(u1; (temp uint) +0:42 'x' ( in int) +0:43 Function Definition: Fn1(u1; ( temp uint) 0:43 Function Parameters: -0:43 'x' (in uint) +0:43 'x' ( in uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in uint) -0:44 Function Definition: Fn1(f1; (temp float) +0:43 'x' ( in uint) +0:44 Function Definition: Fn1(f1; ( temp float) 0:44 Function Parameters: -0:44 'x' (in float) +0:44 'x' ( in float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in float) -0:46 Function Definition: Fn2(i1; (temp void) +0:44 'x' ( in float) +0:46 Function Definition: Fn2(i1; ( temp void) 0:46 Function Parameters: -0:46 'x' (out int) +0:46 'x' ( out int) 0:? Sequence -0:46 move second child to first child (temp int) -0:46 'x' (out int) +0:46 move second child to first child ( temp int) +0:46 'x' ( out int) 0:46 Constant: 0:46 0 (const int) -0:47 Function Definition: Fn2(u1; (temp void) +0:47 Function Definition: Fn2(u1; ( temp void) 0:47 Function Parameters: -0:47 'x' (out uint) +0:47 'x' ( out uint) 0:? Sequence -0:47 move second child to first child (temp uint) -0:47 'x' (out uint) +0:47 move second child to first child ( temp uint) +0:47 'x' ( out uint) 0:47 Constant: 0:47 0 (const uint) -0:48 Function Definition: Fn2(f1; (temp void) +0:48 Function Definition: Fn2(f1; ( temp void) 0:48 Function Parameters: -0:48 'x' (out float) +0:48 'x' ( out float) 0:? Sequence -0:48 move second child to first child (temp float) -0:48 'x' (out float) +0:48 move second child to first child ( temp float) +0:48 'x' ( out float) 0:48 Constant: 0:48 0.000000 -0:50 Function Definition: SomeValue( (temp float) +0:50 Function Definition: SomeValue( ( temp float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp float) -0:50 c1: direct index for structure (layout(offset=0 ) uniform int) -0:50 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:50 Convert int to float ( temp float) +0:50 c1: direct index for structure (layout( offset=0) uniform int) +0:50 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp float) -0:57 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:57 imageLoad ( temp float) +0:57 'g_tTex1df1' (layout( r32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'r00' (temp float) -0:59 imageLoad (temp float) -0:59 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:59 move second child to first child ( temp float) +0:59 'r00' ( temp float) +0:59 imageLoad ( temp float) +0:59 'g_tTex1df1' (layout( r32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp int) -0:60 'r01' (temp int) -0:60 imageLoad (temp int) -0:60 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:60 move second child to first child ( temp int) +0:60 'r01' ( temp int) +0:60 imageLoad ( temp int) +0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp uint) -0:61 'r02' (temp uint) -0:61 imageLoad (temp uint) -0:61 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:61 move second child to first child ( temp uint) +0:61 'r02' ( temp uint) +0:61 imageLoad ( temp uint) +0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'r10' (temp float) -0:64 imageLoad (temp float) -0:64 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:64 move second child to first child ( temp float) +0:64 'r10' ( temp float) +0:64 imageLoad ( temp float) +0:64 'g_tTex2df1' (layout( r32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp int) -0:65 'r11' (temp int) -0:65 imageLoad (temp int) -0:65 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:65 move second child to first child ( temp int) +0:65 'r11' ( temp int) +0:65 imageLoad ( temp int) +0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp uint) -0:66 'r12' (temp uint) -0:66 imageLoad (temp uint) -0:66 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:66 move second child to first child ( temp uint) +0:66 'r12' ( temp uint) +0:66 imageLoad ( temp uint) +0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp float) -0:69 'r20' (temp float) -0:69 imageLoad (temp float) -0:69 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:69 move second child to first child ( temp float) +0:69 'r20' ( temp float) +0:69 imageLoad ( temp float) +0:69 'g_tTex3df1' (layout( r32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp int) -0:70 'r21' (temp int) -0:70 imageLoad (temp int) -0:70 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:70 move second child to first child ( temp int) +0:70 'r21' ( temp int) +0:70 imageLoad ( temp int) +0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp uint) -0:71 'r22' (temp uint) -0:71 imageLoad (temp uint) -0:71 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:71 move second child to first child ( temp uint) +0:71 'r22' ( temp uint) +0:71 imageLoad ( temp uint) +0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'lf1' (temp float) -0:73 uf1: direct index for structure (layout(offset=96 ) uniform float) -0:73 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:73 move second child to first child ( temp float) +0:73 'lf1' ( temp float) +0:73 uf1: direct index for structure (layout( offset=96) uniform float) +0:73 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'storeTemp' (temp float) -0:77 Function Call: SomeValue( (temp float) -0:77 imageStore (temp void) -0:77 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:77 move second child to first child ( temp float) +0:77 'storeTemp' ( temp float) +0:77 Function Call: SomeValue( ( temp float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df1' (layout( r32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp float) -0:77 'storeTemp' (temp float) +0:77 'storeTemp' ( temp float) +0:77 'storeTemp' ( temp float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df1' (layout( r32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf1' (temp float) -0:78 'lf1' (temp float) +0:78 'lf1' ( temp float) +0:78 'lf1' ( temp float) 0:79 Sequence -0:79 move second child to first child (temp int) -0:79 'storeTemp' (temp int) +0:79 move second child to first child ( temp int) +0:79 'storeTemp' ( temp int) 0:79 Constant: 0:79 2 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp int) -0:79 'storeTemp' (temp int) +0:79 'storeTemp' ( temp int) +0:79 'storeTemp' ( temp int) 0:80 Sequence -0:80 move second child to first child (temp uint) -0:80 'storeTemp' (temp uint) +0:80 move second child to first child ( temp uint) +0:80 'storeTemp' ( temp uint) 0:80 Constant: 0:80 3 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp uint) -0:80 'storeTemp' (temp uint) +0:80 'storeTemp' ( temp uint) +0:80 'storeTemp' ( temp uint) 0:83 Sequence -0:83 move second child to first child (temp float) -0:83 'val1' (temp float) +0:83 move second child to first child ( temp float) +0:83 'val1' ( temp float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp float) -0:83 'storeTemp' (temp float) -0:83 imageLoad (temp float) -0:83 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 multiply second child into first child (temp float) -0:83 'storeTemp' (temp float) +0:83 move second child to first child ( temp float) +0:83 'storeTemp' ( temp float) +0:83 imageLoad ( temp float) +0:83 'g_tTex1df1' (layout( r32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 multiply second child into first child ( temp float) +0:83 'storeTemp' ( temp float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp float) -0:83 'storeTemp' (temp float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df1' (layout( r32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp float) +0:83 'storeTemp' ( temp float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp float) -0:84 'storeTemp' (temp float) -0:84 imageLoad (temp float) -0:84 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp float) -0:84 'storeTemp' (temp float) +0:84 move second child to first child ( temp float) +0:84 'storeTemp' ( temp float) +0:84 imageLoad ( temp float) +0:84 'g_tTex1df1' (layout( r32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp float) +0:84 'storeTemp' ( temp float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp float) -0:84 'storeTemp' (temp float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df1' (layout( r32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp float) +0:84 'storeTemp' ( temp float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp float) -0:85 'storeTemp' (temp float) -0:85 imageLoad (temp float) -0:85 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp float) -0:85 'storeTemp' (temp float) +0:85 move second child to first child ( temp float) +0:85 'storeTemp' ( temp float) +0:85 imageLoad ( temp float) +0:85 'g_tTex1df1' (layout( r32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp float) +0:85 'storeTemp' ( temp float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp float) -0:85 'storeTemp' (temp float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df1' (layout( r32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp float) +0:85 'storeTemp' ( temp float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp int) -0:87 'storeTemp' (temp int) -0:87 imageLoad (temp int) -0:87 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp int) -0:87 'storeTemp' (temp int) +0:87 move second child to first child ( temp int) +0:87 'storeTemp' ( temp int) +0:87 imageLoad ( temp int) +0:87 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp int) +0:87 'storeTemp' ( temp int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp int) -0:87 'storeTemp' (temp int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp int) +0:87 'storeTemp' ( temp int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp int) -0:88 'storeTemp' (temp int) -0:88 imageLoad (temp int) -0:88 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp int) -0:88 'storeTemp' (temp int) +0:88 move second child to first child ( temp int) +0:88 'storeTemp' ( temp int) +0:88 imageLoad ( temp int) +0:88 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp int) +0:88 'storeTemp' ( temp int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp int) -0:88 'storeTemp' (temp int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp int) +0:88 'storeTemp' ( temp int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp int) -0:89 'storeTemp' (temp int) -0:89 imageLoad (temp int) -0:89 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp int) -0:89 'storeTemp' (temp int) +0:89 move second child to first child ( temp int) +0:89 'storeTemp' ( temp int) +0:89 imageLoad ( temp int) +0:89 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp int) +0:89 'storeTemp' ( temp int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp int) -0:89 'storeTemp' (temp int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp int) +0:89 'storeTemp' ( temp int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp int) -0:90 'storeTemp' (temp int) -0:90 imageLoad (temp int) -0:90 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp int) -0:90 'storeTemp' (temp int) +0:90 move second child to first child ( temp int) +0:90 'storeTemp' ( temp int) +0:90 imageLoad ( temp int) +0:90 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp int) +0:90 'storeTemp' ( temp int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp int) -0:90 'storeTemp' (temp int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp int) +0:90 'storeTemp' ( temp int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp int) -0:91 'storeTemp' (temp int) -0:91 imageLoad (temp int) -0:91 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp int) -0:91 'storeTemp' (temp int) +0:91 move second child to first child ( temp int) +0:91 'storeTemp' ( temp int) +0:91 imageLoad ( temp int) +0:91 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp int) +0:91 'storeTemp' ( temp int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp int) -0:91 'storeTemp' (temp int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp int) +0:91 'storeTemp' ( temp int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp int) -0:92 'storeTemp' (temp int) -0:92 imageLoad (temp int) -0:92 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp int) -0:92 'storeTemp' (temp int) +0:92 move second child to first child ( temp int) +0:92 'storeTemp' ( temp int) +0:92 imageLoad ( temp int) +0:92 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp int) +0:92 'storeTemp' ( temp int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp int) -0:92 'storeTemp' (temp int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp int) +0:92 'storeTemp' ( temp int) 0:95 Sequence -0:95 move second child to first child (temp float) -0:95 'storeTemp' (temp float) -0:95 Function Call: SomeValue( (temp float) -0:95 imageStore (temp void) -0:95 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:95 move second child to first child ( temp float) +0:95 'storeTemp' ( temp float) +0:95 Function Call: SomeValue( ( temp float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df1' (layout( r32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp float) -0:95 'storeTemp' (temp float) +0:95 'storeTemp' ( temp float) +0:95 'storeTemp' ( temp float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df1' (layout( r32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf1' (temp float) -0:96 'lf1' (temp float) +0:96 'lf1' ( temp float) +0:96 'lf1' ( temp float) 0:97 Sequence -0:97 move second child to first child (temp int) -0:97 'storeTemp' (temp int) +0:97 move second child to first child ( temp int) +0:97 'storeTemp' ( temp int) 0:97 Constant: 0:97 5 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp int) -0:97 'storeTemp' (temp int) +0:97 'storeTemp' ( temp int) +0:97 'storeTemp' ( temp int) 0:98 Sequence -0:98 move second child to first child (temp uint) -0:98 'storeTemp' (temp uint) +0:98 move second child to first child ( temp uint) +0:98 'storeTemp' ( temp uint) 0:98 Constant: 0:98 6 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp uint) -0:98 'storeTemp' (temp uint) +0:98 'storeTemp' ( temp uint) +0:98 'storeTemp' ( temp uint) 0:101 Sequence -0:101 move second child to first child (temp float) -0:101 'storeTemp' (temp float) -0:101 Function Call: SomeValue( (temp float) -0:101 imageStore (temp void) -0:101 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:101 move second child to first child ( temp float) +0:101 'storeTemp' ( temp float) +0:101 Function Call: SomeValue( ( temp float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df1' (layout( r32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp float) -0:101 'storeTemp' (temp float) +0:101 'storeTemp' ( temp float) +0:101 'storeTemp' ( temp float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df1' (layout( r32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf1' (temp float) -0:102 'lf1' (temp float) +0:102 'lf1' ( temp float) +0:102 'lf1' ( temp float) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'storeTemp' (temp int) +0:103 move second child to first child ( temp int) +0:103 'storeTemp' ( temp int) 0:103 Constant: 0:103 8 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp int) -0:103 'storeTemp' (temp int) +0:103 'storeTemp' ( temp int) +0:103 'storeTemp' ( temp int) 0:104 Sequence -0:104 move second child to first child (temp uint) -0:104 'storeTemp' (temp uint) +0:104 move second child to first child ( temp uint) +0:104 'storeTemp' ( temp uint) 0:104 Constant: 0:104 9 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp uint) -0:104 'storeTemp' (temp uint) -0:107 Function Call: Fn1(f1; (temp float) -0:107 imageLoad (temp float) -0:107 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:104 'storeTemp' ( temp uint) +0:104 'storeTemp' ( temp uint) +0:107 Function Call: Fn1(f1; ( temp float) +0:107 imageLoad ( temp float) +0:107 'g_tTex1df1' (layout( r32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(i1; (temp int) -0:108 imageLoad (temp int) -0:108 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:108 Function Call: Fn1(i1; ( temp int) +0:108 imageLoad ( temp int) +0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(u1; (temp uint) -0:109 imageLoad (temp uint) -0:109 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:109 Function Call: Fn1(u1; ( temp uint) +0:109 imageLoad ( temp uint) +0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(f1; (temp void) -0:111 'tempArg' (temp float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(f1; ( temp void) +0:111 'tempArg' ( temp float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df1' (layout( r32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp float) -0:111 'tempArg' (temp float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(i1; (temp void) -0:112 'tempArg' (temp int) +0:111 'tempArg' ( temp float) +0:111 'tempArg' ( temp float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(i1; ( temp void) +0:112 'tempArg' ( temp int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp int) -0:112 'tempArg' (temp int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(u1; (temp void) -0:113 'tempArg' (temp uint) +0:112 'tempArg' ( temp int) +0:112 'tempArg' ( temp int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(u1; ( temp void) +0:113 'tempArg' ( temp uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp uint) -0:113 'tempArg' (temp uint) +0:113 'tempArg' ( temp uint) +0:113 'tempArg' ( temp uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp float) -0:117 'storeTemp' (temp float) -0:117 imageLoad (temp float) -0:117 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp float) -0:117 'storeTemp' (temp float) -0:117 imageStore (temp void) -0:117 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp float) -0:117 'storeTemp' (temp float) +0:117 move second child to first child ( temp float) +0:117 'storeTemp' ( temp float) +0:117 imageLoad ( temp float) +0:117 'g_tTex1df1' (layout( r32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp float) +0:117 'storeTemp' ( temp float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df1' (layout( r32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp float) +0:117 'storeTemp' ( temp float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp int) -0:118 'storeTemp' (temp int) -0:118 imageLoad (temp int) -0:118 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp int) -0:118 'storeTemp' (temp int) -0:118 imageStore (temp void) -0:118 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp int) -0:118 'storeTemp' (temp int) +0:118 move second child to first child ( temp int) +0:118 'storeTemp' ( temp int) +0:118 imageLoad ( temp int) +0:118 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp int) +0:118 'storeTemp' ( temp int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp int) +0:118 'storeTemp' ( temp int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp uint) -0:119 'storeTemp' (temp uint) -0:119 imageLoad (temp uint) -0:119 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp uint) -0:119 'storeTemp' (temp uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp uint) -0:119 'storeTemp' (temp uint) +0:119 move second child to first child ( temp uint) +0:119 'storeTemp' ( temp uint) +0:119 imageLoad ( temp uint) +0:119 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp uint) +0:119 'storeTemp' ( temp uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp uint) +0:119 'storeTemp' ( temp uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp float) -0:121 'storeTemp' (temp float) -0:121 imageLoad (temp float) -0:121 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp float) -0:121 'storeTemp' (temp float) -0:121 imageStore (temp void) -0:121 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp float) -0:121 'storeTemp' (temp float) +0:121 move second child to first child ( temp float) +0:121 'storeTemp' ( temp float) +0:121 imageLoad ( temp float) +0:121 'g_tTex1df1' (layout( r32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp float) +0:121 'storeTemp' ( temp float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df1' (layout( r32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp float) +0:121 'storeTemp' ( temp float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp int) -0:122 'storeTemp' (temp int) -0:122 imageLoad (temp int) -0:122 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp int) -0:122 'storeTemp' (temp int) -0:122 imageStore (temp void) -0:122 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp int) -0:122 'storeTemp' (temp int) +0:122 move second child to first child ( temp int) +0:122 'storeTemp' ( temp int) +0:122 imageLoad ( temp int) +0:122 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp int) +0:122 'storeTemp' ( temp int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp int) +0:122 'storeTemp' ( temp int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp uint) -0:123 'storeTemp' (temp uint) -0:123 imageLoad (temp uint) -0:123 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp uint) -0:123 'storeTemp' (temp uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp uint) -0:123 'storeTemp' (temp uint) +0:123 move second child to first child ( temp uint) +0:123 'storeTemp' ( temp uint) +0:123 imageLoad ( temp uint) +0:123 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp uint) +0:123 'storeTemp' ( temp uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp uint) +0:123 'storeTemp' ( temp uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp float) -0:126 'storeTempPre' (temp float) -0:126 imageLoad (temp float) -0:126 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp float) -0:126 'storeTempPost' (temp float) -0:126 'storeTempPre' (temp float) -0:126 Post-Increment (temp float) -0:126 'storeTempPost' (temp float) -0:126 imageStore (temp void) -0:126 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp float) -0:126 'storeTempPre' (temp float) +0:126 move second child to first child ( temp float) +0:126 'storeTempPre' ( temp float) +0:126 imageLoad ( temp float) +0:126 'g_tTex1df1' (layout( r32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp float) +0:126 'storeTempPost' ( temp float) +0:126 'storeTempPre' ( temp float) +0:126 Post-Increment ( temp float) +0:126 'storeTempPost' ( temp float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df1' (layout( r32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp float) +0:126 'storeTempPre' ( temp float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp uint) -0:127 'storeTempPre' (temp uint) -0:127 imageLoad (temp uint) -0:127 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp uint) -0:127 'storeTempPost' (temp uint) -0:127 'storeTempPre' (temp uint) -0:127 Post-Decrement (temp uint) -0:127 'storeTempPost' (temp uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp uint) -0:127 'storeTempPre' (temp uint) +0:127 move second child to first child ( temp uint) +0:127 'storeTempPre' ( temp uint) +0:127 imageLoad ( temp uint) +0:127 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp uint) +0:127 'storeTempPost' ( temp uint) +0:127 'storeTempPre' ( temp uint) +0:127 Post-Decrement ( temp uint) +0:127 'storeTempPost' ( temp uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp uint) +0:127 'storeTempPre' ( temp uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp int) -0:128 'storeTempPre' (temp int) -0:128 imageLoad (temp int) -0:128 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp int) -0:128 'storeTempPost' (temp int) -0:128 'storeTempPre' (temp int) -0:128 Post-Increment (temp int) -0:128 'storeTempPost' (temp int) -0:128 imageStore (temp void) -0:128 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp int) -0:128 'storeTempPre' (temp int) +0:128 move second child to first child ( temp int) +0:128 'storeTempPre' ( temp int) +0:128 imageLoad ( temp int) +0:128 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 'storeTempPre' ( temp int) +0:128 Post-Increment ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp int) +0:128 'storeTempPre' ( temp int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp float) -0:130 'storeTempPre' (temp float) -0:130 imageLoad (temp float) -0:130 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp float) -0:130 'storeTempPost' (temp float) -0:130 'storeTempPre' (temp float) -0:130 Post-Decrement (temp float) -0:130 'storeTempPost' (temp float) -0:130 imageStore (temp void) -0:130 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp float) -0:130 'storeTempPre' (temp float) +0:130 move second child to first child ( temp float) +0:130 'storeTempPre' ( temp float) +0:130 imageLoad ( temp float) +0:130 'g_tTex1df1' (layout( r32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp float) +0:130 'storeTempPost' ( temp float) +0:130 'storeTempPre' ( temp float) +0:130 Post-Decrement ( temp float) +0:130 'storeTempPost' ( temp float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df1' (layout( r32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp float) +0:130 'storeTempPre' ( temp float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp int) -0:131 'storeTempPre' (temp int) -0:131 imageLoad (temp int) -0:131 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp int) -0:131 'storeTempPost' (temp int) -0:131 'storeTempPre' (temp int) -0:131 Post-Increment (temp int) -0:131 'storeTempPost' (temp int) -0:131 imageStore (temp void) -0:131 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp int) -0:131 'storeTempPre' (temp int) +0:131 move second child to first child ( temp int) +0:131 'storeTempPre' ( temp int) +0:131 imageLoad ( temp int) +0:131 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 'storeTempPre' ( temp int) +0:131 Post-Increment ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp int) +0:131 'storeTempPre' ( temp int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp uint) -0:132 'storeTempPre' (temp uint) -0:132 imageLoad (temp uint) -0:132 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp uint) -0:132 'storeTempPost' (temp uint) -0:132 'storeTempPre' (temp uint) -0:132 Post-Decrement (temp uint) -0:132 'storeTempPost' (temp uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp uint) -0:132 'storeTempPre' (temp uint) +0:132 move second child to first child ( temp uint) +0:132 'storeTempPre' ( temp uint) +0:132 imageLoad ( temp uint) +0:132 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp uint) +0:132 'storeTempPost' ( temp uint) +0:132 'storeTempPre' ( temp uint) +0:132 Post-Decrement ( temp uint) +0:132 'storeTempPost' ( temp uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp uint) +0:132 'storeTempPre' ( temp uint) 0:135 Sequence -0:135 move second child to first child (temp float) -0:135 'storeTemp' (temp float) -0:? imageLoad (temp float) -0:135 'g_tTex2df1' (layout(r32f ) uniform image2D) +0:135 move second child to first child ( temp float) +0:135 'storeTemp' ( temp float) +0:? imageLoad ( temp float) +0:135 'g_tTex2df1' (layout( r32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df1' (layout(r32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp float) -0:135 'storeTemp' (temp float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp float) +0:135 'storeTemp' ( temp float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -1658,36 +1658,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df1' (layout(r32f ) uniform image1D) -0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D) -0:? 'g_tTex1du1' (layout(r32ui ) uniform uimage1D) -0:? 'g_tTex2df1' (layout(r32f ) uniform image2D) -0:? 'g_tTex2di1' (layout(r32i ) uniform iimage2D) -0:? 'g_tTex2du1' (layout(r32ui ) uniform uimage2D) -0:? 'g_tTex3df1' (layout(r32f ) uniform image3D) -0:? 'g_tTex3di1' (layout(r32i ) uniform iimage3D) -0:? 'g_tTex3du1' (layout(r32ui ) uniform uimage3D) -0:? 'g_tTex1df1a' (layout(r32f ) uniform image1DArray) -0:? 'g_tTex1di1a' (layout(r32i ) uniform iimage1DArray) -0:? 'g_tTex1du1a' (layout(r32ui ) uniform uimage1DArray) -0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray) -0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray) -0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df1' (layout( r32f) uniform image1D) +0:? 'g_tTex1di1' (layout( r32i) uniform iimage1D) +0:? 'g_tTex1du1' (layout( r32ui) uniform uimage1D) +0:? 'g_tTex2df1' (layout( r32f) uniform image2D) +0:? 'g_tTex2di1' (layout( r32i) uniform iimage2D) +0:? 'g_tTex2du1' (layout( r32ui) uniform uimage2D) +0:? 'g_tTex3df1' (layout( r32f) uniform image3D) +0:? 'g_tTex3di1' (layout( r32i) uniform iimage3D) +0:? 'g_tTex3du1' (layout( r32ui) uniform uimage3D) +0:? 'g_tTex1df1a' (layout( r32f) uniform image1DArray) +0:? 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) +0:? 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) +0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) +0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) +0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.swizzle.frag.out b/Test/baseResults/hlsl.rw.swizzle.frag.out index e876e06b..ae2f4c96 100644 --- a/Test/baseResults/hlsl.rw.swizzle.frag.out +++ b/Test/baseResults/hlsl.rw.swizzle.frag.out @@ -2,7 +2,7 @@ hlsl.rw.swizzle.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: SomeValue( (temp 3-component vector of float) +0:4 Function Definition: SomeValue( ( temp 3-component vector of float) 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression @@ -10,24 +10,24 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:7 Function Definition: @main( (temp 4-component vector of float) +0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 2-component vector of int) -0:8 'tc2' (temp 2-component vector of int) +0:8 move second child to first child ( temp 2-component vector of int) +0:8 'tc2' ( temp 2-component vector of int) 0:8 Constant: 0:8 0 (const int) 0:8 0 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'tc' (temp int) +0:9 move second child to first child ( temp int) +0:9 'tc' ( temp int) 0:9 Constant: 0:9 0 (const int) 0:12 Sequence -0:12 move second child to first child (temp 3-component vector of float) -0:12 vector swizzle (temp 3-component vector of float) -0:12 'storeTemp' (temp 3-component vector of float) +0:12 move second child to first child ( temp 3-component vector of float) +0:12 vector swizzle ( temp 3-component vector of float) +0:12 'storeTemp' ( temp 3-component vector of float) 0:12 Sequence 0:12 Constant: 0:12 2 (const int) @@ -39,15 +39,15 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:12 imageStore (temp void) -0:12 'rwtx' (layout(rgba32f ) uniform image2D) -0:12 'tc2' (temp 2-component vector of int) -0:12 'storeTemp' (temp 3-component vector of float) -0:12 'storeTemp' (temp 3-component vector of float) +0:12 imageStore ( temp void) +0:12 'rwtx' (layout( rgba32f) uniform image2D) +0:12 'tc2' ( temp 2-component vector of int) +0:12 'storeTemp' ( temp 3-component vector of float) +0:12 'storeTemp' ( temp 3-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 vector swizzle (temp 3-component vector of float) -0:13 'storeTemp' (temp 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 vector swizzle ( temp 3-component vector of float) +0:13 'storeTemp' ( temp 3-component vector of float) 0:13 Sequence 0:13 Constant: 0:13 2 (const int) @@ -55,16 +55,16 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Constant: 0:13 0 (const int) -0:13 Function Call: SomeValue( (temp 3-component vector of float) -0:13 imageStore (temp void) -0:13 'rwtx' (layout(rgba32f ) uniform image2D) -0:13 'tc2' (temp 2-component vector of int) -0:13 'storeTemp' (temp 3-component vector of float) -0:13 'storeTemp' (temp 3-component vector of float) +0:13 Function Call: SomeValue( ( temp 3-component vector of float) +0:13 imageStore ( temp void) +0:13 'rwtx' (layout( rgba32f) uniform image2D) +0:13 'tc2' ( temp 2-component vector of int) +0:13 'storeTemp' ( temp 3-component vector of float) +0:13 'storeTemp' ( temp 3-component vector of float) 0:14 Sequence -0:14 move second child to first child (temp 3-component vector of float) -0:14 vector swizzle (temp 3-component vector of float) -0:14 'storeTemp' (temp 3-component vector of float) +0:14 move second child to first child ( temp 3-component vector of float) +0:14 vector swizzle ( temp 3-component vector of float) +0:14 'storeTemp' ( temp 3-component vector of float) 0:14 Sequence 0:14 Constant: 0:14 2 (const int) @@ -76,27 +76,27 @@ gl_FragCoord origin is upper left 0:14 2.000000 0:14 2.000000 0:14 2.000000 -0:14 imageStore (temp void) -0:14 'rwtx' (layout(rgba32f ) uniform image2D) -0:14 'tc2' (temp 2-component vector of int) -0:14 'storeTemp' (temp 3-component vector of float) -0:14 'storeTemp' (temp 3-component vector of float) +0:14 imageStore ( temp void) +0:14 'rwtx' (layout( rgba32f) uniform image2D) +0:14 'tc2' ( temp 2-component vector of int) +0:14 'storeTemp' ( temp 3-component vector of float) +0:14 'storeTemp' ( temp 3-component vector of float) 0:27 Branch: Return with expression 0:27 Constant: 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 0.000000 -0:7 Function Definition: main( (temp void) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main( (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? 'rwtx' (layout(rgba32f ) uniform image2D) -0:? 'buf' (layout(rgba32f ) uniform imageBuffer) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'rwtx' (layout( rgba32f) uniform image2D) +0:? 'buf' (layout( rgba32f) uniform imageBuffer) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -105,7 +105,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: SomeValue( (temp 3-component vector of float) +0:4 Function Definition: SomeValue( ( temp 3-component vector of float) 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression @@ -113,24 +113,24 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:7 Function Definition: @main( (temp 4-component vector of float) +0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 2-component vector of int) -0:8 'tc2' (temp 2-component vector of int) +0:8 move second child to first child ( temp 2-component vector of int) +0:8 'tc2' ( temp 2-component vector of int) 0:8 Constant: 0:8 0 (const int) 0:8 0 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'tc' (temp int) +0:9 move second child to first child ( temp int) +0:9 'tc' ( temp int) 0:9 Constant: 0:9 0 (const int) 0:12 Sequence -0:12 move second child to first child (temp 3-component vector of float) -0:12 vector swizzle (temp 3-component vector of float) -0:12 'storeTemp' (temp 3-component vector of float) +0:12 move second child to first child ( temp 3-component vector of float) +0:12 vector swizzle ( temp 3-component vector of float) +0:12 'storeTemp' ( temp 3-component vector of float) 0:12 Sequence 0:12 Constant: 0:12 2 (const int) @@ -142,15 +142,15 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:12 imageStore (temp void) -0:12 'rwtx' (layout(rgba32f ) uniform image2D) -0:12 'tc2' (temp 2-component vector of int) -0:12 'storeTemp' (temp 3-component vector of float) -0:12 'storeTemp' (temp 3-component vector of float) +0:12 imageStore ( temp void) +0:12 'rwtx' (layout( rgba32f) uniform image2D) +0:12 'tc2' ( temp 2-component vector of int) +0:12 'storeTemp' ( temp 3-component vector of float) +0:12 'storeTemp' ( temp 3-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 vector swizzle (temp 3-component vector of float) -0:13 'storeTemp' (temp 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 vector swizzle ( temp 3-component vector of float) +0:13 'storeTemp' ( temp 3-component vector of float) 0:13 Sequence 0:13 Constant: 0:13 2 (const int) @@ -158,16 +158,16 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Constant: 0:13 0 (const int) -0:13 Function Call: SomeValue( (temp 3-component vector of float) -0:13 imageStore (temp void) -0:13 'rwtx' (layout(rgba32f ) uniform image2D) -0:13 'tc2' (temp 2-component vector of int) -0:13 'storeTemp' (temp 3-component vector of float) -0:13 'storeTemp' (temp 3-component vector of float) +0:13 Function Call: SomeValue( ( temp 3-component vector of float) +0:13 imageStore ( temp void) +0:13 'rwtx' (layout( rgba32f) uniform image2D) +0:13 'tc2' ( temp 2-component vector of int) +0:13 'storeTemp' ( temp 3-component vector of float) +0:13 'storeTemp' ( temp 3-component vector of float) 0:14 Sequence -0:14 move second child to first child (temp 3-component vector of float) -0:14 vector swizzle (temp 3-component vector of float) -0:14 'storeTemp' (temp 3-component vector of float) +0:14 move second child to first child ( temp 3-component vector of float) +0:14 vector swizzle ( temp 3-component vector of float) +0:14 'storeTemp' ( temp 3-component vector of float) 0:14 Sequence 0:14 Constant: 0:14 2 (const int) @@ -179,27 +179,27 @@ gl_FragCoord origin is upper left 0:14 2.000000 0:14 2.000000 0:14 2.000000 -0:14 imageStore (temp void) -0:14 'rwtx' (layout(rgba32f ) uniform image2D) -0:14 'tc2' (temp 2-component vector of int) -0:14 'storeTemp' (temp 3-component vector of float) -0:14 'storeTemp' (temp 3-component vector of float) +0:14 imageStore ( temp void) +0:14 'rwtx' (layout( rgba32f) uniform image2D) +0:14 'tc2' ( temp 2-component vector of int) +0:14 'storeTemp' ( temp 3-component vector of float) +0:14 'storeTemp' ( temp 3-component vector of float) 0:27 Branch: Return with expression 0:27 Constant: 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 0.000000 -0:7 Function Definition: main( (temp void) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main( (temp 4-component vector of float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? 'rwtx' (layout(rgba32f ) uniform image2D) -0:? 'buf' (layout(rgba32f ) uniform imageBuffer) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'rwtx' (layout( rgba32f) uniform image2D) +0:? 'buf' (layout( rgba32f) uniform imageBuffer) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out index d1c1d47e..86e63523 100644 --- a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out @@ -2,816 +2,816 @@ hlsl.rw.vec2.bracket.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(vi2; (temp 2-component vector of int) +0:42 Function Definition: Fn1(vi2; ( temp 2-component vector of int) 0:42 Function Parameters: -0:42 'x' (in 2-component vector of int) +0:42 'x' ( in 2-component vector of int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in 2-component vector of int) -0:43 Function Definition: Fn1(vu2; (temp 2-component vector of uint) +0:42 'x' ( in 2-component vector of int) +0:43 Function Definition: Fn1(vu2; ( temp 2-component vector of uint) 0:43 Function Parameters: -0:43 'x' (in 2-component vector of uint) +0:43 'x' ( in 2-component vector of uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in 2-component vector of uint) -0:44 Function Definition: Fn1(vf2; (temp 2-component vector of float) +0:43 'x' ( in 2-component vector of uint) +0:44 Function Definition: Fn1(vf2; ( temp 2-component vector of float) 0:44 Function Parameters: -0:44 'x' (in 2-component vector of float) +0:44 'x' ( in 2-component vector of float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in 2-component vector of float) -0:46 Function Definition: Fn2(vi2; (temp void) +0:44 'x' ( in 2-component vector of float) +0:46 Function Definition: Fn2(vi2; ( temp void) 0:46 Function Parameters: -0:46 'x' (out 2-component vector of int) +0:46 'x' ( out 2-component vector of int) 0:? Sequence -0:46 move second child to first child (temp 2-component vector of int) -0:46 'x' (out 2-component vector of int) +0:46 move second child to first child ( temp 2-component vector of int) +0:46 'x' ( out 2-component vector of int) 0:? Constant: 0:? 0 (const int) 0:? 0 (const int) -0:47 Function Definition: Fn2(vu2; (temp void) +0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: -0:47 'x' (out 2-component vector of uint) +0:47 'x' ( out 2-component vector of uint) 0:? Sequence -0:47 move second child to first child (temp 2-component vector of uint) -0:47 'x' (out 2-component vector of uint) +0:47 move second child to first child ( temp 2-component vector of uint) +0:47 'x' ( out 2-component vector of uint) 0:? Constant: 0:? 0 (const uint) 0:? 0 (const uint) -0:48 Function Definition: Fn2(vf2; (temp void) +0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: -0:48 'x' (out 2-component vector of float) +0:48 'x' ( out 2-component vector of float) 0:? Sequence -0:48 move second child to first child (temp 2-component vector of float) -0:48 'x' (out 2-component vector of float) +0:48 move second child to first child ( temp 2-component vector of float) +0:48 'x' ( out 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 -0:50 Function Definition: SomeValue( (temp 2-component vector of float) +0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp 2-component vector of float) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:50 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:50 Convert int to float ( temp 2-component vector of float) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:50 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp 2-component vector of float) -0:57 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:57 imageLoad ( temp 2-component vector of float) +0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 2-component vector of float) -0:59 'r00' (temp 2-component vector of float) -0:59 imageLoad (temp 2-component vector of float) -0:59 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:59 move second child to first child ( temp 2-component vector of float) +0:59 'r00' ( temp 2-component vector of float) +0:59 imageLoad ( temp 2-component vector of float) +0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 2-component vector of int) -0:60 'r01' (temp 2-component vector of int) -0:60 imageLoad (temp 2-component vector of int) -0:60 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:60 move second child to first child ( temp 2-component vector of int) +0:60 'r01' ( temp 2-component vector of int) +0:60 imageLoad ( temp 2-component vector of int) +0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 2-component vector of uint) -0:61 'r02' (temp 2-component vector of uint) -0:61 imageLoad (temp 2-component vector of uint) -0:61 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:61 move second child to first child ( temp 2-component vector of uint) +0:61 'r02' ( temp 2-component vector of uint) +0:61 imageLoad ( temp 2-component vector of uint) +0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 2-component vector of float) -0:64 'r10' (temp 2-component vector of float) -0:64 imageLoad (temp 2-component vector of float) -0:64 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:64 move second child to first child ( temp 2-component vector of float) +0:64 'r10' ( temp 2-component vector of float) +0:64 imageLoad ( temp 2-component vector of float) +0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 2-component vector of int) -0:65 'r11' (temp 2-component vector of int) -0:65 imageLoad (temp 2-component vector of int) -0:65 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:65 move second child to first child ( temp 2-component vector of int) +0:65 'r11' ( temp 2-component vector of int) +0:65 imageLoad ( temp 2-component vector of int) +0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 2-component vector of uint) -0:66 'r12' (temp 2-component vector of uint) -0:66 imageLoad (temp 2-component vector of uint) -0:66 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:66 move second child to first child ( temp 2-component vector of uint) +0:66 'r12' ( temp 2-component vector of uint) +0:66 imageLoad ( temp 2-component vector of uint) +0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 2-component vector of float) -0:69 'r20' (temp 2-component vector of float) -0:69 imageLoad (temp 2-component vector of float) -0:69 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:69 move second child to first child ( temp 2-component vector of float) +0:69 'r20' ( temp 2-component vector of float) +0:69 imageLoad ( temp 2-component vector of float) +0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 2-component vector of int) -0:70 'r21' (temp 2-component vector of int) -0:70 imageLoad (temp 2-component vector of int) -0:70 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:70 move second child to first child ( temp 2-component vector of int) +0:70 'r21' ( temp 2-component vector of int) +0:70 imageLoad ( temp 2-component vector of int) +0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of uint) -0:71 'r22' (temp 2-component vector of uint) -0:71 imageLoad (temp 2-component vector of uint) -0:71 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:71 move second child to first child ( temp 2-component vector of uint) +0:71 'r22' ( temp 2-component vector of uint) +0:71 imageLoad ( temp 2-component vector of uint) +0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of float) -0:73 'lf2' (temp 2-component vector of float) -0:73 uf2: direct index for structure (layout(offset=96 ) uniform 2-component vector of float) -0:73 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:73 move second child to first child ( temp 2-component vector of float) +0:73 'lf2' ( temp 2-component vector of float) +0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) +0:73 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 2-component vector of float) -0:77 'storeTemp' (temp 2-component vector of float) -0:77 Function Call: SomeValue( (temp 2-component vector of float) -0:77 imageStore (temp void) -0:77 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:77 move second child to first child ( temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) +0:77 Function Call: SomeValue( ( temp 2-component vector of float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp 2-component vector of float) -0:77 'storeTemp' (temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf2' (temp 2-component vector of float) -0:78 'lf2' (temp 2-component vector of float) +0:78 'lf2' ( temp 2-component vector of float) +0:78 'lf2' ( temp 2-component vector of float) 0:79 Sequence -0:79 move second child to first child (temp 2-component vector of int) -0:79 'storeTemp' (temp 2-component vector of int) +0:79 move second child to first child ( temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 2 (const int) 0:? 2 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp 2-component vector of int) -0:79 'storeTemp' (temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) 0:80 Sequence -0:80 move second child to first child (temp 2-component vector of uint) -0:80 'storeTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 3 (const uint) 0:? 2 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp 2-component vector of uint) -0:80 'storeTemp' (temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) 0:83 Sequence -0:83 move second child to first child (temp 2-component vector of float) -0:83 'val1' (temp 2-component vector of float) +0:83 move second child to first child ( temp 2-component vector of float) +0:83 'val1' ( temp 2-component vector of float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) -0:83 imageLoad (temp 2-component vector of float) -0:83 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 vector scale second child into first child (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) +0:83 move second child to first child ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) +0:83 imageLoad ( temp 2-component vector of float) +0:83 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 vector scale second child into first child ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) -0:84 imageLoad (temp 2-component vector of float) -0:84 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) +0:84 move second child to first child ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) +0:84 imageLoad ( temp 2-component vector of float) +0:84 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) -0:85 imageLoad (temp 2-component vector of float) -0:85 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) +0:85 move second child to first child ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) +0:85 imageLoad ( temp 2-component vector of float) +0:85 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) -0:87 imageLoad (temp 2-component vector of int) -0:87 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) +0:87 move second child to first child ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) +0:87 imageLoad ( temp 2-component vector of int) +0:87 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) -0:88 imageLoad (temp 2-component vector of int) -0:88 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) +0:88 move second child to first child ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) +0:88 imageLoad ( temp 2-component vector of int) +0:88 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) -0:89 imageLoad (temp 2-component vector of int) -0:89 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) +0:89 move second child to first child ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) +0:89 imageLoad ( temp 2-component vector of int) +0:89 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) -0:90 imageLoad (temp 2-component vector of int) -0:90 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) +0:90 move second child to first child ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) +0:90 imageLoad ( temp 2-component vector of int) +0:90 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) -0:91 imageLoad (temp 2-component vector of int) -0:91 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) +0:91 move second child to first child ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) +0:91 imageLoad ( temp 2-component vector of int) +0:91 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) -0:92 imageLoad (temp 2-component vector of int) -0:92 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) +0:92 move second child to first child ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) +0:92 imageLoad ( temp 2-component vector of int) +0:92 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) 0:95 Sequence -0:95 move second child to first child (temp 2-component vector of float) -0:95 'storeTemp' (temp 2-component vector of float) -0:95 Function Call: SomeValue( (temp 2-component vector of float) -0:95 imageStore (temp void) -0:95 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:95 move second child to first child ( temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) +0:95 Function Call: SomeValue( ( temp 2-component vector of float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp 2-component vector of float) -0:95 'storeTemp' (temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf2' (temp 2-component vector of float) -0:96 'lf2' (temp 2-component vector of float) +0:96 'lf2' ( temp 2-component vector of float) +0:96 'lf2' ( temp 2-component vector of float) 0:97 Sequence -0:97 move second child to first child (temp 2-component vector of int) -0:97 'storeTemp' (temp 2-component vector of int) +0:97 move second child to first child ( temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 5 (const int) 0:? 2 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp 2-component vector of int) -0:97 'storeTemp' (temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) 0:98 Sequence -0:98 move second child to first child (temp 2-component vector of uint) -0:98 'storeTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 6 (const uint) 0:? 2 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp 2-component vector of uint) -0:98 'storeTemp' (temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) 0:101 Sequence -0:101 move second child to first child (temp 2-component vector of float) -0:101 'storeTemp' (temp 2-component vector of float) -0:101 Function Call: SomeValue( (temp 2-component vector of float) -0:101 imageStore (temp void) -0:101 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:101 move second child to first child ( temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) +0:101 Function Call: SomeValue( ( temp 2-component vector of float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp 2-component vector of float) -0:101 'storeTemp' (temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf2' (temp 2-component vector of float) -0:102 'lf2' (temp 2-component vector of float) +0:102 'lf2' ( temp 2-component vector of float) +0:102 'lf2' ( temp 2-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 2-component vector of int) -0:103 'storeTemp' (temp 2-component vector of int) +0:103 move second child to first child ( temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 8 (const int) 0:? 6 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp 2-component vector of int) -0:103 'storeTemp' (temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) 0:104 Sequence -0:104 move second child to first child (temp 2-component vector of uint) -0:104 'storeTemp' (temp 2-component vector of uint) +0:104 move second child to first child ( temp 2-component vector of uint) +0:104 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 9 (const uint) 0:? 2 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp 2-component vector of uint) -0:104 'storeTemp' (temp 2-component vector of uint) -0:107 Function Call: Fn1(vf2; (temp 2-component vector of float) -0:107 imageLoad (temp 2-component vector of float) -0:107 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:104 'storeTemp' ( temp 2-component vector of uint) +0:104 'storeTemp' ( temp 2-component vector of uint) +0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) +0:107 imageLoad ( temp 2-component vector of float) +0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(vi2; (temp 2-component vector of int) -0:108 imageLoad (temp 2-component vector of int) -0:108 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) +0:108 imageLoad ( temp 2-component vector of int) +0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(vu2; (temp 2-component vector of uint) -0:109 imageLoad (temp 2-component vector of uint) -0:109 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) +0:109 imageLoad ( temp 2-component vector of uint) +0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(vf2; (temp void) -0:111 'tempArg' (temp 2-component vector of float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(vf2; ( temp void) +0:111 'tempArg' ( temp 2-component vector of float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp 2-component vector of float) -0:111 'tempArg' (temp 2-component vector of float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(vi2; (temp void) -0:112 'tempArg' (temp 2-component vector of int) +0:111 'tempArg' ( temp 2-component vector of float) +0:111 'tempArg' ( temp 2-component vector of float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(vi2; ( temp void) +0:112 'tempArg' ( temp 2-component vector of int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp 2-component vector of int) -0:112 'tempArg' (temp 2-component vector of int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(vu2; (temp void) -0:113 'tempArg' (temp 2-component vector of uint) +0:112 'tempArg' ( temp 2-component vector of int) +0:112 'tempArg' ( temp 2-component vector of int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(vu2; ( temp void) +0:113 'tempArg' ( temp 2-component vector of uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp 2-component vector of uint) -0:113 'tempArg' (temp 2-component vector of uint) +0:113 'tempArg' ( temp 2-component vector of uint) +0:113 'tempArg' ( temp 2-component vector of uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 imageLoad (temp 2-component vector of float) -0:117 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 imageStore (temp void) -0:117 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) +0:117 move second child to first child ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 imageLoad ( temp 2-component vector of float) +0:117 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 imageLoad (temp 2-component vector of int) -0:118 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 imageStore (temp void) -0:118 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) +0:118 move second child to first child ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 imageLoad ( temp 2-component vector of int) +0:118 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 imageLoad (temp 2-component vector of uint) -0:119 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) +0:119 move second child to first child ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 imageLoad ( temp 2-component vector of uint) +0:119 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 imageLoad (temp 2-component vector of float) -0:121 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 imageStore (temp void) -0:121 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) +0:121 move second child to first child ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 imageLoad ( temp 2-component vector of float) +0:121 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 imageLoad (temp 2-component vector of int) -0:122 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 imageStore (temp void) -0:122 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) +0:122 move second child to first child ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 imageLoad ( temp 2-component vector of int) +0:122 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 imageLoad (temp 2-component vector of uint) -0:123 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) +0:123 move second child to first child ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 imageLoad ( temp 2-component vector of uint) +0:123 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) -0:126 imageLoad (temp 2-component vector of float) -0:126 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp 2-component vector of float) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) -0:126 Post-Increment (temp 2-component vector of float) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 imageStore (temp void) -0:126 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) +0:126 move second child to first child ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) +0:126 imageLoad ( temp 2-component vector of float) +0:126 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp 2-component vector of float) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) +0:126 Post-Increment ( temp 2-component vector of float) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) -0:127 imageLoad (temp 2-component vector of uint) -0:127 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp 2-component vector of uint) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) -0:127 Post-Decrement (temp 2-component vector of uint) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) +0:127 move second child to first child ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) +0:127 imageLoad ( temp 2-component vector of uint) +0:127 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp 2-component vector of uint) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) +0:127 Post-Decrement ( temp 2-component vector of uint) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) -0:128 imageLoad (temp 2-component vector of int) -0:128 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp 2-component vector of int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) -0:128 Post-Increment (temp 2-component vector of int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 imageStore (temp void) -0:128 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) +0:128 move second child to first child ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) +0:128 imageLoad ( temp 2-component vector of int) +0:128 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp 2-component vector of int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) +0:128 Post-Increment ( temp 2-component vector of int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) -0:130 imageLoad (temp 2-component vector of float) -0:130 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp 2-component vector of float) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) -0:130 Post-Decrement (temp 2-component vector of float) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 imageStore (temp void) -0:130 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) +0:130 imageLoad ( temp 2-component vector of float) +0:130 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) +0:130 Post-Decrement ( temp 2-component vector of float) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) -0:131 imageLoad (temp 2-component vector of int) -0:131 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp 2-component vector of int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) -0:131 Post-Increment (temp 2-component vector of int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 imageStore (temp void) -0:131 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) +0:131 move second child to first child ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) +0:131 imageLoad ( temp 2-component vector of int) +0:131 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp 2-component vector of int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) +0:131 Post-Increment ( temp 2-component vector of int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) -0:132 imageLoad (temp 2-component vector of uint) -0:132 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp 2-component vector of uint) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) -0:132 Post-Decrement (temp 2-component vector of uint) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) +0:132 move second child to first child ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) +0:132 imageLoad ( temp 2-component vector of uint) +0:132 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp 2-component vector of uint) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) +0:132 Post-Decrement ( temp 2-component vector of uint) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) 0:135 Sequence -0:135 move second child to first child (temp 2-component vector of float) -0:135 'storeTemp' (temp 2-component vector of float) -0:? imageLoad (temp 2-component vector of float) -0:135 'g_tTex2df2' (layout(rg32f ) uniform image2D) +0:135 move second child to first child ( temp 2-component vector of float) +0:135 'storeTemp' ( temp 2-component vector of float) +0:? imageLoad ( temp 2-component vector of float) +0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df2' (layout(rg32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp 2-component vector of float) -0:135 'storeTemp' (temp 2-component vector of float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp 2-component vector of float) +0:135 'storeTemp' ( temp 2-component vector of float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -820,36 +820,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:? 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:? 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:? 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:? 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:? 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:? 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:? 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:? 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:? 'g_tTex1df2a' (layout(rg32f ) uniform image1DArray) -0:? 'g_tTex1di2a' (layout(rg32i ) uniform iimage1DArray) -0:? 'g_tTex1du2a' (layout(rg32ui ) uniform uimage1DArray) -0:? 'g_tTex2df2a' (layout(rg32f ) uniform image2DArray) -0:? 'g_tTex2di2a' (layout(rg32i ) uniform iimage2DArray) -0:? 'g_tTex2du2a' (layout(rg32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:? 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:? 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:? 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:? 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:? 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:? 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:? 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:? 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:? 'g_tTex1df2a' (layout( rg32f) uniform image1DArray) +0:? 'g_tTex1di2a' (layout( rg32i) uniform iimage1DArray) +0:? 'g_tTex1du2a' (layout( rg32ui) uniform uimage1DArray) +0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) +0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) +0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -858,816 +858,816 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:42 Function Definition: Fn1(vi2; (temp 2-component vector of int) +0:42 Function Definition: Fn1(vi2; ( temp 2-component vector of int) 0:42 Function Parameters: -0:42 'x' (in 2-component vector of int) +0:42 'x' ( in 2-component vector of int) 0:? Sequence 0:42 Branch: Return with expression -0:42 'x' (in 2-component vector of int) -0:43 Function Definition: Fn1(vu2; (temp 2-component vector of uint) +0:42 'x' ( in 2-component vector of int) +0:43 Function Definition: Fn1(vu2; ( temp 2-component vector of uint) 0:43 Function Parameters: -0:43 'x' (in 2-component vector of uint) +0:43 'x' ( in 2-component vector of uint) 0:? Sequence 0:43 Branch: Return with expression -0:43 'x' (in 2-component vector of uint) -0:44 Function Definition: Fn1(vf2; (temp 2-component vector of float) +0:43 'x' ( in 2-component vector of uint) +0:44 Function Definition: Fn1(vf2; ( temp 2-component vector of float) 0:44 Function Parameters: -0:44 'x' (in 2-component vector of float) +0:44 'x' ( in 2-component vector of float) 0:? Sequence 0:44 Branch: Return with expression -0:44 'x' (in 2-component vector of float) -0:46 Function Definition: Fn2(vi2; (temp void) +0:44 'x' ( in 2-component vector of float) +0:46 Function Definition: Fn2(vi2; ( temp void) 0:46 Function Parameters: -0:46 'x' (out 2-component vector of int) +0:46 'x' ( out 2-component vector of int) 0:? Sequence -0:46 move second child to first child (temp 2-component vector of int) -0:46 'x' (out 2-component vector of int) +0:46 move second child to first child ( temp 2-component vector of int) +0:46 'x' ( out 2-component vector of int) 0:? Constant: 0:? 0 (const int) 0:? 0 (const int) -0:47 Function Definition: Fn2(vu2; (temp void) +0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: -0:47 'x' (out 2-component vector of uint) +0:47 'x' ( out 2-component vector of uint) 0:? Sequence -0:47 move second child to first child (temp 2-component vector of uint) -0:47 'x' (out 2-component vector of uint) +0:47 move second child to first child ( temp 2-component vector of uint) +0:47 'x' ( out 2-component vector of uint) 0:? Constant: 0:? 0 (const uint) 0:? 0 (const uint) -0:48 Function Definition: Fn2(vf2; (temp void) +0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: -0:48 'x' (out 2-component vector of float) +0:48 'x' ( out 2-component vector of float) 0:? Sequence -0:48 move second child to first child (temp 2-component vector of float) -0:48 'x' (out 2-component vector of float) +0:48 move second child to first child ( temp 2-component vector of float) +0:48 'x' ( out 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 -0:50 Function Definition: SomeValue( (temp 2-component vector of float) +0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence 0:50 Branch: Return with expression -0:50 Convert int to float (temp 2-component vector of float) -0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:50 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:50 Convert int to float ( temp 2-component vector of float) +0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:50 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) -0:53 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Function Parameters: 0:? Sequence -0:57 imageLoad (temp 2-component vector of float) -0:57 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:57 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:57 imageLoad ( temp 2-component vector of float) +0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence -0:59 move second child to first child (temp 2-component vector of float) -0:59 'r00' (temp 2-component vector of float) -0:59 imageLoad (temp 2-component vector of float) -0:59 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:59 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:59 move second child to first child ( temp 2-component vector of float) +0:59 'r00' ( temp 2-component vector of float) +0:59 imageLoad ( temp 2-component vector of float) +0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence -0:60 move second child to first child (temp 2-component vector of int) -0:60 'r01' (temp 2-component vector of int) -0:60 imageLoad (temp 2-component vector of int) -0:60 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:60 c1: direct index for structure (layout(offset=0 ) uniform int) -0:60 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:60 move second child to first child ( temp 2-component vector of int) +0:60 'r01' ( temp 2-component vector of int) +0:60 imageLoad ( temp 2-component vector of int) +0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:60 c1: direct index for structure (layout( offset=0) uniform int) +0:60 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence -0:61 move second child to first child (temp 2-component vector of uint) -0:61 'r02' (temp 2-component vector of uint) -0:61 imageLoad (temp 2-component vector of uint) -0:61 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:61 c1: direct index for structure (layout(offset=0 ) uniform 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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:61 move second child to first child ( temp 2-component vector of uint) +0:61 'r02' ( temp 2-component vector of uint) +0:61 imageLoad ( temp 2-component vector of uint) +0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence -0:64 move second child to first child (temp 2-component vector of float) -0:64 'r10' (temp 2-component vector of float) -0:64 imageLoad (temp 2-component vector of float) -0:64 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:64 move second child to first child ( temp 2-component vector of float) +0:64 'r10' ( temp 2-component vector of float) +0:64 imageLoad ( temp 2-component vector of float) +0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence -0:65 move second child to first child (temp 2-component vector of int) -0:65 'r11' (temp 2-component vector of int) -0:65 imageLoad (temp 2-component vector of int) -0:65 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:65 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:65 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:65 move second child to first child ( temp 2-component vector of int) +0:65 'r11' ( temp 2-component vector of int) +0:65 imageLoad ( temp 2-component vector of int) +0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:65 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence -0:66 move second child to first child (temp 2-component vector of uint) -0:66 'r12' (temp 2-component vector of uint) -0:66 imageLoad (temp 2-component vector of uint) -0:66 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:66 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:66 move second child to first child ( temp 2-component vector of uint) +0:66 'r12' ( temp 2-component vector of uint) +0:66 imageLoad ( temp 2-component vector of uint) +0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:66 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence -0:69 move second child to first child (temp 2-component vector of float) -0:69 'r20' (temp 2-component vector of float) -0:69 imageLoad (temp 2-component vector of float) -0:69 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:69 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:69 move second child to first child ( temp 2-component vector of float) +0:69 'r20' ( temp 2-component vector of float) +0:69 imageLoad ( temp 2-component vector of float) +0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:69 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence -0:70 move second child to first child (temp 2-component vector of int) -0:70 'r21' (temp 2-component vector of int) -0:70 imageLoad (temp 2-component vector of int) -0:70 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:70 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:70 move second child to first child ( temp 2-component vector of int) +0:70 'r21' ( temp 2-component vector of int) +0:70 imageLoad ( temp 2-component vector of int) +0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:70 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of uint) -0:71 'r22' (temp 2-component vector of uint) -0:71 imageLoad (temp 2-component vector of uint) -0:71 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:71 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:71 move second child to first child ( temp 2-component vector of uint) +0:71 'r22' ( temp 2-component vector of uint) +0:71 imageLoad ( temp 2-component vector of uint) +0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:71 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence -0:73 move second child to first child (temp 2-component vector of float) -0:73 'lf2' (temp 2-component vector of float) -0:73 uf2: direct index for structure (layout(offset=96 ) uniform 2-component vector of float) -0:73 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:73 move second child to first child ( temp 2-component vector of float) +0:73 'lf2' ( temp 2-component vector of float) +0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) +0:73 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence -0:77 move second child to first child (temp 2-component vector of float) -0:77 'storeTemp' (temp 2-component vector of float) -0:77 Function Call: SomeValue( (temp 2-component vector of float) -0:77 imageStore (temp void) -0:77 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:77 c1: direct index for structure (layout(offset=0 ) uniform int) -0:77 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:77 move second child to first child ( temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) +0:77 Function Call: SomeValue( ( temp 2-component vector of float) +0:77 imageStore ( temp void) +0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:77 c1: direct index for structure (layout( offset=0) uniform int) +0:77 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) -0:77 'storeTemp' (temp 2-component vector of float) -0:77 'storeTemp' (temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) +0:77 'storeTemp' ( temp 2-component vector of float) 0:78 Sequence -0:78 imageStore (temp void) -0:78 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:78 c1: direct index for structure (layout(offset=0 ) uniform int) -0:78 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:78 imageStore ( temp void) +0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:78 c1: direct index for structure (layout( offset=0) uniform int) +0:78 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) -0:78 'lf2' (temp 2-component vector of float) -0:78 'lf2' (temp 2-component vector of float) +0:78 'lf2' ( temp 2-component vector of float) +0:78 'lf2' ( temp 2-component vector of float) 0:79 Sequence -0:79 move second child to first child (temp 2-component vector of int) -0:79 'storeTemp' (temp 2-component vector of int) +0:79 move second child to first child ( temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 2 (const int) 0:? 2 (const int) -0:79 imageStore (temp void) -0:79 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:79 c1: direct index for structure (layout(offset=0 ) uniform int) -0:79 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:79 imageStore ( temp void) +0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:79 c1: direct index for structure (layout( offset=0) uniform int) +0:79 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) -0:79 'storeTemp' (temp 2-component vector of int) -0:79 'storeTemp' (temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) +0:79 'storeTemp' ( temp 2-component vector of int) 0:80 Sequence -0:80 move second child to first child (temp 2-component vector of uint) -0:80 'storeTemp' (temp 2-component vector of uint) +0:80 move second child to first child ( temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 3 (const uint) 0:? 2 (const uint) -0:80 imageStore (temp void) -0:80 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:80 c1: direct index for structure (layout(offset=0 ) uniform int) -0:80 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:80 imageStore ( temp void) +0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:80 c1: direct index for structure (layout( offset=0) uniform int) +0:80 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) -0:80 'storeTemp' (temp 2-component vector of uint) -0:80 'storeTemp' (temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) +0:80 'storeTemp' ( temp 2-component vector of uint) 0:83 Sequence -0:83 move second child to first child (temp 2-component vector of float) -0:83 'val1' (temp 2-component vector of float) +0:83 move second child to first child ( temp 2-component vector of float) +0:83 'val1' ( temp 2-component vector of float) 0:83 Sequence -0:83 move second child to first child (temp int) -0:83 'coordTemp' (temp int) -0:83 c1: direct index for structure (layout(offset=0 ) uniform int) -0:83 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:83 move second child to first child ( temp int) +0:83 'coordTemp' ( temp int) +0:83 c1: direct index for structure (layout( offset=0) uniform int) +0:83 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) -0:83 move second child to first child (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) -0:83 imageLoad (temp 2-component vector of float) -0:83 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 vector scale second child into first child (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) +0:83 move second child to first child ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) +0:83 imageLoad ( temp 2-component vector of float) +0:83 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 vector scale second child into first child ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) 0:83 Constant: 0:83 2.000000 -0:83 imageStore (temp void) -0:83 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:83 'coordTemp' (temp int) -0:83 'storeTemp' (temp 2-component vector of float) -0:83 'storeTemp' (temp 2-component vector of float) +0:83 imageStore ( temp void) +0:83 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:83 'coordTemp' ( temp int) +0:83 'storeTemp' ( temp 2-component vector of float) +0:83 'storeTemp' ( temp 2-component vector of float) 0:84 Sequence -0:84 move second child to first child (temp int) -0:84 'coordTemp' (temp int) -0:84 c1: direct index for structure (layout(offset=0 ) uniform int) -0:84 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:84 move second child to first child ( temp int) +0:84 'coordTemp' ( temp int) +0:84 c1: direct index for structure (layout( offset=0) uniform int) +0:84 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) -0:84 move second child to first child (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) -0:84 imageLoad (temp 2-component vector of float) -0:84 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 subtract second child into first child (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) +0:84 move second child to first child ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) +0:84 imageLoad ( temp 2-component vector of float) +0:84 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 subtract second child into first child ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) 0:84 Constant: 0:84 3.000000 -0:84 imageStore (temp void) -0:84 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:84 'coordTemp' (temp int) -0:84 'storeTemp' (temp 2-component vector of float) -0:84 'storeTemp' (temp 2-component vector of float) +0:84 imageStore ( temp void) +0:84 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:84 'coordTemp' ( temp int) +0:84 'storeTemp' ( temp 2-component vector of float) +0:84 'storeTemp' ( temp 2-component vector of float) 0:85 Sequence -0:85 move second child to first child (temp int) -0:85 'coordTemp' (temp int) -0:85 c1: direct index for structure (layout(offset=0 ) uniform int) -0:85 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:85 move second child to first child ( temp int) +0:85 'coordTemp' ( temp int) +0:85 c1: direct index for structure (layout( offset=0) uniform int) +0:85 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) -0:85 move second child to first child (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) -0:85 imageLoad (temp 2-component vector of float) -0:85 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 add second child into first child (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) +0:85 move second child to first child ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) +0:85 imageLoad ( temp 2-component vector of float) +0:85 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 add second child into first child ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) 0:85 Constant: 0:85 4.000000 -0:85 imageStore (temp void) -0:85 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:85 'coordTemp' (temp int) -0:85 'storeTemp' (temp 2-component vector of float) -0:85 'storeTemp' (temp 2-component vector of float) +0:85 imageStore ( temp void) +0:85 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:85 'coordTemp' ( temp int) +0:85 'storeTemp' ( temp 2-component vector of float) +0:85 'storeTemp' ( temp 2-component vector of float) 0:87 Sequence -0:87 move second child to first child (temp int) -0:87 'coordTemp' (temp int) -0:87 c1: direct index for structure (layout(offset=0 ) uniform int) -0:87 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:87 move second child to first child ( temp int) +0:87 'coordTemp' ( temp int) +0:87 c1: direct index for structure (layout( offset=0) uniform int) +0:87 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) -0:87 move second child to first child (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) -0:87 imageLoad (temp 2-component vector of int) -0:87 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 divide second child into first child (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) +0:87 move second child to first child ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) +0:87 imageLoad ( temp 2-component vector of int) +0:87 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 divide second child into first child ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) 0:87 Constant: 0:87 2 (const int) -0:87 imageStore (temp void) -0:87 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:87 'coordTemp' (temp int) -0:87 'storeTemp' (temp 2-component vector of int) -0:87 'storeTemp' (temp 2-component vector of int) +0:87 imageStore ( temp void) +0:87 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:87 'coordTemp' ( temp int) +0:87 'storeTemp' ( temp 2-component vector of int) +0:87 'storeTemp' ( temp 2-component vector of int) 0:88 Sequence -0:88 move second child to first child (temp int) -0:88 'coordTemp' (temp int) -0:88 c1: direct index for structure (layout(offset=0 ) uniform int) -0:88 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:88 move second child to first child ( temp int) +0:88 'coordTemp' ( temp int) +0:88 c1: direct index for structure (layout( offset=0) uniform int) +0:88 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) -0:88 move second child to first child (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) -0:88 imageLoad (temp 2-component vector of int) -0:88 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 mod second child into first child (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) +0:88 move second child to first child ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) +0:88 imageLoad ( temp 2-component vector of int) +0:88 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 mod second child into first child ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) 0:88 Constant: 0:88 2 (const int) -0:88 imageStore (temp void) -0:88 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:88 'coordTemp' (temp int) -0:88 'storeTemp' (temp 2-component vector of int) -0:88 'storeTemp' (temp 2-component vector of int) +0:88 imageStore ( temp void) +0:88 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:88 'coordTemp' ( temp int) +0:88 'storeTemp' ( temp 2-component vector of int) +0:88 'storeTemp' ( temp 2-component vector of int) 0:89 Sequence -0:89 move second child to first child (temp int) -0:89 'coordTemp' (temp int) -0:89 c1: direct index for structure (layout(offset=0 ) uniform int) -0:89 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:89 move second child to first child ( temp int) +0:89 'coordTemp' ( temp int) +0:89 c1: direct index for structure (layout( offset=0) uniform int) +0:89 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) -0:89 move second child to first child (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) -0:89 imageLoad (temp 2-component vector of int) -0:89 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 and second child into first child (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) +0:89 move second child to first child ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) +0:89 imageLoad ( temp 2-component vector of int) +0:89 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 and second child into first child ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) 0:89 Constant: 0:89 65535 (const int) -0:89 imageStore (temp void) -0:89 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:89 'coordTemp' (temp int) -0:89 'storeTemp' (temp 2-component vector of int) -0:89 'storeTemp' (temp 2-component vector of int) +0:89 imageStore ( temp void) +0:89 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:89 'coordTemp' ( temp int) +0:89 'storeTemp' ( temp 2-component vector of int) +0:89 'storeTemp' ( temp 2-component vector of int) 0:90 Sequence -0:90 move second child to first child (temp int) -0:90 'coordTemp' (temp int) -0:90 c1: direct index for structure (layout(offset=0 ) uniform int) -0:90 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:90 move second child to first child ( temp int) +0:90 'coordTemp' ( temp int) +0:90 c1: direct index for structure (layout( offset=0) uniform int) +0:90 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) -0:90 move second child to first child (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) -0:90 imageLoad (temp 2-component vector of int) -0:90 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 or second child into first child (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) +0:90 move second child to first child ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) +0:90 imageLoad ( temp 2-component vector of int) +0:90 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 or second child into first child ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) 0:90 Constant: 0:90 61680 (const int) -0:90 imageStore (temp void) -0:90 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:90 'coordTemp' (temp int) -0:90 'storeTemp' (temp 2-component vector of int) -0:90 'storeTemp' (temp 2-component vector of int) +0:90 imageStore ( temp void) +0:90 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:90 'coordTemp' ( temp int) +0:90 'storeTemp' ( temp 2-component vector of int) +0:90 'storeTemp' ( temp 2-component vector of int) 0:91 Sequence -0:91 move second child to first child (temp int) -0:91 'coordTemp' (temp int) -0:91 c1: direct index for structure (layout(offset=0 ) uniform int) -0:91 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:91 move second child to first child ( temp int) +0:91 'coordTemp' ( temp int) +0:91 c1: direct index for structure (layout( offset=0) uniform int) +0:91 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) -0:91 move second child to first child (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) -0:91 imageLoad (temp 2-component vector of int) -0:91 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 left shift second child into first child (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) +0:91 move second child to first child ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) +0:91 imageLoad ( temp 2-component vector of int) +0:91 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 left shift second child into first child ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) 0:91 Constant: 0:91 2 (const int) -0:91 imageStore (temp void) -0:91 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:91 'coordTemp' (temp int) -0:91 'storeTemp' (temp 2-component vector of int) -0:91 'storeTemp' (temp 2-component vector of int) +0:91 imageStore ( temp void) +0:91 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:91 'coordTemp' ( temp int) +0:91 'storeTemp' ( temp 2-component vector of int) +0:91 'storeTemp' ( temp 2-component vector of int) 0:92 Sequence -0:92 move second child to first child (temp int) -0:92 'coordTemp' (temp int) -0:92 c1: direct index for structure (layout(offset=0 ) uniform int) -0:92 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:92 move second child to first child ( temp int) +0:92 'coordTemp' ( temp int) +0:92 c1: direct index for structure (layout( offset=0) uniform int) +0:92 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) -0:92 move second child to first child (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) -0:92 imageLoad (temp 2-component vector of int) -0:92 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 right shift second child into first child (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) +0:92 move second child to first child ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) +0:92 imageLoad ( temp 2-component vector of int) +0:92 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 right shift second child into first child ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) 0:92 Constant: 0:92 2 (const int) -0:92 imageStore (temp void) -0:92 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:92 'coordTemp' (temp int) -0:92 'storeTemp' (temp 2-component vector of int) -0:92 'storeTemp' (temp 2-component vector of int) +0:92 imageStore ( temp void) +0:92 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:92 'coordTemp' ( temp int) +0:92 'storeTemp' ( temp 2-component vector of int) +0:92 'storeTemp' ( temp 2-component vector of int) 0:95 Sequence -0:95 move second child to first child (temp 2-component vector of float) -0:95 'storeTemp' (temp 2-component vector of float) -0:95 Function Call: SomeValue( (temp 2-component vector of float) -0:95 imageStore (temp void) -0:95 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:95 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:95 move second child to first child ( temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) +0:95 Function Call: SomeValue( ( temp 2-component vector of float) +0:95 imageStore ( temp void) +0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:95 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) -0:95 'storeTemp' (temp 2-component vector of float) -0:95 'storeTemp' (temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) +0:95 'storeTemp' ( temp 2-component vector of float) 0:96 Sequence -0:96 imageStore (temp void) -0:96 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:96 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:96 imageStore ( temp void) +0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:96 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) -0:96 'lf2' (temp 2-component vector of float) -0:96 'lf2' (temp 2-component vector of float) +0:96 'lf2' ( temp 2-component vector of float) +0:96 'lf2' ( temp 2-component vector of float) 0:97 Sequence -0:97 move second child to first child (temp 2-component vector of int) -0:97 'storeTemp' (temp 2-component vector of int) +0:97 move second child to first child ( temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 5 (const int) 0:? 2 (const int) -0:97 imageStore (temp void) -0:97 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:97 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:97 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:97 imageStore ( temp void) +0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:97 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) -0:97 'storeTemp' (temp 2-component vector of int) -0:97 'storeTemp' (temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) +0:97 'storeTemp' ( temp 2-component vector of int) 0:98 Sequence -0:98 move second child to first child (temp 2-component vector of uint) -0:98 'storeTemp' (temp 2-component vector of uint) +0:98 move second child to first child ( temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 6 (const uint) 0:? 2 (const uint) -0:98 imageStore (temp void) -0:98 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:98 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:98 imageStore ( temp void) +0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) +0:98 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) -0:98 'storeTemp' (temp 2-component vector of uint) -0:98 'storeTemp' (temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) +0:98 'storeTemp' ( temp 2-component vector of uint) 0:101 Sequence -0:101 move second child to first child (temp 2-component vector of float) -0:101 'storeTemp' (temp 2-component vector of float) -0:101 Function Call: SomeValue( (temp 2-component vector of float) -0:101 imageStore (temp void) -0:101 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:101 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:101 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:101 move second child to first child ( temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) +0:101 Function Call: SomeValue( ( temp 2-component vector of float) +0:101 imageStore ( temp void) +0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:101 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) -0:101 'storeTemp' (temp 2-component vector of float) -0:101 'storeTemp' (temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) +0:101 'storeTemp' ( temp 2-component vector of float) 0:102 Sequence -0:102 imageStore (temp void) -0:102 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:102 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:102 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:102 imageStore ( temp void) +0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:102 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) -0:102 'lf2' (temp 2-component vector of float) -0:102 'lf2' (temp 2-component vector of float) +0:102 'lf2' ( temp 2-component vector of float) +0:102 'lf2' ( temp 2-component vector of float) 0:103 Sequence -0:103 move second child to first child (temp 2-component vector of int) -0:103 'storeTemp' (temp 2-component vector of int) +0:103 move second child to first child ( temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) 0:? Constant: 0:? 8 (const int) 0:? 6 (const int) -0:103 imageStore (temp void) -0:103 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:103 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:103 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:103 imageStore ( temp void) +0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:103 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) -0:103 'storeTemp' (temp 2-component vector of int) -0:103 'storeTemp' (temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) +0:103 'storeTemp' ( temp 2-component vector of int) 0:104 Sequence -0:104 move second child to first child (temp 2-component vector of uint) -0:104 'storeTemp' (temp 2-component vector of uint) +0:104 move second child to first child ( temp 2-component vector of uint) +0:104 'storeTemp' ( temp 2-component vector of uint) 0:? Constant: 0:? 9 (const uint) 0:? 2 (const uint) -0:104 imageStore (temp void) -0:104 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:104 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:104 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:104 imageStore ( temp void) +0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) +0:104 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) -0:104 'storeTemp' (temp 2-component vector of uint) -0:104 'storeTemp' (temp 2-component vector of uint) -0:107 Function Call: Fn1(vf2; (temp 2-component vector of float) -0:107 imageLoad (temp 2-component vector of float) -0:107 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:107 c1: direct index for structure (layout(offset=0 ) uniform int) -0:107 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:104 'storeTemp' ( temp 2-component vector of uint) +0:104 'storeTemp' ( temp 2-component vector of uint) +0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) +0:107 imageLoad ( temp 2-component vector of float) +0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:107 c1: direct index for structure (layout( offset=0) uniform int) +0:107 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) -0:108 Function Call: Fn1(vi2; (temp 2-component vector of int) -0:108 imageLoad (temp 2-component vector of int) -0:108 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:108 c1: direct index for structure (layout(offset=0 ) uniform int) -0:108 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) +0:108 imageLoad ( temp 2-component vector of int) +0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:108 c1: direct index for structure (layout( offset=0) uniform int) +0:108 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) -0:109 Function Call: Fn1(vu2; (temp 2-component vector of uint) -0:109 imageLoad (temp 2-component vector of uint) -0:109 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:109 c1: direct index for structure (layout(offset=0 ) uniform int) -0:109 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) +0:109 imageLoad ( temp 2-component vector of uint) +0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:109 c1: direct index for structure (layout( offset=0) uniform int) +0:109 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) -0:111 Comma (temp void) -0:111 Function Call: Fn2(vf2; (temp void) -0:111 'tempArg' (temp 2-component vector of float) +0:111 Comma ( temp void) +0:111 Function Call: Fn2(vf2; ( temp void) +0:111 'tempArg' ( temp 2-component vector of float) 0:111 Sequence -0:111 imageStore (temp void) -0:111 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:111 c1: direct index for structure (layout(offset=0 ) uniform int) -0:111 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:111 imageStore ( temp void) +0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:111 c1: direct index for structure (layout( offset=0) uniform int) +0:111 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) -0:111 'tempArg' (temp 2-component vector of float) -0:111 'tempArg' (temp 2-component vector of float) -0:112 Comma (temp void) -0:112 Function Call: Fn2(vi2; (temp void) -0:112 'tempArg' (temp 2-component vector of int) +0:111 'tempArg' ( temp 2-component vector of float) +0:111 'tempArg' ( temp 2-component vector of float) +0:112 Comma ( temp void) +0:112 Function Call: Fn2(vi2; ( temp void) +0:112 'tempArg' ( temp 2-component vector of int) 0:112 Sequence -0:112 imageStore (temp void) -0:112 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:112 c1: direct index for structure (layout(offset=0 ) uniform int) -0:112 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:112 imageStore ( temp void) +0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:112 c1: direct index for structure (layout( offset=0) uniform int) +0:112 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) -0:112 'tempArg' (temp 2-component vector of int) -0:112 'tempArg' (temp 2-component vector of int) -0:113 Comma (temp void) -0:113 Function Call: Fn2(vu2; (temp void) -0:113 'tempArg' (temp 2-component vector of uint) +0:112 'tempArg' ( temp 2-component vector of int) +0:112 'tempArg' ( temp 2-component vector of int) +0:113 Comma ( temp void) +0:113 Function Call: Fn2(vu2; ( temp void) +0:113 'tempArg' ( temp 2-component vector of uint) 0:113 Sequence -0:113 imageStore (temp void) -0:113 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:113 c1: direct index for structure (layout(offset=0 ) uniform int) -0:113 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:113 imageStore ( temp void) +0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:113 c1: direct index for structure (layout( offset=0) uniform int) +0:113 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) -0:113 'tempArg' (temp 2-component vector of uint) -0:113 'tempArg' (temp 2-component vector of uint) +0:113 'tempArg' ( temp 2-component vector of uint) +0:113 'tempArg' ( temp 2-component vector of uint) 0:117 Sequence -0:117 move second child to first child (temp int) -0:117 'coordTemp' (temp int) -0:117 c1: direct index for structure (layout(offset=0 ) uniform int) -0:117 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:117 move second child to first child ( temp int) +0:117 'coordTemp' ( temp int) +0:117 c1: direct index for structure (layout( offset=0) uniform int) +0:117 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) -0:117 move second child to first child (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 imageLoad (temp 2-component vector of float) -0:117 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 Pre-Increment (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 imageStore (temp void) -0:117 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:117 'coordTemp' (temp int) -0:117 'storeTemp' (temp 2-component vector of float) -0:117 'storeTemp' (temp 2-component vector of float) +0:117 move second child to first child ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 imageLoad ( temp 2-component vector of float) +0:117 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 Pre-Increment ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 imageStore ( temp void) +0:117 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:117 'coordTemp' ( temp int) +0:117 'storeTemp' ( temp 2-component vector of float) +0:117 'storeTemp' ( temp 2-component vector of float) 0:118 Sequence -0:118 move second child to first child (temp int) -0:118 'coordTemp' (temp int) -0:118 c1: direct index for structure (layout(offset=0 ) uniform int) -0:118 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:118 move second child to first child ( temp int) +0:118 'coordTemp' ( temp int) +0:118 c1: direct index for structure (layout( offset=0) uniform int) +0:118 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) -0:118 move second child to first child (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 imageLoad (temp 2-component vector of int) -0:118 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 Pre-Increment (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 imageStore (temp void) -0:118 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:118 'coordTemp' (temp int) -0:118 'storeTemp' (temp 2-component vector of int) -0:118 'storeTemp' (temp 2-component vector of int) +0:118 move second child to first child ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 imageLoad ( temp 2-component vector of int) +0:118 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 Pre-Increment ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 imageStore ( temp void) +0:118 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:118 'coordTemp' ( temp int) +0:118 'storeTemp' ( temp 2-component vector of int) +0:118 'storeTemp' ( temp 2-component vector of int) 0:119 Sequence -0:119 move second child to first child (temp int) -0:119 'coordTemp' (temp int) -0:119 c1: direct index for structure (layout(offset=0 ) uniform int) -0:119 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:119 move second child to first child ( temp int) +0:119 'coordTemp' ( temp int) +0:119 c1: direct index for structure (layout( offset=0) uniform int) +0:119 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) -0:119 move second child to first child (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 imageLoad (temp 2-component vector of uint) -0:119 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 Pre-Increment (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 imageStore (temp void) -0:119 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:119 'coordTemp' (temp int) -0:119 'storeTemp' (temp 2-component vector of uint) -0:119 'storeTemp' (temp 2-component vector of uint) +0:119 move second child to first child ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 imageLoad ( temp 2-component vector of uint) +0:119 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 Pre-Increment ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 imageStore ( temp void) +0:119 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:119 'coordTemp' ( temp int) +0:119 'storeTemp' ( temp 2-component vector of uint) +0:119 'storeTemp' ( temp 2-component vector of uint) 0:121 Sequence -0:121 move second child to first child (temp int) -0:121 'coordTemp' (temp int) -0:121 c1: direct index for structure (layout(offset=0 ) uniform int) -0:121 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:121 move second child to first child ( temp int) +0:121 'coordTemp' ( temp int) +0:121 c1: direct index for structure (layout( offset=0) uniform int) +0:121 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) -0:121 move second child to first child (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 imageLoad (temp 2-component vector of float) -0:121 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 Pre-Decrement (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 imageStore (temp void) -0:121 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:121 'coordTemp' (temp int) -0:121 'storeTemp' (temp 2-component vector of float) -0:121 'storeTemp' (temp 2-component vector of float) +0:121 move second child to first child ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 imageLoad ( temp 2-component vector of float) +0:121 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 Pre-Decrement ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 imageStore ( temp void) +0:121 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:121 'coordTemp' ( temp int) +0:121 'storeTemp' ( temp 2-component vector of float) +0:121 'storeTemp' ( temp 2-component vector of float) 0:122 Sequence -0:122 move second child to first child (temp int) -0:122 'coordTemp' (temp int) -0:122 c1: direct index for structure (layout(offset=0 ) uniform int) -0:122 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:122 move second child to first child ( temp int) +0:122 'coordTemp' ( temp int) +0:122 c1: direct index for structure (layout( offset=0) uniform int) +0:122 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) -0:122 move second child to first child (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 imageLoad (temp 2-component vector of int) -0:122 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 Pre-Decrement (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 imageStore (temp void) -0:122 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:122 'coordTemp' (temp int) -0:122 'storeTemp' (temp 2-component vector of int) -0:122 'storeTemp' (temp 2-component vector of int) +0:122 move second child to first child ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 imageLoad ( temp 2-component vector of int) +0:122 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 Pre-Decrement ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 imageStore ( temp void) +0:122 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:122 'coordTemp' ( temp int) +0:122 'storeTemp' ( temp 2-component vector of int) +0:122 'storeTemp' ( temp 2-component vector of int) 0:123 Sequence -0:123 move second child to first child (temp int) -0:123 'coordTemp' (temp int) -0:123 c1: direct index for structure (layout(offset=0 ) uniform int) -0:123 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:123 move second child to first child ( temp int) +0:123 'coordTemp' ( temp int) +0:123 c1: direct index for structure (layout( offset=0) uniform int) +0:123 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) -0:123 move second child to first child (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 imageLoad (temp 2-component vector of uint) -0:123 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 Pre-Decrement (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 imageStore (temp void) -0:123 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:123 'coordTemp' (temp int) -0:123 'storeTemp' (temp 2-component vector of uint) -0:123 'storeTemp' (temp 2-component vector of uint) +0:123 move second child to first child ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 imageLoad ( temp 2-component vector of uint) +0:123 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 Pre-Decrement ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 imageStore ( temp void) +0:123 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:123 'coordTemp' ( temp int) +0:123 'storeTemp' ( temp 2-component vector of uint) +0:123 'storeTemp' ( temp 2-component vector of uint) 0:126 Sequence -0:126 move second child to first child (temp int) -0:126 'coordTemp' (temp int) -0:126 c1: direct index for structure (layout(offset=0 ) uniform int) -0:126 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:126 move second child to first child ( temp int) +0:126 'coordTemp' ( temp int) +0:126 c1: direct index for structure (layout( offset=0) uniform int) +0:126 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) -0:126 move second child to first child (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) -0:126 imageLoad (temp 2-component vector of float) -0:126 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 move second child to first child (temp 2-component vector of float) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) -0:126 Post-Increment (temp 2-component vector of float) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 imageStore (temp void) -0:126 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:126 'coordTemp' (temp int) -0:126 'storeTempPost' (temp 2-component vector of float) -0:126 'storeTempPre' (temp 2-component vector of float) +0:126 move second child to first child ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) +0:126 imageLoad ( temp 2-component vector of float) +0:126 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 move second child to first child ( temp 2-component vector of float) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) +0:126 Post-Increment ( temp 2-component vector of float) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 imageStore ( temp void) +0:126 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:126 'coordTemp' ( temp int) +0:126 'storeTempPost' ( temp 2-component vector of float) +0:126 'storeTempPre' ( temp 2-component vector of float) 0:127 Sequence -0:127 move second child to first child (temp int) -0:127 'coordTemp' (temp int) -0:127 c1: direct index for structure (layout(offset=0 ) uniform int) -0:127 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:127 move second child to first child ( temp int) +0:127 'coordTemp' ( temp int) +0:127 c1: direct index for structure (layout( offset=0) uniform int) +0:127 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) -0:127 move second child to first child (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) -0:127 imageLoad (temp 2-component vector of uint) -0:127 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 move second child to first child (temp 2-component vector of uint) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) -0:127 Post-Decrement (temp 2-component vector of uint) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 imageStore (temp void) -0:127 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:127 'coordTemp' (temp int) -0:127 'storeTempPost' (temp 2-component vector of uint) -0:127 'storeTempPre' (temp 2-component vector of uint) +0:127 move second child to first child ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) +0:127 imageLoad ( temp 2-component vector of uint) +0:127 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 move second child to first child ( temp 2-component vector of uint) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) +0:127 Post-Decrement ( temp 2-component vector of uint) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 imageStore ( temp void) +0:127 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:127 'coordTemp' ( temp int) +0:127 'storeTempPost' ( temp 2-component vector of uint) +0:127 'storeTempPre' ( temp 2-component vector of uint) 0:128 Sequence -0:128 move second child to first child (temp int) -0:128 'coordTemp' (temp int) -0:128 c1: direct index for structure (layout(offset=0 ) uniform int) -0:128 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:128 move second child to first child ( temp int) +0:128 'coordTemp' ( temp int) +0:128 c1: direct index for structure (layout( offset=0) uniform int) +0:128 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) -0:128 move second child to first child (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) -0:128 imageLoad (temp 2-component vector of int) -0:128 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 move second child to first child (temp 2-component vector of int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) -0:128 Post-Increment (temp 2-component vector of int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 imageStore (temp void) -0:128 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:128 'coordTemp' (temp int) -0:128 'storeTempPost' (temp 2-component vector of int) -0:128 'storeTempPre' (temp 2-component vector of int) +0:128 move second child to first child ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) +0:128 imageLoad ( temp 2-component vector of int) +0:128 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 move second child to first child ( temp 2-component vector of int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) +0:128 Post-Increment ( temp 2-component vector of int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 imageStore ( temp void) +0:128 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:128 'coordTemp' ( temp int) +0:128 'storeTempPost' ( temp 2-component vector of int) +0:128 'storeTempPre' ( temp 2-component vector of int) 0:130 Sequence -0:130 move second child to first child (temp int) -0:130 'coordTemp' (temp int) -0:130 c1: direct index for structure (layout(offset=0 ) uniform int) -0:130 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:130 move second child to first child ( temp int) +0:130 'coordTemp' ( temp int) +0:130 c1: direct index for structure (layout( offset=0) uniform int) +0:130 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) -0:130 move second child to first child (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) -0:130 imageLoad (temp 2-component vector of float) -0:130 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 move second child to first child (temp 2-component vector of float) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) -0:130 Post-Decrement (temp 2-component vector of float) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 imageStore (temp void) -0:130 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:130 'coordTemp' (temp int) -0:130 'storeTempPost' (temp 2-component vector of float) -0:130 'storeTempPre' (temp 2-component vector of float) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) +0:130 imageLoad ( temp 2-component vector of float) +0:130 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 move second child to first child ( temp 2-component vector of float) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) +0:130 Post-Decrement ( temp 2-component vector of float) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 imageStore ( temp void) +0:130 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:130 'coordTemp' ( temp int) +0:130 'storeTempPost' ( temp 2-component vector of float) +0:130 'storeTempPre' ( temp 2-component vector of float) 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'coordTemp' (temp int) -0:131 c1: direct index for structure (layout(offset=0 ) uniform int) -0:131 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:131 move second child to first child ( temp int) +0:131 'coordTemp' ( temp int) +0:131 c1: direct index for structure (layout( offset=0) uniform int) +0:131 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) -0:131 move second child to first child (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) -0:131 imageLoad (temp 2-component vector of int) -0:131 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 move second child to first child (temp 2-component vector of int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) -0:131 Post-Increment (temp 2-component vector of int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 imageStore (temp void) -0:131 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:131 'coordTemp' (temp int) -0:131 'storeTempPost' (temp 2-component vector of int) -0:131 'storeTempPre' (temp 2-component vector of int) +0:131 move second child to first child ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) +0:131 imageLoad ( temp 2-component vector of int) +0:131 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 move second child to first child ( temp 2-component vector of int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) +0:131 Post-Increment ( temp 2-component vector of int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 imageStore ( temp void) +0:131 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:131 'coordTemp' ( temp int) +0:131 'storeTempPost' ( temp 2-component vector of int) +0:131 'storeTempPre' ( temp 2-component vector of int) 0:132 Sequence -0:132 move second child to first child (temp int) -0:132 'coordTemp' (temp int) -0:132 c1: direct index for structure (layout(offset=0 ) uniform int) -0:132 '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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) +0:132 move second child to first child ( temp int) +0:132 'coordTemp' ( temp int) +0:132 c1: direct index for structure (layout( offset=0) uniform int) +0:132 '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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) -0:132 move second child to first child (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) -0:132 imageLoad (temp 2-component vector of uint) -0:132 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 move second child to first child (temp 2-component vector of uint) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) -0:132 Post-Decrement (temp 2-component vector of uint) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 imageStore (temp void) -0:132 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:132 'coordTemp' (temp int) -0:132 'storeTempPost' (temp 2-component vector of uint) -0:132 'storeTempPre' (temp 2-component vector of uint) +0:132 move second child to first child ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) +0:132 imageLoad ( temp 2-component vector of uint) +0:132 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 move second child to first child ( temp 2-component vector of uint) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) +0:132 Post-Decrement ( temp 2-component vector of uint) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 imageStore ( temp void) +0:132 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:132 'coordTemp' ( temp int) +0:132 'storeTempPost' ( temp 2-component vector of uint) +0:132 'storeTempPre' ( temp 2-component vector of uint) 0:135 Sequence -0:135 move second child to first child (temp 2-component vector of float) -0:135 'storeTemp' (temp 2-component vector of float) -0:? imageLoad (temp 2-component vector of float) -0:135 'g_tTex2df2' (layout(rg32f ) uniform image2D) +0:135 move second child to first child ( temp 2-component vector of float) +0:135 'storeTemp' ( temp 2-component vector of float) +0:? imageLoad ( temp 2-component vector of float) +0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:135 imageStore (temp void) -0:135 'g_tTex1df2' (layout(rg32f ) uniform image1D) +0:135 imageStore ( temp void) +0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: 0:135 1 (const int) -0:135 'storeTemp' (temp 2-component vector of float) -0:135 'storeTemp' (temp 2-component vector of float) -0:137 move second child to first child (temp 4-component vector of float) -0:137 Color: direct index for structure (temp 4-component vector of float) -0:137 'psout' (temp structure{temp 4-component vector of float Color}) +0:135 'storeTemp' ( temp 2-component vector of float) +0:135 'storeTemp' ( temp 2-component vector of float) +0:137 move second child to first child ( temp 4-component vector of float) +0:137 Color: direct index for structure ( temp 4-component vector of float) +0:137 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:137 Constant: 0:137 0 (const int) 0:137 Constant: @@ -1676,36 +1676,36 @@ gl_FragCoord origin is upper left 0:137 1.000000 0:137 1.000000 0:139 Branch: Return with expression -0:139 'psout' (temp structure{temp 4-component vector of float Color}) -0:53 Function Definition: main( (temp void) +0:139 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:53 Constant: 0:53 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df2' (layout(rg32f ) uniform image1D) -0:? 'g_tTex1di2' (layout(rg32i ) uniform iimage1D) -0:? 'g_tTex1du2' (layout(rg32ui ) uniform uimage1D) -0:? 'g_tTex2df2' (layout(rg32f ) uniform image2D) -0:? 'g_tTex2di2' (layout(rg32i ) uniform iimage2D) -0:? 'g_tTex2du2' (layout(rg32ui ) uniform uimage2D) -0:? 'g_tTex3df2' (layout(rg32f ) uniform image3D) -0:? 'g_tTex3di2' (layout(rg32i ) uniform iimage3D) -0:? 'g_tTex3du2' (layout(rg32ui ) uniform uimage3D) -0:? 'g_tTex1df2a' (layout(rg32f ) uniform image1DArray) -0:? 'g_tTex1di2a' (layout(rg32i ) uniform iimage1DArray) -0:? 'g_tTex1du2a' (layout(rg32ui ) uniform uimage1DArray) -0:? 'g_tTex2df2a' (layout(rg32f ) uniform image2DArray) -0:? 'g_tTex2di2a' (layout(rg32i ) uniform iimage2DArray) -0:? 'g_tTex2du2a' (layout(rg32ui ) uniform uimage2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df2' (layout( rg32f) uniform image1D) +0:? 'g_tTex1di2' (layout( rg32i) uniform iimage1D) +0:? 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) +0:? 'g_tTex2df2' (layout( rg32f) uniform image2D) +0:? 'g_tTex2di2' (layout( rg32i) uniform iimage2D) +0:? 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) +0:? 'g_tTex3df2' (layout( rg32f) uniform image3D) +0:? 'g_tTex3di2' (layout( rg32i) uniform iimage3D) +0:? 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) +0:? 'g_tTex1df2a' (layout( rg32f) uniform image1DArray) +0:? 'g_tTex1di2a' (layout( rg32i) uniform iimage1DArray) +0:? 'g_tTex1du2a' (layout( rg32ui) uniform uimage1DArray) +0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) +0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) +0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index bd5ba3d1..5a8a79c6 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -2,111 +2,111 @@ hlsl.sample.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 texture (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 texture ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 texture (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 texture ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -114,48 +114,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -164,111 +164,111 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 texture (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 texture ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 texture (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 texture ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -276,48 +276,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index c09389cf..725de275 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -4,219 +4,219 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: @main( (temp 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) -0:57 CalculateLevelOfDetail: direct index for structure (temp int) -0:57 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:57 move second child to first child ( temp int) +0:57 CalculateLevelOfDetail: direct index for structure ( temp int) +0:57 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1 (const int) -0:58 move second child to first child (temp int) -0:58 CalculateLevelOfDetailUnclamped: direct index for structure (temp int) -0:58 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:58 move second child to first child ( temp int) +0:58 CalculateLevelOfDetailUnclamped: direct index for structure ( temp int) +0:58 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:58 Constant: 0:58 2 (const int) 0:58 Constant: 0:58 1 (const int) -0:59 move second child to first child (temp int) -0:59 Gather: direct index for structure (temp int) -0:59 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:59 move second child to first child ( temp int) +0:59 Gather: direct index for structure ( temp int) +0:59 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:59 Constant: 0:59 3 (const int) 0:59 Constant: 0:59 1 (const int) -0:60 move second child to first child (temp int) -0:60 GetDimensions: direct index for structure (temp int) -0:60 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:60 move second child to first child ( temp int) +0:60 GetDimensions: direct index for structure ( temp int) +0:60 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:60 Constant: 0:60 4 (const int) 0:60 Constant: 0:60 1 (const int) -0:61 move second child to first child (temp int) -0:61 GetSamplePosition: direct index for structure (temp int) -0:61 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:61 move second child to first child ( temp int) +0:61 GetSamplePosition: direct index for structure ( temp int) +0:61 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:61 Constant: 0:61 5 (const int) 0:61 Constant: 0:61 1 (const int) -0:62 move second child to first child (temp int) -0:62 Load: direct index for structure (temp int) -0:62 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:62 move second child to first child ( temp int) +0:62 Load: direct index for structure ( temp int) +0:62 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:62 Constant: 0:62 6 (const int) 0:62 Constant: 0:62 1 (const int) -0:63 move second child to first child (temp int) -0:63 Sample: direct index for structure (temp int) -0:63 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:63 move second child to first child ( temp int) +0:63 Sample: direct index for structure ( temp int) +0:63 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) -0:64 move second child to first child (temp int) -0:64 SampleBias: direct index for structure (temp int) -0:64 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:64 move second child to first child ( temp int) +0:64 SampleBias: direct index for structure ( temp int) +0:64 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:64 Constant: 0:64 7 (const int) 0:64 Constant: 0:64 1 (const int) -0:65 move second child to first child (temp int) -0:65 SampleCmp: direct index for structure (temp int) -0:65 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:65 move second child to first child ( temp int) +0:65 SampleCmp: direct index for structure ( temp int) +0:65 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:65 Constant: 0:65 8 (const int) 0:65 Constant: 0:65 1 (const int) -0:66 move second child to first child (temp int) -0:66 SampleCmpLevelZero: direct index for structure (temp int) -0:66 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:66 move second child to first child ( temp int) +0:66 SampleCmpLevelZero: direct index for structure ( temp int) +0:66 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:66 Constant: 0:66 9 (const int) 0:66 Constant: 0:66 1 (const int) -0:67 move second child to first child (temp int) -0:67 SampleGrad: direct index for structure (temp int) -0:67 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:67 move second child to first child ( temp int) +0:67 SampleGrad: direct index for structure ( temp int) +0:67 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:67 Constant: 0:67 10 (const int) 0:67 Constant: 0:67 1 (const int) -0:68 move second child to first child (temp int) -0:68 SampleLevel: direct index for structure (temp int) -0:68 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:68 move second child to first child ( temp int) +0:68 SampleLevel: direct index for structure ( temp int) +0:68 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:68 Constant: 0:68 11 (const int) 0:68 Constant: 0:68 1 (const int) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of float) -0:70 'txval10' (temp 4-component vector of float) -0:70 texture (temp 4-component vector of float) -0:70 Construct combined texture-sampler (temp sampler1D) -0:70 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 'txval10' ( temp 4-component vector of float) +0:70 texture ( temp 4-component vector of float) +0:70 Construct combined texture-sampler ( temp sampler1D) +0:70 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:70 'g_sSamp' (layout( binding=0) uniform sampler) 0:70 Constant: 0:70 0.100000 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of int) -0:71 'txval11' (temp 4-component vector of int) -0:71 texture (temp 4-component vector of int) -0:71 Construct combined texture-sampler (temp isampler1D) -0:71 'g_tTex1di4' (uniform itexture1D) -0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:71 move second child to first child ( temp 4-component vector of int) +0:71 'txval11' ( temp 4-component vector of int) +0:71 texture ( temp 4-component vector of int) +0:71 Construct combined texture-sampler ( temp isampler1D) +0:71 'g_tTex1di4' ( uniform itexture1D) +0:71 'g_sSamp' (layout( binding=0) uniform sampler) 0:71 Constant: 0:71 0.200000 0:72 Sequence -0:72 move second child to first child (temp 4-component vector of uint) -0:72 'txval12' (temp 4-component vector of uint) -0:72 texture (temp 4-component vector of uint) -0:72 Construct combined texture-sampler (temp usampler1D) -0:72 'g_tTex1du4' (uniform utexture1D) -0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:72 move second child to first child ( temp 4-component vector of uint) +0:72 'txval12' ( temp 4-component vector of uint) +0:72 texture ( temp 4-component vector of uint) +0:72 Construct combined texture-sampler ( temp usampler1D) +0:72 'g_tTex1du4' ( uniform utexture1D) +0:72 'g_sSamp' (layout( binding=0) uniform sampler) 0:72 Constant: 0:72 0.300000 0:74 Sequence -0:74 move second child to first child (temp 4-component vector of float) -0:74 'txval20' (temp 4-component vector of float) -0:74 texture (temp 4-component vector of float) -0:74 Construct combined texture-sampler (temp sampler2D) -0:74 'g_tTex2df4' (uniform texture2D) -0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'txval20' ( temp 4-component vector of float) +0:74 texture ( temp 4-component vector of float) +0:74 Construct combined texture-sampler ( temp sampler2D) +0:74 'g_tTex2df4' ( uniform texture2D) +0:74 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:75 Sequence -0:75 move second child to first child (temp 4-component vector of int) -0:75 'txval21' (temp 4-component vector of int) -0:75 texture (temp 4-component vector of int) -0:75 Construct combined texture-sampler (temp isampler2D) -0:75 'g_tTex2di4' (uniform itexture2D) -0:75 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:75 move second child to first child ( temp 4-component vector of int) +0:75 'txval21' ( temp 4-component vector of int) +0:75 texture ( temp 4-component vector of int) +0:75 Construct combined texture-sampler ( temp isampler2D) +0:75 'g_tTex2di4' ( uniform itexture2D) +0:75 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:76 Sequence -0:76 move second child to first child (temp 4-component vector of uint) -0:76 'txval22' (temp 4-component vector of uint) -0:76 texture (temp 4-component vector of uint) -0:76 Construct combined texture-sampler (temp usampler2D) -0:76 'g_tTex2du4' (uniform utexture2D) -0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:76 move second child to first child ( temp 4-component vector of uint) +0:76 'txval22' ( temp 4-component vector of uint) +0:76 texture ( temp 4-component vector of uint) +0:76 Construct combined texture-sampler ( temp usampler2D) +0:76 'g_tTex2du4' ( uniform utexture2D) +0:76 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of float) -0:78 'txval30' (temp 4-component vector of float) -0:78 texture (temp 4-component vector of float) -0:78 Construct combined texture-sampler (temp sampler3D) -0:78 'g_tTex3df4' (uniform texture3D) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:78 move second child to first child ( temp 4-component vector of float) +0:78 'txval30' ( temp 4-component vector of float) +0:78 texture ( temp 4-component vector of float) +0:78 Construct combined texture-sampler ( temp sampler3D) +0:78 'g_tTex3df4' ( uniform texture3D) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'txval31' (temp 4-component vector of int) -0:79 texture (temp 4-component vector of int) -0:79 Construct combined texture-sampler (temp isampler3D) -0:79 'g_tTex3di4' (uniform itexture3D) -0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'txval31' ( temp 4-component vector of int) +0:79 texture ( temp 4-component vector of int) +0:79 Construct combined texture-sampler ( temp isampler3D) +0:79 'g_tTex3di4' ( uniform itexture3D) +0:79 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'txval32' (temp 4-component vector of uint) -0:80 texture (temp 4-component vector of uint) -0:80 Construct combined texture-sampler (temp usampler3D) -0:80 'g_tTex3du4' (uniform utexture3D) -0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'txval32' ( temp 4-component vector of uint) +0:80 texture ( temp 4-component vector of uint) +0:80 Construct combined texture-sampler ( temp usampler3D) +0:80 'g_tTex3du4' ( uniform utexture3D) +0:80 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:82 Sequence -0:82 move second child to first child (temp 4-component vector of float) -0:82 'txval40' (temp 4-component vector of float) -0:82 texture (temp 4-component vector of float) -0:82 Construct combined texture-sampler (temp samplerCube) -0:82 'g_tTexcdf4' (uniform textureCube) -0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:82 move second child to first child ( temp 4-component vector of float) +0:82 'txval40' ( temp 4-component vector of float) +0:82 texture ( temp 4-component vector of float) +0:82 Construct combined texture-sampler ( temp samplerCube) +0:82 'g_tTexcdf4' ( uniform textureCube) +0:82 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of int) -0:83 'txval41' (temp 4-component vector of int) -0:83 texture (temp 4-component vector of int) -0:83 Construct combined texture-sampler (temp isamplerCube) -0:83 'g_tTexcdi4' (uniform itextureCube) -0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:83 move second child to first child ( temp 4-component vector of int) +0:83 'txval41' ( temp 4-component vector of int) +0:83 texture ( temp 4-component vector of int) +0:83 Construct combined texture-sampler ( temp isamplerCube) +0:83 'g_tTexcdi4' ( uniform itextureCube) +0:83 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:84 Sequence -0:84 move second child to first child (temp 4-component vector of uint) -0:84 'txval42' (temp 4-component vector of uint) -0:84 texture (temp 4-component vector of uint) -0:84 Construct combined texture-sampler (temp usamplerCube) -0:84 'g_tTexcdu4' (uniform utextureCube) -0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:84 move second child to first child ( temp 4-component vector of uint) +0:84 'txval42' ( temp 4-component vector of uint) +0:84 texture ( temp 4-component vector of uint) +0:84 Construct combined texture-sampler ( temp usamplerCube) +0:84 'g_tTexcdu4' ( uniform utextureCube) +0:84 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:86 move second child to first child (temp 4-component vector of float) -0:86 Color: direct index for structure (temp 4-component vector of float) -0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:86 move second child to first child ( temp 4-component vector of float) +0:86 Color: direct index for structure ( temp 4-component vector of float) +0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -224,53 +224,53 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:86 1.000000 0:86 1.000000 -0:87 move second child to first child (temp float) -0:87 Depth: direct index for structure (temp float) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:87 move second child to first child ( temp float) +0:87 Depth: direct index for structure ( temp float) +0:87 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: 0:87 1.000000 0:89 Branch: Return with expression -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 Function Definition: main( (temp void) +0:89 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) -0:53 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:53 Depth: direct index for structure (temp float) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:53 Depth: direct index for structure ( temp float) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_sSamp2D_b' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_sSamp2D_b' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -279,219 +279,219 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: @main( (temp 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) -0:57 CalculateLevelOfDetail: direct index for structure (temp int) -0:57 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:57 move second child to first child ( temp int) +0:57 CalculateLevelOfDetail: direct index for structure ( temp int) +0:57 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1 (const int) -0:58 move second child to first child (temp int) -0:58 CalculateLevelOfDetailUnclamped: direct index for structure (temp int) -0:58 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:58 move second child to first child ( temp int) +0:58 CalculateLevelOfDetailUnclamped: direct index for structure ( temp int) +0:58 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:58 Constant: 0:58 2 (const int) 0:58 Constant: 0:58 1 (const int) -0:59 move second child to first child (temp int) -0:59 Gather: direct index for structure (temp int) -0:59 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:59 move second child to first child ( temp int) +0:59 Gather: direct index for structure ( temp int) +0:59 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:59 Constant: 0:59 3 (const int) 0:59 Constant: 0:59 1 (const int) -0:60 move second child to first child (temp int) -0:60 GetDimensions: direct index for structure (temp int) -0:60 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:60 move second child to first child ( temp int) +0:60 GetDimensions: direct index for structure ( temp int) +0:60 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:60 Constant: 0:60 4 (const int) 0:60 Constant: 0:60 1 (const int) -0:61 move second child to first child (temp int) -0:61 GetSamplePosition: direct index for structure (temp int) -0:61 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:61 move second child to first child ( temp int) +0:61 GetSamplePosition: direct index for structure ( temp int) +0:61 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:61 Constant: 0:61 5 (const int) 0:61 Constant: 0:61 1 (const int) -0:62 move second child to first child (temp int) -0:62 Load: direct index for structure (temp int) -0:62 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:62 move second child to first child ( temp int) +0:62 Load: direct index for structure ( temp int) +0:62 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:62 Constant: 0:62 6 (const int) 0:62 Constant: 0:62 1 (const int) -0:63 move second child to first child (temp int) -0:63 Sample: direct index for structure (temp int) -0:63 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:63 move second child to first child ( temp int) +0:63 Sample: direct index for structure ( temp int) +0:63 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) -0:64 move second child to first child (temp int) -0:64 SampleBias: direct index for structure (temp int) -0:64 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:64 move second child to first child ( temp int) +0:64 SampleBias: direct index for structure ( temp int) +0:64 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:64 Constant: 0:64 7 (const int) 0:64 Constant: 0:64 1 (const int) -0:65 move second child to first child (temp int) -0:65 SampleCmp: direct index for structure (temp int) -0:65 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:65 move second child to first child ( temp int) +0:65 SampleCmp: direct index for structure ( temp int) +0:65 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:65 Constant: 0:65 8 (const int) 0:65 Constant: 0:65 1 (const int) -0:66 move second child to first child (temp int) -0:66 SampleCmpLevelZero: direct index for structure (temp int) -0:66 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:66 move second child to first child ( temp int) +0:66 SampleCmpLevelZero: direct index for structure ( temp int) +0:66 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:66 Constant: 0:66 9 (const int) 0:66 Constant: 0:66 1 (const int) -0:67 move second child to first child (temp int) -0:67 SampleGrad: direct index for structure (temp int) -0:67 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:67 move second child to first child ( temp int) +0:67 SampleGrad: direct index for structure ( temp int) +0:67 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:67 Constant: 0:67 10 (const int) 0:67 Constant: 0:67 1 (const int) -0:68 move second child to first child (temp int) -0:68 SampleLevel: direct index for structure (temp int) -0:68 'mtest' (temp structure{temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) +0:68 move second child to first child ( temp int) +0:68 SampleLevel: direct index for structure ( temp int) +0:68 'mtest' ( temp structure{ temp int Sample, temp int CalculateLevelOfDetail, temp int CalculateLevelOfDetailUnclamped, temp int Gather, temp int GetDimensions, temp int GetSamplePosition, temp int Load, temp int SampleBias, temp int SampleCmp, temp int SampleCmpLevelZero, temp int SampleGrad, temp int SampleLevel}) 0:68 Constant: 0:68 11 (const int) 0:68 Constant: 0:68 1 (const int) 0:70 Sequence -0:70 move second child to first child (temp 4-component vector of float) -0:70 'txval10' (temp 4-component vector of float) -0:70 texture (temp 4-component vector of float) -0:70 Construct combined texture-sampler (temp sampler1D) -0:70 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 'txval10' ( temp 4-component vector of float) +0:70 texture ( temp 4-component vector of float) +0:70 Construct combined texture-sampler ( temp sampler1D) +0:70 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:70 'g_sSamp' (layout( binding=0) uniform sampler) 0:70 Constant: 0:70 0.100000 0:71 Sequence -0:71 move second child to first child (temp 4-component vector of int) -0:71 'txval11' (temp 4-component vector of int) -0:71 texture (temp 4-component vector of int) -0:71 Construct combined texture-sampler (temp isampler1D) -0:71 'g_tTex1di4' (uniform itexture1D) -0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:71 move second child to first child ( temp 4-component vector of int) +0:71 'txval11' ( temp 4-component vector of int) +0:71 texture ( temp 4-component vector of int) +0:71 Construct combined texture-sampler ( temp isampler1D) +0:71 'g_tTex1di4' ( uniform itexture1D) +0:71 'g_sSamp' (layout( binding=0) uniform sampler) 0:71 Constant: 0:71 0.200000 0:72 Sequence -0:72 move second child to first child (temp 4-component vector of uint) -0:72 'txval12' (temp 4-component vector of uint) -0:72 texture (temp 4-component vector of uint) -0:72 Construct combined texture-sampler (temp usampler1D) -0:72 'g_tTex1du4' (uniform utexture1D) -0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:72 move second child to first child ( temp 4-component vector of uint) +0:72 'txval12' ( temp 4-component vector of uint) +0:72 texture ( temp 4-component vector of uint) +0:72 Construct combined texture-sampler ( temp usampler1D) +0:72 'g_tTex1du4' ( uniform utexture1D) +0:72 'g_sSamp' (layout( binding=0) uniform sampler) 0:72 Constant: 0:72 0.300000 0:74 Sequence -0:74 move second child to first child (temp 4-component vector of float) -0:74 'txval20' (temp 4-component vector of float) -0:74 texture (temp 4-component vector of float) -0:74 Construct combined texture-sampler (temp sampler2D) -0:74 'g_tTex2df4' (uniform texture2D) -0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'txval20' ( temp 4-component vector of float) +0:74 texture ( temp 4-component vector of float) +0:74 Construct combined texture-sampler ( temp sampler2D) +0:74 'g_tTex2df4' ( uniform texture2D) +0:74 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:75 Sequence -0:75 move second child to first child (temp 4-component vector of int) -0:75 'txval21' (temp 4-component vector of int) -0:75 texture (temp 4-component vector of int) -0:75 Construct combined texture-sampler (temp isampler2D) -0:75 'g_tTex2di4' (uniform itexture2D) -0:75 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:75 move second child to first child ( temp 4-component vector of int) +0:75 'txval21' ( temp 4-component vector of int) +0:75 texture ( temp 4-component vector of int) +0:75 Construct combined texture-sampler ( temp isampler2D) +0:75 'g_tTex2di4' ( uniform itexture2D) +0:75 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:76 Sequence -0:76 move second child to first child (temp 4-component vector of uint) -0:76 'txval22' (temp 4-component vector of uint) -0:76 texture (temp 4-component vector of uint) -0:76 Construct combined texture-sampler (temp usampler2D) -0:76 'g_tTex2du4' (uniform utexture2D) -0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:76 move second child to first child ( temp 4-component vector of uint) +0:76 'txval22' ( temp 4-component vector of uint) +0:76 texture ( temp 4-component vector of uint) +0:76 Construct combined texture-sampler ( temp usampler2D) +0:76 'g_tTex2du4' ( uniform utexture2D) +0:76 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:78 Sequence -0:78 move second child to first child (temp 4-component vector of float) -0:78 'txval30' (temp 4-component vector of float) -0:78 texture (temp 4-component vector of float) -0:78 Construct combined texture-sampler (temp sampler3D) -0:78 'g_tTex3df4' (uniform texture3D) -0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:78 move second child to first child ( temp 4-component vector of float) +0:78 'txval30' ( temp 4-component vector of float) +0:78 texture ( temp 4-component vector of float) +0:78 Construct combined texture-sampler ( temp sampler3D) +0:78 'g_tTex3df4' ( uniform texture3D) +0:78 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:79 Sequence -0:79 move second child to first child (temp 4-component vector of int) -0:79 'txval31' (temp 4-component vector of int) -0:79 texture (temp 4-component vector of int) -0:79 Construct combined texture-sampler (temp isampler3D) -0:79 'g_tTex3di4' (uniform itexture3D) -0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:79 move second child to first child ( temp 4-component vector of int) +0:79 'txval31' ( temp 4-component vector of int) +0:79 texture ( temp 4-component vector of int) +0:79 Construct combined texture-sampler ( temp isampler3D) +0:79 'g_tTex3di4' ( uniform itexture3D) +0:79 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:80 Sequence -0:80 move second child to first child (temp 4-component vector of uint) -0:80 'txval32' (temp 4-component vector of uint) -0:80 texture (temp 4-component vector of uint) -0:80 Construct combined texture-sampler (temp usampler3D) -0:80 'g_tTex3du4' (uniform utexture3D) -0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:80 move second child to first child ( temp 4-component vector of uint) +0:80 'txval32' ( temp 4-component vector of uint) +0:80 texture ( temp 4-component vector of uint) +0:80 Construct combined texture-sampler ( temp usampler3D) +0:80 'g_tTex3du4' ( uniform utexture3D) +0:80 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:82 Sequence -0:82 move second child to first child (temp 4-component vector of float) -0:82 'txval40' (temp 4-component vector of float) -0:82 texture (temp 4-component vector of float) -0:82 Construct combined texture-sampler (temp samplerCube) -0:82 'g_tTexcdf4' (uniform textureCube) -0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:82 move second child to first child ( temp 4-component vector of float) +0:82 'txval40' ( temp 4-component vector of float) +0:82 texture ( temp 4-component vector of float) +0:82 Construct combined texture-sampler ( temp samplerCube) +0:82 'g_tTexcdf4' ( uniform textureCube) +0:82 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:83 Sequence -0:83 move second child to first child (temp 4-component vector of int) -0:83 'txval41' (temp 4-component vector of int) -0:83 texture (temp 4-component vector of int) -0:83 Construct combined texture-sampler (temp isamplerCube) -0:83 'g_tTexcdi4' (uniform itextureCube) -0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:83 move second child to first child ( temp 4-component vector of int) +0:83 'txval41' ( temp 4-component vector of int) +0:83 texture ( temp 4-component vector of int) +0:83 Construct combined texture-sampler ( temp isamplerCube) +0:83 'g_tTexcdi4' ( uniform itextureCube) +0:83 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:84 Sequence -0:84 move second child to first child (temp 4-component vector of uint) -0:84 'txval42' (temp 4-component vector of uint) -0:84 texture (temp 4-component vector of uint) -0:84 Construct combined texture-sampler (temp usamplerCube) -0:84 'g_tTexcdu4' (uniform utextureCube) -0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:84 move second child to first child ( temp 4-component vector of uint) +0:84 'txval42' ( temp 4-component vector of uint) +0:84 texture ( temp 4-component vector of uint) +0:84 Construct combined texture-sampler ( temp usamplerCube) +0:84 'g_tTexcdu4' ( uniform utextureCube) +0:84 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 -0:86 move second child to first child (temp 4-component vector of float) -0:86 Color: direct index for structure (temp 4-component vector of float) -0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:86 move second child to first child ( temp 4-component vector of float) +0:86 Color: direct index for structure ( temp 4-component vector of float) +0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -499,53 +499,53 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:86 1.000000 0:86 1.000000 -0:87 move second child to first child (temp float) -0:87 Depth: direct index for structure (temp float) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:87 move second child to first child ( temp float) +0:87 Depth: direct index for structure ( temp float) +0:87 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: 0:87 1.000000 0:89 Branch: Return with expression -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 Function Definition: main( (temp void) +0:89 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence -0:53 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:53 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:53 Color: direct index for structure (temp 4-component vector of float) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:53 Color: direct index for structure ( temp 4-component vector of float) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) -0:53 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:53 Depth: direct index for structure (temp float) -0:53 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:53 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:53 Depth: direct index for structure ( temp float) +0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_sSamp2D_b' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_sSamp2D_b' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index 99e32311..923db246 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -2,49 +2,49 @@ hlsl.sample.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -52,12 +52,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -65,12 +65,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -78,12 +78,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -93,12 +93,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -108,12 +108,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -122,9 +122,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -132,51 +132,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -185,49 +185,49 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -235,12 +235,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -248,12 +248,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -261,12 +261,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -276,12 +276,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -291,12 +291,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -305,9 +305,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -315,51 +315,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index 177cee3d..d9cf65c6 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -2,52 +2,52 @@ hlsl.sample.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -56,12 +56,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -70,12 +70,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -83,9 +83,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -93,45 +93,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -140,52 +140,52 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -194,12 +194,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -208,12 +208,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -221,9 +221,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -231,45 +231,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sample.sub-vec4.dx10.frag.out b/Test/baseResults/hlsl.sample.sub-vec4.dx10.frag.out index d6353e55..c3d6f13c 100644 --- a/Test/baseResults/hlsl.sample.sub-vec4.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.sub-vec4.dx10.frag.out @@ -2,51 +2,51 @@ hlsl.sample.sub-vec4.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'txval10' (temp float) -0:17 Construct float (temp float) -0:? texture (temp 4-component vector of float) -0:17 Construct combined texture-sampler (temp sampler1D) -0:17 'g_tTex1df1' (uniform texture1D) -0:17 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:17 move second child to first child ( temp float) +0:17 'txval10' ( temp float) +0:17 Construct float ( temp float) +0:? texture ( temp 4-component vector of float) +0:17 Construct combined texture-sampler ( temp sampler1D) +0:17 'g_tTex1df1' ( uniform texture1D) +0:17 'g_sSamp' (layout( binding=0) uniform sampler) 0:17 Constant: 0:17 0.100000 0:18 Sequence -0:18 move second child to first child (temp 2-component vector of float) -0:18 'txval11' (temp 2-component vector of float) -0:18 Construct vec2 (temp 2-component vector of float) -0:? texture (temp 4-component vector of float) -0:18 Construct combined texture-sampler (temp sampler1D) -0:18 'g_tTex1df2' (uniform texture1D) -0:18 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:18 move second child to first child ( temp 2-component vector of float) +0:18 'txval11' ( temp 2-component vector of float) +0:18 Construct vec2 ( temp 2-component vector of float) +0:? texture ( temp 4-component vector of float) +0:18 Construct combined texture-sampler ( temp sampler1D) +0:18 'g_tTex1df2' ( uniform texture1D) +0:18 'g_sSamp' (layout( binding=0) uniform sampler) 0:18 Constant: 0:18 0.200000 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of float) -0:19 'txval12' (temp 3-component vector of float) -0:19 Construct vec3 (temp 3-component vector of float) -0:? texture (temp 4-component vector of float) -0:19 Construct combined texture-sampler (temp sampler1D) -0:19 'g_tTex1df3' (uniform texture1D) -0:19 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:19 move second child to first child ( temp 3-component vector of float) +0:19 'txval12' ( temp 3-component vector of float) +0:19 Construct vec3 ( temp 3-component vector of float) +0:? texture ( temp 4-component vector of float) +0:19 Construct combined texture-sampler ( temp sampler1D) +0:19 'g_tTex1df3' ( uniform texture1D) +0:19 'g_sSamp' (layout( binding=0) uniform sampler) 0:19 Constant: 0:19 0.200000 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'txval13' (temp 4-component vector of float) -0:20 texture (temp 4-component vector of float) -0:20 Construct combined texture-sampler (temp sampler1D) -0:20 'g_tTex1df4' (uniform texture1D) -0:20 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'txval13' ( temp 4-component vector of float) +0:20 texture ( temp 4-component vector of float) +0:20 Construct combined texture-sampler ( temp sampler1D) +0:20 'g_tTex1df4' ( uniform texture1D) +0:20 'g_sSamp' (layout( binding=0) uniform sampler) 0:20 Constant: 0:20 0.200000 -0:22 move second child to first child (temp 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 'psout' (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Constant: @@ -55,24 +55,24 @@ gl_FragCoord origin is upper left 0:22 1.000000 0:22 1.000000 0:23 Branch: Return with expression -0:23 'psout' (temp structure{temp 4-component vector of float Color}) -0:14 Function Definition: main( (temp void) +0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:14 Color: direct index for structure (temp 4-component vector of float) -0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:14 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:14 Color: direct index for structure ( temp 4-component vector of float) +0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df1' (uniform texture1D) -0:? 'g_tTex1df2' (uniform texture1D) -0:? 'g_tTex1df3' (uniform texture1D) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df1' ( uniform texture1D) +0:? 'g_tTex1df2' ( uniform texture1D) +0:? 'g_tTex1df3' ( uniform texture1D) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -81,51 +81,51 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'txval10' (temp float) -0:17 Construct float (temp float) -0:? texture (temp 4-component vector of float) -0:17 Construct combined texture-sampler (temp sampler1D) -0:17 'g_tTex1df1' (uniform texture1D) -0:17 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:17 move second child to first child ( temp float) +0:17 'txval10' ( temp float) +0:17 Construct float ( temp float) +0:? texture ( temp 4-component vector of float) +0:17 Construct combined texture-sampler ( temp sampler1D) +0:17 'g_tTex1df1' ( uniform texture1D) +0:17 'g_sSamp' (layout( binding=0) uniform sampler) 0:17 Constant: 0:17 0.100000 0:18 Sequence -0:18 move second child to first child (temp 2-component vector of float) -0:18 'txval11' (temp 2-component vector of float) -0:18 Construct vec2 (temp 2-component vector of float) -0:? texture (temp 4-component vector of float) -0:18 Construct combined texture-sampler (temp sampler1D) -0:18 'g_tTex1df2' (uniform texture1D) -0:18 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:18 move second child to first child ( temp 2-component vector of float) +0:18 'txval11' ( temp 2-component vector of float) +0:18 Construct vec2 ( temp 2-component vector of float) +0:? texture ( temp 4-component vector of float) +0:18 Construct combined texture-sampler ( temp sampler1D) +0:18 'g_tTex1df2' ( uniform texture1D) +0:18 'g_sSamp' (layout( binding=0) uniform sampler) 0:18 Constant: 0:18 0.200000 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of float) -0:19 'txval12' (temp 3-component vector of float) -0:19 Construct vec3 (temp 3-component vector of float) -0:? texture (temp 4-component vector of float) -0:19 Construct combined texture-sampler (temp sampler1D) -0:19 'g_tTex1df3' (uniform texture1D) -0:19 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:19 move second child to first child ( temp 3-component vector of float) +0:19 'txval12' ( temp 3-component vector of float) +0:19 Construct vec3 ( temp 3-component vector of float) +0:? texture ( temp 4-component vector of float) +0:19 Construct combined texture-sampler ( temp sampler1D) +0:19 'g_tTex1df3' ( uniform texture1D) +0:19 'g_sSamp' (layout( binding=0) uniform sampler) 0:19 Constant: 0:19 0.200000 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'txval13' (temp 4-component vector of float) -0:20 texture (temp 4-component vector of float) -0:20 Construct combined texture-sampler (temp sampler1D) -0:20 'g_tTex1df4' (uniform texture1D) -0:20 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'txval13' ( temp 4-component vector of float) +0:20 texture ( temp 4-component vector of float) +0:20 Construct combined texture-sampler ( temp sampler1D) +0:20 'g_tTex1df4' ( uniform texture1D) +0:20 'g_sSamp' (layout( binding=0) uniform sampler) 0:20 Constant: 0:20 0.200000 -0:22 move second child to first child (temp 4-component vector of float) -0:22 Color: direct index for structure (temp 4-component vector of float) -0:22 'psout' (temp structure{temp 4-component vector of float Color}) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Color: direct index for structure ( temp 4-component vector of float) +0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Constant: @@ -134,24 +134,24 @@ gl_FragCoord origin is upper left 0:22 1.000000 0:22 1.000000 0:23 Branch: Return with expression -0:23 'psout' (temp structure{temp 4-component vector of float Color}) -0:14 Function Definition: main( (temp void) +0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:14 Color: direct index for structure (temp 4-component vector of float) -0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:14 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:14 Color: direct index for structure ( temp 4-component vector of float) +0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df1' (uniform texture1D) -0:? 'g_tTex1df2' (uniform texture1D) -0:? 'g_tTex1df3' (uniform texture1D) -0:? 'g_tTex1df4' (uniform texture1D) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df1' ( uniform texture1D) +0:? 'g_tTex1df2' ( uniform texture1D) +0:? 'g_tTex1df3' ( uniform texture1D) +0:? 'g_tTex1df4' ( uniform texture1D) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index e14c8f1b..7f6881f1 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -2,52 +2,52 @@ hlsl.samplebias.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 texture (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 texture ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 texture (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 texture ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -55,12 +55,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 0.500000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -68,12 +68,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -81,12 +81,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 0.500000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,12 +95,12 @@ gl_FragCoord origin is upper left 0:35 Constant: 0:35 0.500000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -109,12 +109,12 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0.500000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -122,9 +122,9 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:37 Constant: 0:37 0.500000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -132,48 +132,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -182,52 +182,52 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 texture (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 texture ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 texture (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 texture ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -235,12 +235,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 0.500000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -248,12 +248,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -261,12 +261,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 0.500000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -275,12 +275,12 @@ gl_FragCoord origin is upper left 0:35 Constant: 0:35 0.500000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -289,12 +289,12 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0.500000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -302,9 +302,9 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:37 Constant: 0:37 0.500000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -312,48 +312,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index 3b43d0ad..81e8da94 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -2,85 +2,85 @@ hlsl.samplebias.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: 0:31 0.500000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: 0:32 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: 0:33 0.500000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 texture (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 texture ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -88,12 +88,12 @@ gl_FragCoord origin is upper left 0:39 Constant: 0:39 0.500000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 texture (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 texture ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -101,12 +101,12 @@ gl_FragCoord origin is upper left 0:40 Constant: 0:40 0.500000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 texture (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 texture ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -114,12 +114,12 @@ gl_FragCoord origin is upper left 0:41 Constant: 0:41 0.500000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval40' (temp 4-component vector of float) -0:43 texture (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp samplerCube) -0:43 'g_tTexcdf4' (uniform textureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval40' ( temp 4-component vector of float) +0:43 texture ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp samplerCube) +0:43 'g_tTexcdf4' ( uniform textureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -127,12 +127,12 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.500000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval41' (temp 4-component vector of int) -0:44 texture (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isamplerCube) -0:44 'g_tTexcdi4' (uniform itextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval41' ( temp 4-component vector of int) +0:44 texture ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isamplerCube) +0:44 'g_tTexcdi4' ( uniform itextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -140,21 +140,21 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.500000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval42' (temp 4-component vector of uint) -0:45 texture (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usamplerCube) -0:45 'g_tTexcdu4' (uniform utextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval42' ( temp 4-component vector of uint) +0:45 texture ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usamplerCube) +0:45 'g_tTexcdu4' ( uniform utextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:45 Constant: 0:45 0.500000 -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, temp float Depth}) +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, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -162,51 +162,51 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:47 1.000000 -0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:48 Depth: direct index for structure ( temp float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Branch: Return with expression -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:50 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -215,85 +215,85 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 texture (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 texture ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: 0:31 0.500000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 texture (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 texture ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: 0:32 0.500000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 texture (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 texture ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: 0:33 0.500000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 texture (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 texture ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 texture (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 texture ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 texture (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 texture ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 texture (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 texture ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -301,12 +301,12 @@ gl_FragCoord origin is upper left 0:39 Constant: 0:39 0.500000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 texture (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 texture ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -314,12 +314,12 @@ gl_FragCoord origin is upper left 0:40 Constant: 0:40 0.500000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 texture (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 texture ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -327,12 +327,12 @@ gl_FragCoord origin is upper left 0:41 Constant: 0:41 0.500000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval40' (temp 4-component vector of float) -0:43 texture (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp samplerCube) -0:43 'g_tTexcdf4' (uniform textureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval40' ( temp 4-component vector of float) +0:43 texture ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp samplerCube) +0:43 'g_tTexcdf4' ( uniform textureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -340,12 +340,12 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.500000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval41' (temp 4-component vector of int) -0:44 texture (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isamplerCube) -0:44 'g_tTexcdi4' (uniform itextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval41' ( temp 4-component vector of int) +0:44 texture ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isamplerCube) +0:44 'g_tTexcdi4' ( uniform itextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -353,21 +353,21 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.500000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval42' (temp 4-component vector of uint) -0:45 texture (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usamplerCube) -0:45 'g_tTexcdu4' (uniform utextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval42' ( temp 4-component vector of uint) +0:45 texture ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usamplerCube) +0:45 'g_tTexcdu4' ( uniform utextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:45 Constant: 0:45 0.500000 -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, temp float Depth}) +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, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -375,51 +375,51 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:47 1.000000 -0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:48 Depth: direct index for structure ( temp float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Branch: Return with expression -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:50 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index a9b552ea..19191321 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplebias.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -19,12 +19,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -32,12 +32,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -45,12 +45,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -60,12 +60,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -75,12 +75,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -90,12 +90,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -107,12 +107,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -124,12 +124,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -140,9 +140,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -150,51 +150,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -203,16 +203,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -220,12 +220,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -233,12 +233,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -246,12 +246,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -261,12 +261,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -276,12 +276,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -291,12 +291,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -308,12 +308,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -325,12 +325,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -341,9 +341,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -351,51 +351,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index e101a85d..0aab0484 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplebias.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -20,12 +20,12 @@ gl_FragCoord origin is upper left 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 @@ -34,12 +34,12 @@ gl_FragCoord origin is upper left 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -48,12 +48,12 @@ gl_FragCoord origin is upper left 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -64,12 +64,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -80,12 +80,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -95,9 +95,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -105,45 +105,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -152,16 +152,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 @@ -184,12 +184,12 @@ gl_FragCoord origin is upper left 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -198,12 +198,12 @@ gl_FragCoord origin is upper left 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -214,12 +214,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -230,12 +230,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -245,9 +245,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -255,45 +255,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index 8bd07cf9..6f26c98f 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -2,56 +2,56 @@ hlsl.samplecmp.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r10' (temp float) -0:42 texture (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r10' ( temp float) +0:42 texture ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r12' (temp float) -0:43 texture (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r12' ( temp float) +0:43 texture ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r14' (temp float) -0:44 texture (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r14' ( temp float) +0:44 texture ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r30' (temp float) -0:47 texture (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r30' ( temp float) +0:47 texture ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -59,13 +59,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.750000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r32' (temp float) -0:48 texture (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r32' ( temp float) +0:48 texture ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -73,13 +73,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.750000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r34' (temp float) -0:49 texture (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r34' ( temp float) +0:49 texture ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -87,13 +87,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.750000 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r60' (temp float) -0:52 texture (temp float) -0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow) -0:52 'g_tTexcdf4a' (uniform textureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 Construct vec4 (temp 4-component vector of float) +0:52 move second child to first child ( temp float) +0:52 'r60' ( temp float) +0:52 texture ( temp float) +0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow) +0:52 'g_tTexcdf4a' ( uniform textureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -102,13 +102,13 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0.750000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r62' (temp float) -0:53 texture (temp float) -0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow) -0:53 'g_tTexcdi4a' (uniform itextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r62' ( temp float) +0:53 texture ( temp float) +0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow) +0:53 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -117,13 +117,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.750000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r64' (temp float) -0:54 texture (temp float) -0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow) -0:54 'g_tTexcdu4a' (uniform utextureCubeArray) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r64' ( temp float) +0:54 texture ( temp float) +0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow) +0:54 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -131,9 +131,9 @@ gl_FragCoord origin is upper left 0:? 0.400000 0:54 Constant: 0:54 0.750000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 Color: direct index for structure ( temp 4-component vector of float) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -141,59 +141,59 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:56 1.000000 -0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp float) +0:57 Depth: direct index for structure ( temp float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Branch: Return with expression -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -202,56 +202,56 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r10' (temp float) -0:42 texture (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r10' ( temp float) +0:42 texture ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r12' (temp float) -0:43 texture (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r12' ( temp float) +0:43 texture ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r14' (temp float) -0:44 texture (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r14' ( temp float) +0:44 texture ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r30' (temp float) -0:47 texture (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r30' ( temp float) +0:47 texture ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -259,13 +259,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.750000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r32' (temp float) -0:48 texture (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r32' ( temp float) +0:48 texture ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -273,13 +273,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.750000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r34' (temp float) -0:49 texture (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r34' ( temp float) +0:49 texture ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -287,13 +287,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.750000 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r60' (temp float) -0:52 texture (temp float) -0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow) -0:52 'g_tTexcdf4a' (uniform textureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 Construct vec4 (temp 4-component vector of float) +0:52 move second child to first child ( temp float) +0:52 'r60' ( temp float) +0:52 texture ( temp float) +0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow) +0:52 'g_tTexcdf4a' ( uniform textureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -302,13 +302,13 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0.750000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r62' (temp float) -0:53 texture (temp float) -0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow) -0:53 'g_tTexcdi4a' (uniform itextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r62' ( temp float) +0:53 texture ( temp float) +0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow) +0:53 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -317,13 +317,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.750000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r64' (temp float) -0:54 texture (temp float) -0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow) -0:54 'g_tTexcdu4a' (uniform utextureCubeArray) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r64' ( temp float) +0:54 texture ( temp float) +0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow) +0:54 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -331,9 +331,9 @@ gl_FragCoord origin is upper left 0:? 0.400000 0:54 Constant: 0:54 0.750000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 Color: direct index for structure ( temp 4-component vector of float) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -341,59 +341,59 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:56 1.000000 -0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp float) +0:57 Depth: direct index for structure ( temp float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Branch: Return with expression -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index 906c07ff..df1004e1 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -2,92 +2,92 @@ hlsl.samplecmp.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r00' (temp float) -0:42 texture (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r00' ( temp float) +0:42 texture ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r02' (temp float) -0:43 texture (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r02' ( temp float) +0:43 texture ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r04' (temp float) -0:44 texture (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r04' ( temp float) +0:44 texture ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: 0:44 0.750000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r20' (temp float) -0:47 texture (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r20' ( temp float) +0:47 texture ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r22' (temp float) -0:48 texture (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r22' ( temp float) +0:48 texture ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r24' (temp float) -0:49 texture (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r24' ( temp float) +0:49 texture ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r50' (temp float) -0:53 texture (temp float) -0:53 Construct combined texture-sampler (temp samplerCubeShadow) -0:53 'g_tTexcdf4' (uniform textureCube) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r50' ( temp float) +0:53 texture ( temp float) +0:53 Construct combined texture-sampler ( temp samplerCubeShadow) +0:53 'g_tTexcdf4' ( uniform textureCube) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,13 +95,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.750000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r52' (temp float) -0:54 texture (temp float) -0:54 Construct combined texture-sampler (temp isamplerCubeShadow) -0:54 'g_tTexcdi4' (uniform itextureCube) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r52' ( temp float) +0:54 texture ( temp float) +0:54 Construct combined texture-sampler ( temp isamplerCubeShadow) +0:54 'g_tTexcdi4' ( uniform itextureCube) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -109,22 +109,22 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.750000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r54' (temp float) -0:55 texture (temp float) -0:55 Construct combined texture-sampler (temp usamplerCubeShadow) -0:55 'g_tTexcdu4' (uniform utextureCube) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 Construct vec4 (temp 4-component vector of float) +0:55 move second child to first child ( temp float) +0:55 'r54' ( temp float) +0:55 texture ( temp float) +0:55 Construct combined texture-sampler ( temp usamplerCubeShadow) +0:55 'g_tTexcdu4' ( uniform utextureCube) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:55 Constant: 0:55 0.750000 -0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 Color: direct index for structure ( temp 4-component vector of float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -132,59 +132,59 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:57 1.000000 -0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp float) +0:58 Depth: direct index for structure ( temp float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Branch: Return with expression -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:60 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -193,92 +193,92 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r00' (temp float) -0:42 texture (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r00' ( temp float) +0:42 texture ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r02' (temp float) -0:43 texture (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r02' ( temp float) +0:43 texture ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r04' (temp float) -0:44 texture (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r04' ( temp float) +0:44 texture ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: 0:44 0.750000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r20' (temp float) -0:47 texture (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r20' ( temp float) +0:47 texture ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r22' (temp float) -0:48 texture (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r22' ( temp float) +0:48 texture ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r24' (temp float) -0:49 texture (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r24' ( temp float) +0:49 texture ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r50' (temp float) -0:53 texture (temp float) -0:53 Construct combined texture-sampler (temp samplerCubeShadow) -0:53 'g_tTexcdf4' (uniform textureCube) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r50' ( temp float) +0:53 texture ( temp float) +0:53 Construct combined texture-sampler ( temp samplerCubeShadow) +0:53 'g_tTexcdf4' ( uniform textureCube) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -286,13 +286,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.750000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r52' (temp float) -0:54 texture (temp float) -0:54 Construct combined texture-sampler (temp isamplerCubeShadow) -0:54 'g_tTexcdi4' (uniform itextureCube) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r52' ( temp float) +0:54 texture ( temp float) +0:54 Construct combined texture-sampler ( temp isamplerCubeShadow) +0:54 'g_tTexcdi4' ( uniform itextureCube) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -300,22 +300,22 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.750000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r54' (temp float) -0:55 texture (temp float) -0:55 Construct combined texture-sampler (temp usamplerCubeShadow) -0:55 'g_tTexcdu4' (uniform utextureCube) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 Construct vec4 (temp 4-component vector of float) +0:55 move second child to first child ( temp float) +0:55 'r54' ( temp float) +0:55 texture ( temp float) +0:55 Construct combined texture-sampler ( temp usamplerCubeShadow) +0:55 'g_tTexcdu4' ( uniform utextureCube) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:55 Constant: 0:55 0.750000 -0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 Color: direct index for structure ( temp 4-component vector of float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -323,59 +323,59 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:57 1.000000 -0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp float) +0:58 Depth: direct index for structure ( temp float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Branch: Return with expression -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:60 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index c4777e6b..a6193fd9 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmp.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r01' (temp float) -0:42 textureOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r01' ( temp float) +0:42 textureOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -20,13 +20,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r03' (temp float) -0:43 textureOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r03' ( temp float) +0:43 textureOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -34,13 +34,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r05' (temp float) -0:44 textureOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r05' ( temp float) +0:44 textureOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -48,13 +48,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r21' (temp float) -0:47 textureOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r21' ( temp float) +0:47 textureOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -64,13 +64,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r23' (temp float) -0:48 textureOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r23' ( temp float) +0:48 textureOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -80,13 +80,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r25' (temp float) -0:49 textureOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r25' ( temp float) +0:49 textureOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,9 +95,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 Color: direct index for structure ( temp 4-component vector of float) +0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -105,59 +105,59 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:62 1.000000 -0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp float) +0:63 Depth: direct index for structure ( temp float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Branch: Return with expression -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -166,17 +166,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r01' (temp float) -0:42 textureOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r01' ( temp float) +0:42 textureOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -184,13 +184,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r03' (temp float) -0:43 textureOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r03' ( temp float) +0:43 textureOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -198,13 +198,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r05' (temp float) -0:44 textureOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r05' ( temp float) +0:44 textureOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -212,13 +212,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r21' (temp float) -0:47 textureOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r21' ( temp float) +0:47 textureOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -228,13 +228,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r23' (temp float) -0:48 textureOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r23' ( temp float) +0:48 textureOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -244,13 +244,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r25' (temp float) -0:49 textureOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r25' ( temp float) +0:49 textureOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -259,9 +259,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 Color: direct index for structure ( temp 4-component vector of float) +0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -269,59 +269,59 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:62 1.000000 -0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp float) +0:63 Depth: direct index for structure ( temp float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Branch: Return with expression -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index b7294eb8..2fdce678 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmp.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r11' (temp float) -0:42 textureOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r11' ( temp float) +0:42 textureOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -21,13 +21,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r13' (temp float) -0:43 textureOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r13' ( temp float) +0:43 textureOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -36,13 +36,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r15' (temp float) -0:44 textureOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r15' ( temp float) +0:44 textureOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -51,13 +51,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r31' (temp float) -0:47 textureOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r31' ( temp float) +0:47 textureOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -68,13 +68,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r33' (temp float) -0:48 textureOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r33' ( temp float) +0:48 textureOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -85,13 +85,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r35' (temp float) -0:49 textureOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r35' ( temp float) +0:49 textureOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -101,9 +101,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:63 move second child to first child (temp 4-component vector of float) -0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 Color: direct index for structure ( temp 4-component vector of float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -111,59 +111,59 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:63 1.000000 -0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:64 move second child to first child ( temp float) +0:64 Depth: direct index for structure ( temp float) +0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -172,17 +172,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r11' (temp float) -0:42 textureOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r11' ( temp float) +0:42 textureOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -191,13 +191,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r13' (temp float) -0:43 textureOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r13' ( temp float) +0:43 textureOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -206,13 +206,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r15' (temp float) -0:44 textureOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r15' ( temp float) +0:44 textureOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -221,13 +221,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r31' (temp float) -0:47 textureOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r31' ( temp float) +0:47 textureOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -238,13 +238,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r33' (temp float) -0:48 textureOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r33' ( temp float) +0:48 textureOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -255,13 +255,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r35' (temp float) -0:49 textureOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r35' ( temp float) +0:49 textureOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -271,9 +271,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:63 move second child to first child (temp 4-component vector of float) -0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 Color: direct index for structure ( temp 4-component vector of float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -281,59 +281,59 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:63 1.000000 -0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:64 move second child to first child ( temp float) +0:64 Depth: direct index for structure ( temp float) +0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index 27407b8d..3a3e1695 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmplevelzero.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r10' (temp float) -0:42 textureLod (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r10' ( temp float) +0:42 textureLod ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -21,13 +21,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.000000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r12' (temp float) -0:43 textureLod (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r12' ( temp float) +0:43 textureLod ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -36,13 +36,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.000000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r14' (temp float) -0:44 textureLod (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r14' ( temp float) +0:44 textureLod ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -51,13 +51,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.000000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r30' (temp float) -0:47 textureLod (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r30' ( temp float) +0:47 textureLod ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -67,13 +67,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r32' (temp float) -0:48 textureLod (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r32' ( temp float) +0:48 textureLod ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -83,13 +83,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.000000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r34' (temp float) -0:49 textureLod (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r34' ( temp float) +0:49 textureLod ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -99,13 +99,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.000000 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r60' (temp float) -0:52 textureLod (temp float) -0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow) -0:52 'g_tTexcdf4a' (uniform textureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 Construct vec4 (temp 4-component vector of float) +0:52 move second child to first child ( temp float) +0:52 'r60' ( temp float) +0:52 textureLod ( temp float) +0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow) +0:52 'g_tTexcdf4a' ( uniform textureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -116,13 +116,13 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r62' (temp float) -0:53 textureLod (temp float) -0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow) -0:53 'g_tTexcdi4a' (uniform itextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r62' ( temp float) +0:53 textureLod ( temp float) +0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow) +0:53 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -133,13 +133,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r64' (temp float) -0:54 textureLod (temp float) -0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow) -0:54 'g_tTexcdu4a' (uniform utextureCubeArray) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r64' ( temp float) +0:54 textureLod ( temp float) +0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow) +0:54 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -149,9 +149,9 @@ gl_FragCoord origin is upper left 0:54 0.750000 0:54 Constant: 0:54 0.000000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 Color: direct index for structure ( temp 4-component vector of float) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -159,59 +159,59 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:56 1.000000 -0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp float) +0:57 Depth: direct index for structure ( temp float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Branch: Return with expression -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -220,17 +220,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r10' (temp float) -0:42 textureLod (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r10' ( temp float) +0:42 textureLod ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -239,13 +239,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.000000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r12' (temp float) -0:43 textureLod (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r12' ( temp float) +0:43 textureLod ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -254,13 +254,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.000000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r14' (temp float) -0:44 textureLod (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r14' ( temp float) +0:44 textureLod ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -269,13 +269,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.000000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r30' (temp float) -0:47 textureLod (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r30' ( temp float) +0:47 textureLod ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -285,13 +285,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r32' (temp float) -0:48 textureLod (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r32' ( temp float) +0:48 textureLod ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -301,13 +301,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.000000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r34' (temp float) -0:49 textureLod (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r34' ( temp float) +0:49 textureLod ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -317,13 +317,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.000000 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'r60' (temp float) -0:52 textureLod (temp float) -0:52 Construct combined texture-sampler (temp samplerCubeArrayShadow) -0:52 'g_tTexcdf4a' (uniform textureCubeArray) -0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 Construct vec4 (temp 4-component vector of float) +0:52 move second child to first child ( temp float) +0:52 'r60' ( temp float) +0:52 textureLod ( temp float) +0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow) +0:52 'g_tTexcdf4a' ( uniform textureCubeArray) +0:52 'g_sSamp' (layout( binding=0) uniform sampler) +0:52 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -334,13 +334,13 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r62' (temp float) -0:53 textureLod (temp float) -0:53 Construct combined texture-sampler (temp isamplerCubeArrayShadow) -0:53 'g_tTexcdi4a' (uniform itextureCubeArray) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r62' ( temp float) +0:53 textureLod ( temp float) +0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow) +0:53 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -351,13 +351,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r64' (temp float) -0:54 textureLod (temp float) -0:54 Construct combined texture-sampler (temp usamplerCubeArrayShadow) -0:54 'g_tTexcdu4a' (uniform utextureCubeArray) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r64' ( temp float) +0:54 textureLod ( temp float) +0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow) +0:54 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -367,9 +367,9 @@ gl_FragCoord origin is upper left 0:54 0.750000 0:54 Constant: 0:54 0.000000 -0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:56 move second child to first child ( temp 4-component vector of float) +0:56 Color: direct index for structure ( temp 4-component vector of float) +0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -377,59 +377,59 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:56 1.000000 -0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp float) +0:57 Depth: direct index for structure ( temp float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Branch: Return with expression -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index be4919a0..1fcc001e 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmplevelzero.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r00' (temp float) -0:42 textureLod (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r00' ( temp float) +0:42 textureLod ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -20,13 +20,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.000000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r02' (temp float) -0:43 textureLod (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r02' ( temp float) +0:43 textureLod ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -34,13 +34,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.000000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r04' (temp float) -0:44 textureLod (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r04' ( temp float) +0:44 textureLod ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -48,13 +48,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.000000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r20' (temp float) -0:47 textureLod (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r20' ( temp float) +0:47 textureLod ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -63,13 +63,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r22' (temp float) -0:48 textureLod (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r22' ( temp float) +0:48 textureLod ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -78,13 +78,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.000000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r24' (temp float) -0:49 textureLod (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r24' ( temp float) +0:49 textureLod ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -93,13 +93,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r50' (temp float) -0:53 textureLod (temp float) -0:53 Construct combined texture-sampler (temp samplerCubeShadow) -0:53 'g_tTexcdf4' (uniform textureCube) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r50' ( temp float) +0:53 textureLod ( temp float) +0:53 Construct combined texture-sampler ( temp samplerCubeShadow) +0:53 'g_tTexcdf4' ( uniform textureCube) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -109,13 +109,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r52' (temp float) -0:54 textureLod (temp float) -0:54 Construct combined texture-sampler (temp isamplerCubeShadow) -0:54 'g_tTexcdi4' (uniform itextureCube) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r52' ( temp float) +0:54 textureLod ( temp float) +0:54 Construct combined texture-sampler ( temp isamplerCubeShadow) +0:54 'g_tTexcdi4' ( uniform itextureCube) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -125,13 +125,13 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.000000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r54' (temp float) -0:55 textureLod (temp float) -0:55 Construct combined texture-sampler (temp usamplerCubeShadow) -0:55 'g_tTexcdu4' (uniform utextureCube) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 Construct vec4 (temp 4-component vector of float) +0:55 move second child to first child ( temp float) +0:55 'r54' ( temp float) +0:55 textureLod ( temp float) +0:55 Construct combined texture-sampler ( temp usamplerCubeShadow) +0:55 'g_tTexcdu4' ( uniform utextureCube) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -140,9 +140,9 @@ gl_FragCoord origin is upper left 0:55 0.750000 0:55 Constant: 0:55 0.000000 -0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 Color: direct index for structure ( temp 4-component vector of float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -150,59 +150,59 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:57 1.000000 -0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp float) +0:58 Depth: direct index for structure ( temp float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Branch: Return with expression -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:60 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -211,17 +211,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r00' (temp float) -0:42 textureLod (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r00' ( temp float) +0:42 textureLod ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -229,13 +229,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.000000 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r02' (temp float) -0:43 textureLod (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r02' ( temp float) +0:43 textureLod ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -243,13 +243,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 0.000000 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r04' (temp float) -0:44 textureLod (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r04' ( temp float) +0:44 textureLod ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -257,13 +257,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.000000 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r20' (temp float) -0:47 textureLod (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r20' ( temp float) +0:47 textureLod ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -272,13 +272,13 @@ gl_FragCoord origin is upper left 0:47 Constant: 0:47 0.000000 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r22' (temp float) -0:48 textureLod (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r22' ( temp float) +0:48 textureLod ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -287,13 +287,13 @@ gl_FragCoord origin is upper left 0:48 Constant: 0:48 0.000000 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r24' (temp float) -0:49 textureLod (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r24' ( temp float) +0:49 textureLod ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -302,13 +302,13 @@ gl_FragCoord origin is upper left 0:49 Constant: 0:49 0.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'r50' (temp float) -0:53 textureLod (temp float) -0:53 Construct combined texture-sampler (temp samplerCubeShadow) -0:53 'g_tTexcdf4' (uniform textureCube) -0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 Construct vec4 (temp 4-component vector of float) +0:53 move second child to first child ( temp float) +0:53 'r50' ( temp float) +0:53 textureLod ( temp float) +0:53 Construct combined texture-sampler ( temp samplerCubeShadow) +0:53 'g_tTexcdf4' ( uniform textureCube) +0:53 'g_sSamp' (layout( binding=0) uniform sampler) +0:53 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -318,13 +318,13 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 0.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'r52' (temp float) -0:54 textureLod (temp float) -0:54 Construct combined texture-sampler (temp isamplerCubeShadow) -0:54 'g_tTexcdi4' (uniform itextureCube) -0:54 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:54 Construct vec4 (temp 4-component vector of float) +0:54 move second child to first child ( temp float) +0:54 'r52' ( temp float) +0:54 textureLod ( temp float) +0:54 Construct combined texture-sampler ( temp isamplerCubeShadow) +0:54 'g_tTexcdi4' ( uniform itextureCube) +0:54 'g_sSamp' (layout( binding=0) uniform sampler) +0:54 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -334,13 +334,13 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.000000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'r54' (temp float) -0:55 textureLod (temp float) -0:55 Construct combined texture-sampler (temp usamplerCubeShadow) -0:55 'g_tTexcdu4' (uniform utextureCube) -0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 Construct vec4 (temp 4-component vector of float) +0:55 move second child to first child ( temp float) +0:55 'r54' ( temp float) +0:55 textureLod ( temp float) +0:55 Construct combined texture-sampler ( temp usamplerCubeShadow) +0:55 'g_tTexcdu4' ( uniform utextureCube) +0:55 'g_sSamp' (layout( binding=0) uniform sampler) +0:55 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -349,9 +349,9 @@ gl_FragCoord origin is upper left 0:55 0.750000 0:55 Constant: 0:55 0.000000 -0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:57 move second child to first child ( temp 4-component vector of float) +0:57 Color: direct index for structure ( temp 4-component vector of float) +0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -359,59 +359,59 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:57 1.000000 -0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:58 move second child to first child ( temp float) +0:58 Depth: direct index for structure ( temp float) +0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Branch: Return with expression -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:60 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index 5696c68f..1bd82beb 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmplevelzero.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r01' (temp float) -0:42 textureLodOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r01' ( temp float) +0:42 textureLodOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -22,13 +22,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r03' (temp float) -0:43 textureLodOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r03' ( temp float) +0:43 textureLodOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -38,13 +38,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r05' (temp float) -0:44 textureLodOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r05' ( temp float) +0:44 textureLodOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -54,13 +54,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r21' (temp float) -0:47 textureLodOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r21' ( temp float) +0:47 textureLodOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -72,13 +72,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r23' (temp float) -0:48 textureLodOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r23' ( temp float) +0:48 textureLodOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -90,13 +90,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r25' (temp float) -0:49 textureLodOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r25' ( temp float) +0:49 textureLodOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -107,9 +107,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 Color: direct index for structure ( temp 4-component vector of float) +0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -117,59 +117,59 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:62 1.000000 -0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp float) +0:63 Depth: direct index for structure ( temp float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Branch: Return with expression -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -178,17 +178,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r01' (temp float) -0:42 textureLodOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DShadow) -0:42 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec2 (temp 2-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r01' ( temp float) +0:42 textureLodOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DShadow) +0:42 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec2 ( temp 2-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 Constant: @@ -198,13 +198,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r03' (temp float) -0:43 textureLodOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DShadow) -0:43 'g_tTex1di4' (uniform itexture1D) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec2 (temp 2-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r03' ( temp float) +0:43 textureLodOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DShadow) +0:43 'g_tTex1di4' ( uniform itexture1D) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec2 ( temp 2-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 Constant: @@ -214,13 +214,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r05' (temp float) -0:44 textureLodOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DShadow) -0:44 'g_tTex1du4' (uniform utexture1D) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec2 (temp 2-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r05' ( temp float) +0:44 textureLodOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DShadow) +0:44 'g_tTex1du4' ( uniform utexture1D) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec2 ( temp 2-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 Constant: @@ -230,13 +230,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r21' (temp float) -0:47 textureLodOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DShadow) -0:47 'g_tTex2df4' (uniform texture2D) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec3 (temp 3-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r21' ( temp float) +0:47 textureLodOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DShadow) +0:47 'g_tTex2df4' ( uniform texture2D) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -248,13 +248,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r23' (temp float) -0:48 textureLodOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DShadow) -0:48 'g_tTex2di4' (uniform itexture2D) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec3 (temp 3-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r23' ( temp float) +0:48 textureLodOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DShadow) +0:48 'g_tTex2di4' ( uniform itexture2D) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -266,13 +266,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r25' (temp float) -0:49 textureLodOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DShadow) -0:49 'g_tTex2du4' (uniform utexture2D) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec3 (temp 3-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r25' ( temp float) +0:49 textureLodOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DShadow) +0:49 'g_tTex2du4' ( uniform utexture2D) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -283,9 +283,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:62 move second child to first child (temp 4-component vector of float) -0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:62 move second child to first child ( temp 4-component vector of float) +0:62 Color: direct index for structure ( temp 4-component vector of float) +0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -293,59 +293,59 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:62 1.000000 -0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp float) +0:63 Depth: direct index for structure ( temp float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Branch: Return with expression -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index 8b6d9e0e..8a87e9b0 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -2,17 +2,17 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r11' (temp float) -0:42 textureLodOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r11' ( temp float) +0:42 textureLodOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -23,13 +23,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r13' (temp float) -0:43 textureLodOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r13' ( temp float) +0:43 textureLodOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -40,13 +40,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r15' (temp float) -0:44 textureLodOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r15' ( temp float) +0:44 textureLodOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -57,13 +57,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r31' (temp float) -0:47 textureLodOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r31' ( temp float) +0:47 textureLodOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -76,13 +76,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r33' (temp float) -0:48 textureLodOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r33' ( temp float) +0:48 textureLodOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,13 +95,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r35' (temp float) -0:49 textureLodOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r35' ( temp float) +0:49 textureLodOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -113,9 +113,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:63 move second child to first child (temp 4-component vector of float) -0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 Color: direct index for structure ( temp 4-component vector of float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -123,59 +123,59 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:63 1.000000 -0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:64 move second child to first child ( temp float) +0:64 Depth: direct index for structure ( temp float) +0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -184,17 +184,17 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: @main( (temp 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 -0:42 move second child to first child (temp float) -0:42 'r11' (temp float) -0:42 textureLodOffset (temp float) -0:42 Construct combined texture-sampler (temp sampler1DArrayShadow) -0:42 'g_tTex1df4a' (uniform texture1DArray) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 Construct vec3 (temp 3-component vector of float) +0:42 move second child to first child ( temp float) +0:42 'r11' ( temp float) +0:42 textureLodOffset ( temp float) +0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) +0:42 'g_tTex1df4a' ( uniform texture1DArray) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) +0:42 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -205,13 +205,13 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 2 (const int) 0:43 Sequence -0:43 move second child to first child (temp float) -0:43 'r13' (temp float) -0:43 textureLodOffset (temp float) -0:43 Construct combined texture-sampler (temp isampler1DArrayShadow) -0:43 'g_tTex1di4a' (uniform itexture1DArray) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 Construct vec3 (temp 3-component vector of float) +0:43 move second child to first child ( temp float) +0:43 'r13' ( temp float) +0:43 textureLodOffset ( temp float) +0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) +0:43 'g_tTex1di4a' ( uniform itexture1DArray) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) +0:43 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -222,13 +222,13 @@ gl_FragCoord origin is upper left 0:43 Constant: 0:43 2 (const int) 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 'r15' (temp float) -0:44 textureLodOffset (temp float) -0:44 Construct combined texture-sampler (temp usampler1DArrayShadow) -0:44 'g_tTex1du4a' (uniform utexture1DArray) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 Construct vec3 (temp 3-component vector of float) +0:44 move second child to first child ( temp float) +0:44 'r15' ( temp float) +0:44 textureLodOffset ( temp float) +0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) +0:44 'g_tTex1du4a' ( uniform utexture1DArray) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) +0:44 Construct vec3 ( temp 3-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -239,13 +239,13 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 2 (const int) 0:47 Sequence -0:47 move second child to first child (temp float) -0:47 'r31' (temp float) -0:47 textureLodOffset (temp float) -0:47 Construct combined texture-sampler (temp sampler2DArrayShadow) -0:47 'g_tTex2df4a' (uniform texture2DArray) -0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 Construct vec4 (temp 4-component vector of float) +0:47 move second child to first child ( temp float) +0:47 'r31' ( temp float) +0:47 textureLodOffset ( temp float) +0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) +0:47 'g_tTex2df4a' ( uniform texture2DArray) +0:47 'g_sSamp' (layout( binding=0) uniform sampler) +0:47 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -258,13 +258,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 'r33' (temp float) -0:48 textureLodOffset (temp float) -0:48 Construct combined texture-sampler (temp isampler2DArrayShadow) -0:48 'g_tTex2di4a' (uniform itexture2DArray) -0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 Construct vec4 (temp 4-component vector of float) +0:48 move second child to first child ( temp float) +0:48 'r33' ( temp float) +0:48 textureLodOffset ( temp float) +0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) +0:48 'g_tTex2di4a' ( uniform itexture2DArray) +0:48 'g_sSamp' (layout( binding=0) uniform sampler) +0:48 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -277,13 +277,13 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 3 (const int) 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 'r35' (temp float) -0:49 textureLodOffset (temp float) -0:49 Construct combined texture-sampler (temp usampler2DArrayShadow) -0:49 'g_tTex2du4a' (uniform utexture2DArray) -0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 Construct vec4 (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 'r35' ( temp float) +0:49 textureLodOffset ( temp float) +0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) +0:49 'g_tTex2du4a' ( uniform utexture2DArray) +0:49 'g_sSamp' (layout( binding=0) uniform sampler) +0:49 Construct vec4 ( temp 4-component vector of float) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -295,9 +295,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 2 (const int) 0:? 3 (const int) -0:63 move second child to first child (temp 4-component vector of float) -0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:63 move second child to first child ( temp 4-component vector of float) +0:63 Color: direct index for structure ( temp 4-component vector of float) +0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -305,59 +305,59 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:63 1.000000 -0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:64 move second child to first child ( temp float) +0:64 Depth: direct index for structure ( temp float) +0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Definition: main( (temp void) +0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:38 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:38 Color: direct index for structure ( temp 4-component vector of float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) -0:38 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float) -0:38 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:38 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:38 Depth: direct index for structure ( temp float) +0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index ebc4f3fc..5a5159d3 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplegrad.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureGrad (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureGrad ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -20,12 +20,12 @@ gl_FragCoord origin is upper left 0:27 Constant: 0:27 1.200000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureGrad (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureGrad ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -34,12 +34,12 @@ gl_FragCoord origin is upper left 0:28 Constant: 0:28 1.200000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureGrad (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureGrad ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -48,12 +48,12 @@ gl_FragCoord origin is upper left 0:29 Constant: 0:29 1.200000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureGrad (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureGrad ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -65,12 +65,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureGrad (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureGrad ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -82,12 +82,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureGrad (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureGrad ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -99,12 +99,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureGrad (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureGrad ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -119,12 +119,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureGrad (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureGrad ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -139,12 +139,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureGrad (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureGrad ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -158,9 +158,9 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:? 1.300000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -168,48 +168,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -218,16 +218,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureGrad (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureGrad ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -236,12 +236,12 @@ gl_FragCoord origin is upper left 0:27 Constant: 0:27 1.200000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureGrad (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureGrad ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -250,12 +250,12 @@ gl_FragCoord origin is upper left 0:28 Constant: 0:28 1.200000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureGrad (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureGrad ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -264,12 +264,12 @@ gl_FragCoord origin is upper left 0:29 Constant: 0:29 1.200000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureGrad (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureGrad ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -281,12 +281,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureGrad (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureGrad ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -298,12 +298,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureGrad (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureGrad ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -315,12 +315,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureGrad (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureGrad ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -335,12 +335,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureGrad (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureGrad ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -355,12 +355,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureGrad (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureGrad ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -374,9 +374,9 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:? 1.300000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -384,48 +384,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index 8d9cc9e0..dc61751c 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplegrad.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureGrad (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureGrad ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -19,12 +19,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureGrad (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureGrad ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -32,12 +32,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1.200000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureGrad (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureGrad ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -45,12 +45,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureGrad (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureGrad ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -61,12 +61,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureGrad (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureGrad ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -77,12 +77,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureGrad (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureGrad ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -93,12 +93,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureGrad (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureGrad ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -112,12 +112,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureGrad (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureGrad ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -131,12 +131,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureGrad (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureGrad ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -150,12 +150,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval40' (temp 4-component vector of float) -0:43 textureGrad (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp samplerCube) -0:43 'g_tTexcdf4' (uniform textureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval40' ( temp 4-component vector of float) +0:43 textureGrad ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp samplerCube) +0:43 'g_tTexcdf4' ( uniform textureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -169,12 +169,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval41' (temp 4-component vector of int) -0:44 textureGrad (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isamplerCube) -0:44 'g_tTexcdi4' (uniform itextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval41' ( temp 4-component vector of int) +0:44 textureGrad ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isamplerCube) +0:44 'g_tTexcdi4' ( uniform itextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -188,12 +188,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval42' (temp 4-component vector of uint) -0:45 textureGrad (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usamplerCube) -0:45 'g_tTexcdu4' (uniform utextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval42' ( temp 4-component vector of uint) +0:45 textureGrad ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usamplerCube) +0:45 'g_tTexcdu4' ( uniform utextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -206,9 +206,9 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:? 1.300000 -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, temp float Depth}) +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, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -216,51 +216,51 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:47 1.000000 -0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:48 Depth: direct index for structure ( temp float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Branch: Return with expression -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:50 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -269,16 +269,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureGrad (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureGrad ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -286,12 +286,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureGrad (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureGrad ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -299,12 +299,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1.200000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureGrad (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureGrad ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -312,12 +312,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureGrad (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureGrad ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureGrad (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureGrad ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -344,12 +344,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureGrad (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureGrad ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -360,12 +360,12 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureGrad (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureGrad ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -379,12 +379,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureGrad (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureGrad ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -398,12 +398,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureGrad (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureGrad ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -417,12 +417,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'txval40' (temp 4-component vector of float) -0:43 textureGrad (temp 4-component vector of float) -0:43 Construct combined texture-sampler (temp samplerCube) -0:43 'g_tTexcdf4' (uniform textureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'txval40' ( temp 4-component vector of float) +0:43 textureGrad ( temp 4-component vector of float) +0:43 Construct combined texture-sampler ( temp samplerCube) +0:43 'g_tTexcdf4' ( uniform textureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -436,12 +436,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of int) -0:44 'txval41' (temp 4-component vector of int) -0:44 textureGrad (temp 4-component vector of int) -0:44 Construct combined texture-sampler (temp isamplerCube) -0:44 'g_tTexcdi4' (uniform itextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of int) +0:44 'txval41' ( temp 4-component vector of int) +0:44 textureGrad ( temp 4-component vector of int) +0:44 Construct combined texture-sampler ( temp isamplerCube) +0:44 'g_tTexcdi4' ( uniform itextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -455,12 +455,12 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 1.300000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of uint) -0:45 'txval42' (temp 4-component vector of uint) -0:45 textureGrad (temp 4-component vector of uint) -0:45 Construct combined texture-sampler (temp usamplerCube) -0:45 'g_tTexcdu4' (uniform utextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of uint) +0:45 'txval42' ( temp 4-component vector of uint) +0:45 textureGrad ( temp 4-component vector of uint) +0:45 Construct combined texture-sampler ( temp usamplerCube) +0:45 'g_tTexcdu4' ( uniform utextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -473,9 +473,9 @@ gl_FragCoord origin is upper left 0:? 1.100000 0:? 1.200000 0:? 1.300000 -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, temp float Depth}) +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, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -483,51 +483,51 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:47 1.000000 -0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp float) +0:48 Depth: direct index for structure ( temp float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Branch: Return with expression -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:50 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index eb93eee2..afce97f6 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -1,16 +1,16 @@ hlsl.samplegrad.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: @main( (temp 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 -0:30 move second child to first child (temp 4-component vector of float) -0:30 'txval10' (temp 4-component vector of float) -0:30 textureGrad (temp 4-component vector of float) -0:30 Construct combined texture-sampler (temp sampler1D) -0:30 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'txval10' ( temp 4-component vector of float) +0:30 textureGrad ( temp 4-component vector of float) +0:30 Construct combined texture-sampler ( temp sampler1D) +0:30 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.100000 0:30 Constant: @@ -18,12 +18,12 @@ Shader version: 450 0:30 Constant: 0:30 1.200000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of int) -0:31 'txval11' (temp 4-component vector of int) -0:31 textureGrad (temp 4-component vector of int) -0:31 Construct combined texture-sampler (temp isampler1D) -0:31 'g_tTex1di4' (uniform itexture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of int) +0:31 'txval11' ( temp 4-component vector of int) +0:31 textureGrad ( temp 4-component vector of int) +0:31 Construct combined texture-sampler ( temp isampler1D) +0:31 'g_tTex1di4' ( uniform itexture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.200000 0:31 Constant: @@ -31,12 +31,12 @@ Shader version: 450 0:31 Constant: 0:31 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of uint) -0:32 'txval12' (temp 4-component vector of uint) -0:32 textureGrad (temp 4-component vector of uint) -0:32 Construct combined texture-sampler (temp usampler1D) -0:32 'g_tTex1du4' (uniform utexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of uint) +0:32 'txval12' ( temp 4-component vector of uint) +0:32 textureGrad ( temp 4-component vector of uint) +0:32 Construct combined texture-sampler ( temp usampler1D) +0:32 'g_tTex1du4' ( uniform utexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.300000 0:32 Constant: @@ -44,12 +44,12 @@ Shader version: 450 0:32 Constant: 0:32 1.200000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureGrad (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureGrad ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -60,12 +60,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureGrad (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureGrad ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -76,12 +76,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureGrad (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureGrad ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -92,12 +92,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'txval30' (temp 4-component vector of float) -0:38 textureGrad (temp 4-component vector of float) -0:38 Construct combined texture-sampler (temp sampler3D) -0:38 'g_tTex3df4' (uniform texture3D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'txval30' ( temp 4-component vector of float) +0:38 textureGrad ( temp 4-component vector of float) +0:38 Construct combined texture-sampler ( temp sampler3D) +0:38 'g_tTex3df4' ( uniform texture3D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -111,12 +111,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of int) -0:39 'txval31' (temp 4-component vector of int) -0:39 textureGrad (temp 4-component vector of int) -0:39 Construct combined texture-sampler (temp isampler3D) -0:39 'g_tTex3di4' (uniform itexture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of int) +0:39 'txval31' ( temp 4-component vector of int) +0:39 textureGrad ( temp 4-component vector of int) +0:39 Construct combined texture-sampler ( temp isampler3D) +0:39 'g_tTex3di4' ( uniform itexture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -130,12 +130,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of uint) -0:40 'txval32' (temp 4-component vector of uint) -0:40 textureGrad (temp 4-component vector of uint) -0:40 Construct combined texture-sampler (temp usampler3D) -0:40 'g_tTex3du4' (uniform utexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of uint) +0:40 'txval32' ( temp 4-component vector of uint) +0:40 textureGrad ( temp 4-component vector of uint) +0:40 Construct combined texture-sampler ( temp usampler3D) +0:40 'g_tTex3du4' ( uniform utexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -149,12 +149,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 'txval40' (temp 4-component vector of float) -0:42 textureGrad (temp 4-component vector of float) -0:42 Construct combined texture-sampler (temp samplerCube) -0:42 'g_tTexcdf4' (uniform textureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'txval40' ( temp 4-component vector of float) +0:42 textureGrad ( temp 4-component vector of float) +0:42 Construct combined texture-sampler ( temp samplerCube) +0:42 'g_tTexcdf4' ( uniform textureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -168,12 +168,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'txval41' (temp 4-component vector of int) -0:43 textureGrad (temp 4-component vector of int) -0:43 Construct combined texture-sampler (temp isamplerCube) -0:43 'g_tTexcdi4' (uniform itextureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'txval41' ( temp 4-component vector of int) +0:43 textureGrad ( temp 4-component vector of int) +0:43 Construct combined texture-sampler ( temp isamplerCube) +0:43 'g_tTexcdi4' ( uniform itextureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -187,12 +187,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of uint) -0:44 'txval42' (temp 4-component vector of uint) -0:44 textureGrad (temp 4-component vector of uint) -0:44 Construct combined texture-sampler (temp usamplerCube) -0:44 'g_tTexcdu4' (uniform utextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of uint) +0:44 'txval42' ( temp 4-component vector of uint) +0:44 textureGrad ( temp 4-component vector of uint) +0:44 Construct combined texture-sampler ( temp usamplerCube) +0:44 'g_tTexcdu4' ( uniform utextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -205,9 +205,9 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:? 1.300000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float) -0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 Pos: direct index for structure ( temp 4-component vector of float) +0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -216,33 +216,33 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Branch: Return with expression -0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:27 Function Definition: main( (temp void) +0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:27 Pos: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:27 Pos: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) Linked vertex stage: @@ -250,16 +250,16 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: @main( (temp 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 -0:30 move second child to first child (temp 4-component vector of float) -0:30 'txval10' (temp 4-component vector of float) -0:30 textureGrad (temp 4-component vector of float) -0:30 Construct combined texture-sampler (temp sampler1D) -0:30 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'txval10' ( temp 4-component vector of float) +0:30 textureGrad ( temp 4-component vector of float) +0:30 Construct combined texture-sampler ( temp sampler1D) +0:30 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.100000 0:30 Constant: @@ -267,12 +267,12 @@ Shader version: 450 0:30 Constant: 0:30 1.200000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of int) -0:31 'txval11' (temp 4-component vector of int) -0:31 textureGrad (temp 4-component vector of int) -0:31 Construct combined texture-sampler (temp isampler1D) -0:31 'g_tTex1di4' (uniform itexture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of int) +0:31 'txval11' ( temp 4-component vector of int) +0:31 textureGrad ( temp 4-component vector of int) +0:31 Construct combined texture-sampler ( temp isampler1D) +0:31 'g_tTex1di4' ( uniform itexture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.200000 0:31 Constant: @@ -280,12 +280,12 @@ Shader version: 450 0:31 Constant: 0:31 1.200000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of uint) -0:32 'txval12' (temp 4-component vector of uint) -0:32 textureGrad (temp 4-component vector of uint) -0:32 Construct combined texture-sampler (temp usampler1D) -0:32 'g_tTex1du4' (uniform utexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of uint) +0:32 'txval12' ( temp 4-component vector of uint) +0:32 textureGrad ( temp 4-component vector of uint) +0:32 Construct combined texture-sampler ( temp usampler1D) +0:32 'g_tTex1du4' ( uniform utexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.300000 0:32 Constant: @@ -293,12 +293,12 @@ Shader version: 450 0:32 Constant: 0:32 1.200000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureGrad (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureGrad ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -309,12 +309,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureGrad (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureGrad ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -325,12 +325,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureGrad (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureGrad ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -341,12 +341,12 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'txval30' (temp 4-component vector of float) -0:38 textureGrad (temp 4-component vector of float) -0:38 Construct combined texture-sampler (temp sampler3D) -0:38 'g_tTex3df4' (uniform texture3D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'txval30' ( temp 4-component vector of float) +0:38 textureGrad ( temp 4-component vector of float) +0:38 Construct combined texture-sampler ( temp sampler3D) +0:38 'g_tTex3df4' ( uniform texture3D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -360,12 +360,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of int) -0:39 'txval31' (temp 4-component vector of int) -0:39 textureGrad (temp 4-component vector of int) -0:39 Construct combined texture-sampler (temp isampler3D) -0:39 'g_tTex3di4' (uniform itexture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of int) +0:39 'txval31' ( temp 4-component vector of int) +0:39 textureGrad ( temp 4-component vector of int) +0:39 Construct combined texture-sampler ( temp isampler3D) +0:39 'g_tTex3di4' ( uniform itexture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -379,12 +379,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of uint) -0:40 'txval32' (temp 4-component vector of uint) -0:40 textureGrad (temp 4-component vector of uint) -0:40 Construct combined texture-sampler (temp usampler3D) -0:40 'g_tTex3du4' (uniform utexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of uint) +0:40 'txval32' ( temp 4-component vector of uint) +0:40 textureGrad ( temp 4-component vector of uint) +0:40 Construct combined texture-sampler ( temp usampler3D) +0:40 'g_tTex3du4' ( uniform utexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -398,12 +398,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 'txval40' (temp 4-component vector of float) -0:42 textureGrad (temp 4-component vector of float) -0:42 Construct combined texture-sampler (temp samplerCube) -0:42 'g_tTexcdf4' (uniform textureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'txval40' ( temp 4-component vector of float) +0:42 textureGrad ( temp 4-component vector of float) +0:42 Construct combined texture-sampler ( temp samplerCube) +0:42 'g_tTexcdf4' ( uniform textureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -417,12 +417,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'txval41' (temp 4-component vector of int) -0:43 textureGrad (temp 4-component vector of int) -0:43 Construct combined texture-sampler (temp isamplerCube) -0:43 'g_tTexcdi4' (uniform itextureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'txval41' ( temp 4-component vector of int) +0:43 textureGrad ( temp 4-component vector of int) +0:43 Construct combined texture-sampler ( temp isamplerCube) +0:43 'g_tTexcdi4' ( uniform itextureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -436,12 +436,12 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of uint) -0:44 'txval42' (temp 4-component vector of uint) -0:44 textureGrad (temp 4-component vector of uint) -0:44 Construct combined texture-sampler (temp usamplerCube) -0:44 'g_tTexcdu4' (uniform utextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of uint) +0:44 'txval42' ( temp 4-component vector of uint) +0:44 textureGrad ( temp 4-component vector of uint) +0:44 Construct combined texture-sampler ( temp usamplerCube) +0:44 'g_tTexcdu4' ( uniform utextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -454,9 +454,9 @@ Shader version: 450 0:? 1.100000 0:? 1.200000 0:? 1.300000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float) -0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 Pos: direct index for structure ( temp 4-component vector of float) +0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -465,33 +465,33 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Branch: Return with expression -0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:27 Function Definition: main( (temp void) +0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:27 Pos: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:27 Pos: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index cd8d757b..9da0f17f 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplegrad.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureGradOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureGradOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -21,12 +21,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureGradOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureGradOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -36,12 +36,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureGradOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureGradOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -51,12 +51,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureGradOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureGradOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -70,12 +70,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureGradOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureGradOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -89,12 +89,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureGradOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureGradOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -108,12 +108,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureGradOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureGradOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -131,12 +131,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureGradOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureGradOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -154,12 +154,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureGradOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureGradOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -176,9 +176,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -186,51 +186,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -239,16 +239,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureGradOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureGradOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -258,12 +258,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureGradOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureGradOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -273,12 +273,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureGradOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureGradOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -288,12 +288,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureGradOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureGradOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -307,12 +307,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureGradOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureGradOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -326,12 +326,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureGradOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureGradOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -345,12 +345,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureGradOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureGradOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -368,12 +368,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureGradOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureGradOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -391,12 +391,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureGradOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureGradOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -413,9 +413,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -423,51 +423,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index 77b411ea..a2abd0ff 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplegrad.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureGradOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureGradOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -22,12 +22,12 @@ gl_FragCoord origin is upper left 0:27 Constant: 0:27 1 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureGradOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureGradOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -38,12 +38,12 @@ gl_FragCoord origin is upper left 0:28 Constant: 0:28 1 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureGradOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureGradOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -54,12 +54,12 @@ gl_FragCoord origin is upper left 0:29 Constant: 0:29 1 (const int) 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureGradOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureGradOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -74,12 +74,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureGradOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureGradOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -94,12 +94,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureGradOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureGradOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -113,9 +113,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1 (const int) 0:? 0 (const int) -0:35 move second child to first child (temp 4-component vector of float) -0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 Color: direct index for structure ( temp 4-component vector of float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -123,48 +123,48 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:35 1.000000 0:35 1.000000 -0:36 move second child to first child (temp float) -0:36 Depth: direct index for structure (temp float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:36 move second child to first child ( temp float) +0:36 Depth: direct index for structure ( temp float) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.000000 0:38 Branch: Return with expression -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:38 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -173,16 +173,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureGradOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureGradOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -193,12 +193,12 @@ gl_FragCoord origin is upper left 0:27 Constant: 0:27 1 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureGradOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureGradOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -209,12 +209,12 @@ gl_FragCoord origin is upper left 0:28 Constant: 0:28 1 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureGradOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureGradOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -225,12 +225,12 @@ gl_FragCoord origin is upper left 0:29 Constant: 0:29 1 (const int) 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureGradOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureGradOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -245,12 +245,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureGradOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureGradOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -265,12 +265,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureGradOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureGradOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -284,9 +284,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1 (const int) 0:? 0 (const int) -0:35 move second child to first child (temp 4-component vector of float) -0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 Color: direct index for structure ( temp 4-component vector of float) +0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -294,48 +294,48 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:35 1.000000 0:35 1.000000 -0:36 move second child to first child (temp float) -0:36 Depth: direct index for structure (temp float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:36 move second child to first child ( temp float) +0:36 Depth: direct index for structure ( temp float) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.000000 0:38 Branch: Return with expression -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:38 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'g_tTexcdf4' (uniform textureCubeArray) -0:? 'g_tTexcdi4' (uniform itextureCubeArray) -0:? 'g_tTexcdu4' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'g_tTexcdf4' ( uniform textureCubeArray) +0:? 'g_tTexcdi4' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index a311d3e4..88c7de93 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -2,52 +2,52 @@ hlsl.samplelevel.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureLod (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureLod ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureLod (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4a' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureLod ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4a' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureLod (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4a' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureLod ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4a' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureLod (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4a' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureLod ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4a' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -55,12 +55,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 0.750000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureLod (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4a' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureLod ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4a' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -68,12 +68,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 0.750000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureLod (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4a' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureLod ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4a' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -81,12 +81,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 0.750000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureLod (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4a' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureLod ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4a' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -95,12 +95,12 @@ gl_FragCoord origin is upper left 0:35 Constant: 0:35 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureLod (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4a' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureLod ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -109,12 +109,12 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0.750000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureLod (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4a' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureLod ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -122,9 +122,9 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:37 Constant: 0:37 0.750000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -132,48 +132,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -182,52 +182,52 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: @main( (temp 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 -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval10' (temp 4-component vector of float) -0:27 textureLod (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1DArray) -0:27 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval10' ( temp 4-component vector of float) +0:27 textureLod ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1DArray) +0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval11' (temp 4-component vector of int) -0:28 textureLod (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler1DArray) -0:28 'g_tTex1di4a' (uniform itexture1DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval11' ( temp 4-component vector of int) +0:28 textureLod ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler1DArray) +0:28 'g_tTex1di4a' ( uniform itexture1DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval12' (temp 4-component vector of uint) -0:29 textureLod (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler1DArray) -0:29 'g_tTex1du4a' (uniform utexture1DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval12' ( temp 4-component vector of uint) +0:29 textureLod ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler1DArray) +0:29 'g_tTex1du4a' ( uniform utexture1DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval20' (temp 4-component vector of float) -0:31 textureLod (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler2DArray) -0:31 'g_tTex2df4a' (uniform texture2DArray) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval20' ( temp 4-component vector of float) +0:31 textureLod ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler2DArray) +0:31 'g_tTex2df4a' ( uniform texture2DArray) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -235,12 +235,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 0.750000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval21' (temp 4-component vector of int) -0:32 textureLod (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler2DArray) -0:32 'g_tTex2di4a' (uniform itexture2DArray) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval21' ( temp 4-component vector of int) +0:32 textureLod ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler2DArray) +0:32 'g_tTex2di4a' ( uniform itexture2DArray) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -248,12 +248,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 0.750000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval22' (temp 4-component vector of uint) -0:33 textureLod (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler2DArray) -0:33 'g_tTex2du4a' (uniform utexture2DArray) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval22' ( temp 4-component vector of uint) +0:33 textureLod ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler2DArray) +0:33 'g_tTex2du4a' ( uniform utexture2DArray) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -261,12 +261,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 0.750000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval40' (temp 4-component vector of float) -0:35 textureLod (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp samplerCubeArray) -0:35 'g_tTexcdf4a' (uniform textureCubeArray) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval40' ( temp 4-component vector of float) +0:35 textureLod ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp samplerCubeArray) +0:35 'g_tTexcdf4a' ( uniform textureCubeArray) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -275,12 +275,12 @@ gl_FragCoord origin is upper left 0:35 Constant: 0:35 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval41' (temp 4-component vector of int) -0:36 textureLod (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isamplerCubeArray) -0:36 'g_tTexcdi4a' (uniform itextureCubeArray) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval41' ( temp 4-component vector of int) +0:36 textureLod ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isamplerCubeArray) +0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -289,12 +289,12 @@ gl_FragCoord origin is upper left 0:36 Constant: 0:36 0.750000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval42' (temp 4-component vector of uint) -0:37 textureLod (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usamplerCubeArray) -0:37 'g_tTexcdu4a' (uniform utextureCubeArray) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval42' ( temp 4-component vector of uint) +0:37 textureLod ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usamplerCubeArray) +0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -302,9 +302,9 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:37 Constant: 0:37 0.750000 -0:39 move second child to first child (temp 4-component vector of float) -0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 Color: direct index for structure ( temp 4-component vector of float) +0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -312,48 +312,48 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:39 1.000000 -0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:40 move second child to first child ( temp float) +0:40 Depth: direct index for structure ( temp float) +0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Definition: main( (temp void) +0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:24 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:24 Color: direct index for structure ( temp 4-component vector of float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float) -0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:24 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:24 Depth: direct index for structure ( temp float) +0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'g_tTexcdf4a' (uniform textureCubeArray) -0:? 'g_tTexcdi4a' (uniform itextureCubeArray) -0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'g_tTexcdf4a' ( uniform textureCubeArray) +0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) +0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index b500c1f8..7d9f268c 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -2,85 +2,85 @@ hlsl.samplelevel.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: @main( (temp 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 -0:32 move second child to first child (temp 4-component vector of float) -0:32 'txval10' (temp 4-component vector of float) -0:32 textureLod (temp 4-component vector of float) -0:32 Construct combined texture-sampler (temp sampler1D) -0:32 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'txval10' ( temp 4-component vector of float) +0:32 textureLod ( temp 4-component vector of float) +0:32 Construct combined texture-sampler ( temp sampler1D) +0:32 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.100000 0:32 Constant: 0:32 0.750000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of int) -0:33 'txval11' (temp 4-component vector of int) -0:33 textureLod (temp 4-component vector of int) -0:33 Construct combined texture-sampler (temp isampler1D) -0:33 'g_tTex1di4' (uniform itexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of int) +0:33 'txval11' ( temp 4-component vector of int) +0:33 textureLod ( temp 4-component vector of int) +0:33 Construct combined texture-sampler ( temp isampler1D) +0:33 'g_tTex1di4' ( uniform itexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.200000 0:33 Constant: 0:33 0.750000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of uint) -0:34 'txval12' (temp 4-component vector of uint) -0:34 textureLod (temp 4-component vector of uint) -0:34 Construct combined texture-sampler (temp usampler1D) -0:34 'g_tTex1du4' (uniform utexture1D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of uint) +0:34 'txval12' ( temp 4-component vector of uint) +0:34 textureLod ( temp 4-component vector of uint) +0:34 Construct combined texture-sampler ( temp usampler1D) +0:34 'g_tTex1du4' ( uniform utexture1D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 Constant: 0:34 0.300000 0:34 Constant: 0:34 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of float) -0:36 'txval20' (temp 4-component vector of float) -0:36 textureLod (temp 4-component vector of float) -0:36 Construct combined texture-sampler (temp sampler2D) -0:36 'g_tTex2df4' (uniform texture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of float) +0:36 'txval20' ( temp 4-component vector of float) +0:36 textureLod ( temp 4-component vector of float) +0:36 Construct combined texture-sampler ( temp sampler2D) +0:36 'g_tTex2df4' ( uniform texture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of int) -0:37 'txval21' (temp 4-component vector of int) -0:37 textureLod (temp 4-component vector of int) -0:37 Construct combined texture-sampler (temp isampler2D) -0:37 'g_tTex2di4' (uniform itexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of int) +0:37 'txval21' ( temp 4-component vector of int) +0:37 textureLod ( temp 4-component vector of int) +0:37 Construct combined texture-sampler ( temp isampler2D) +0:37 'g_tTex2di4' ( uniform itexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of uint) -0:38 'txval22' (temp 4-component vector of uint) -0:38 textureLod (temp 4-component vector of uint) -0:38 Construct combined texture-sampler (temp usampler2D) -0:38 'g_tTex2du4' (uniform utexture2D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of uint) +0:38 'txval22' ( temp 4-component vector of uint) +0:38 textureLod ( temp 4-component vector of uint) +0:38 Construct combined texture-sampler ( temp usampler2D) +0:38 'g_tTex2du4' ( uniform utexture2D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval30' (temp 4-component vector of float) -0:40 textureLod (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp sampler3D) -0:40 'g_tTex3df4' (uniform texture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval30' ( temp 4-component vector of float) +0:40 textureLod ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp sampler3D) +0:40 'g_tTex3df4' ( uniform texture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -88,12 +88,12 @@ gl_FragCoord origin is upper left 0:40 Constant: 0:40 0.750000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval31' (temp 4-component vector of int) -0:41 textureLod (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isampler3D) -0:41 'g_tTex3di4' (uniform itexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval31' ( temp 4-component vector of int) +0:41 textureLod ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isampler3D) +0:41 'g_tTex3di4' ( uniform itexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -101,12 +101,12 @@ gl_FragCoord origin is upper left 0:41 Constant: 0:41 0.750000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval32' (temp 4-component vector of uint) -0:42 textureLod (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usampler3D) -0:42 'g_tTex3du4' (uniform utexture3D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of uint) +0:42 'txval32' ( temp 4-component vector of uint) +0:42 textureLod ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usampler3D) +0:42 'g_tTex3du4' ( uniform utexture3D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -114,12 +114,12 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.750000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'txval40' (temp 4-component vector of float) -0:44 textureLod (temp 4-component vector of float) -0:44 Construct combined texture-sampler (temp samplerCube) -0:44 'g_tTexcdf4' (uniform textureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'txval40' ( temp 4-component vector of float) +0:44 textureLod ( temp 4-component vector of float) +0:44 Construct combined texture-sampler ( temp samplerCube) +0:44 'g_tTexcdf4' ( uniform textureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -127,12 +127,12 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.750000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of int) -0:45 'txval41' (temp 4-component vector of int) -0:45 textureLod (temp 4-component vector of int) -0:45 Construct combined texture-sampler (temp isamplerCube) -0:45 'g_tTexcdi4' (uniform itextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of int) +0:45 'txval41' ( temp 4-component vector of int) +0:45 textureLod ( temp 4-component vector of int) +0:45 Construct combined texture-sampler ( temp isamplerCube) +0:45 'g_tTexcdi4' ( uniform itextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -140,21 +140,21 @@ gl_FragCoord origin is upper left 0:45 Constant: 0:45 0.750000 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of uint) -0:46 'txval42' (temp 4-component vector of uint) -0:46 textureLod (temp 4-component vector of uint) -0:46 Construct combined texture-sampler (temp usamplerCube) -0:46 'g_tTexcdu4' (uniform utextureCube) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:46 move second child to first child ( temp 4-component vector of uint) +0:46 'txval42' ( temp 4-component vector of uint) +0:46 textureLod ( temp 4-component vector of uint) +0:46 Construct combined texture-sampler ( temp usamplerCube) +0:46 'g_tTexcdu4' ( uniform utextureCube) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:46 Constant: 0:46 0.750000 -0:48 move second child to first child (temp 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -162,52 +162,52 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:48 1.000000 0:48 1.000000 -0:49 move second child to first child (temp float) -0:49 Depth: direct index for structure (temp float) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:49 move second child to first child ( temp float) +0:49 Depth: direct index for structure ( temp float) +0:49 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 1.000000 0:51 Branch: Return with expression -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Definition: main( (temp void) +0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( ( temp void) 0:29 Function Parameters: 0:? Sequence 0:29 Sequence -0:29 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:29 Depth: direct index for structure (temp float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:29 Depth: direct index for structure ( temp float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -216,85 +216,85 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: @main( (temp 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 -0:32 move second child to first child (temp 4-component vector of float) -0:32 'txval10' (temp 4-component vector of float) -0:32 textureLod (temp 4-component vector of float) -0:32 Construct combined texture-sampler (temp sampler1D) -0:32 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of float) +0:32 'txval10' ( temp 4-component vector of float) +0:32 textureLod ( temp 4-component vector of float) +0:32 Construct combined texture-sampler ( temp sampler1D) +0:32 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.100000 0:32 Constant: 0:32 0.750000 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of int) -0:33 'txval11' (temp 4-component vector of int) -0:33 textureLod (temp 4-component vector of int) -0:33 Construct combined texture-sampler (temp isampler1D) -0:33 'g_tTex1di4' (uniform itexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of int) +0:33 'txval11' ( temp 4-component vector of int) +0:33 textureLod ( temp 4-component vector of int) +0:33 Construct combined texture-sampler ( temp isampler1D) +0:33 'g_tTex1di4' ( uniform itexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.200000 0:33 Constant: 0:33 0.750000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of uint) -0:34 'txval12' (temp 4-component vector of uint) -0:34 textureLod (temp 4-component vector of uint) -0:34 Construct combined texture-sampler (temp usampler1D) -0:34 'g_tTex1du4' (uniform utexture1D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of uint) +0:34 'txval12' ( temp 4-component vector of uint) +0:34 textureLod ( temp 4-component vector of uint) +0:34 Construct combined texture-sampler ( temp usampler1D) +0:34 'g_tTex1du4' ( uniform utexture1D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:34 Constant: 0:34 0.300000 0:34 Constant: 0:34 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of float) -0:36 'txval20' (temp 4-component vector of float) -0:36 textureLod (temp 4-component vector of float) -0:36 Construct combined texture-sampler (temp sampler2D) -0:36 'g_tTex2df4' (uniform texture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of float) +0:36 'txval20' ( temp 4-component vector of float) +0:36 textureLod ( temp 4-component vector of float) +0:36 Construct combined texture-sampler ( temp sampler2D) +0:36 'g_tTex2df4' ( uniform texture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of int) -0:37 'txval21' (temp 4-component vector of int) -0:37 textureLod (temp 4-component vector of int) -0:37 Construct combined texture-sampler (temp isampler2D) -0:37 'g_tTex2di4' (uniform itexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of int) +0:37 'txval21' ( temp 4-component vector of int) +0:37 textureLod ( temp 4-component vector of int) +0:37 Construct combined texture-sampler ( temp isampler2D) +0:37 'g_tTex2di4' ( uniform itexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of uint) -0:38 'txval22' (temp 4-component vector of uint) -0:38 textureLod (temp 4-component vector of uint) -0:38 Construct combined texture-sampler (temp usampler2D) -0:38 'g_tTex2du4' (uniform utexture2D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of uint) +0:38 'txval22' ( temp 4-component vector of uint) +0:38 textureLod ( temp 4-component vector of uint) +0:38 Construct combined texture-sampler ( temp usampler2D) +0:38 'g_tTex2du4' ( uniform utexture2D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'txval30' (temp 4-component vector of float) -0:40 textureLod (temp 4-component vector of float) -0:40 Construct combined texture-sampler (temp sampler3D) -0:40 'g_tTex3df4' (uniform texture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'txval30' ( temp 4-component vector of float) +0:40 textureLod ( temp 4-component vector of float) +0:40 Construct combined texture-sampler ( temp sampler3D) +0:40 'g_tTex3df4' ( uniform texture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -302,12 +302,12 @@ gl_FragCoord origin is upper left 0:40 Constant: 0:40 0.750000 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of int) -0:41 'txval31' (temp 4-component vector of int) -0:41 textureLod (temp 4-component vector of int) -0:41 Construct combined texture-sampler (temp isampler3D) -0:41 'g_tTex3di4' (uniform itexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of int) +0:41 'txval31' ( temp 4-component vector of int) +0:41 textureLod ( temp 4-component vector of int) +0:41 Construct combined texture-sampler ( temp isampler3D) +0:41 'g_tTex3di4' ( uniform itexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -315,12 +315,12 @@ gl_FragCoord origin is upper left 0:41 Constant: 0:41 0.750000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of uint) -0:42 'txval32' (temp 4-component vector of uint) -0:42 textureLod (temp 4-component vector of uint) -0:42 Construct combined texture-sampler (temp usampler3D) -0:42 'g_tTex3du4' (uniform utexture3D) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of uint) +0:42 'txval32' ( temp 4-component vector of uint) +0:42 textureLod ( temp 4-component vector of uint) +0:42 Construct combined texture-sampler ( temp usampler3D) +0:42 'g_tTex3du4' ( uniform utexture3D) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:42 Constant: 0:42 0.750000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'txval40' (temp 4-component vector of float) -0:44 textureLod (temp 4-component vector of float) -0:44 Construct combined texture-sampler (temp samplerCube) -0:44 'g_tTexcdf4' (uniform textureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'txval40' ( temp 4-component vector of float) +0:44 textureLod ( temp 4-component vector of float) +0:44 Construct combined texture-sampler ( temp samplerCube) +0:44 'g_tTexcdf4' ( uniform textureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -341,12 +341,12 @@ gl_FragCoord origin is upper left 0:44 Constant: 0:44 0.750000 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of int) -0:45 'txval41' (temp 4-component vector of int) -0:45 textureLod (temp 4-component vector of int) -0:45 Construct combined texture-sampler (temp isamplerCube) -0:45 'g_tTexcdi4' (uniform itextureCube) -0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:45 move second child to first child ( temp 4-component vector of int) +0:45 'txval41' ( temp 4-component vector of int) +0:45 textureLod ( temp 4-component vector of int) +0:45 Construct combined texture-sampler ( temp isamplerCube) +0:45 'g_tTexcdi4' ( uniform itextureCube) +0:45 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -354,21 +354,21 @@ gl_FragCoord origin is upper left 0:45 Constant: 0:45 0.750000 0:46 Sequence -0:46 move second child to first child (temp 4-component vector of uint) -0:46 'txval42' (temp 4-component vector of uint) -0:46 textureLod (temp 4-component vector of uint) -0:46 Construct combined texture-sampler (temp usamplerCube) -0:46 'g_tTexcdu4' (uniform utextureCube) -0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:46 move second child to first child ( temp 4-component vector of uint) +0:46 'txval42' ( temp 4-component vector of uint) +0:46 textureLod ( temp 4-component vector of uint) +0:46 Construct combined texture-sampler ( temp usamplerCube) +0:46 'g_tTexcdu4' ( uniform utextureCube) +0:46 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:46 Constant: 0:46 0.750000 -0:48 move second child to first child (temp 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -376,52 +376,52 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:48 1.000000 0:48 1.000000 -0:49 move second child to first child (temp float) -0:49 Depth: direct index for structure (temp float) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:49 move second child to first child ( temp float) +0:49 Depth: direct index for structure ( temp float) +0:49 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 1.000000 0:51 Branch: Return with expression -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Definition: main( (temp void) +0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( ( temp void) 0:29 Function Parameters: 0:? Sequence 0:29 Sequence -0:29 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:29 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:29 Color: direct index for structure (temp 4-component vector of float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:29 Color: direct index for structure ( temp 4-component vector of float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 0 (const int) -0:29 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:29 Depth: direct index for structure (temp float) -0:29 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:29 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:29 Depth: direct index for structure ( temp float) +0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:29 Constant: 0:29 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_sSamp2d' (uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_sSamp2d' ( uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index a6a2531e..40996e97 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -1,85 +1,85 @@ hlsl.samplelevel.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: @main( (temp 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 -0:30 move second child to first child (temp 4-component vector of float) -0:30 'txval10' (temp 4-component vector of float) -0:30 textureLod (temp 4-component vector of float) -0:30 Construct combined texture-sampler (temp sampler1D) -0:30 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'txval10' ( temp 4-component vector of float) +0:30 textureLod ( temp 4-component vector of float) +0:30 Construct combined texture-sampler ( temp sampler1D) +0:30 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.100000 0:30 Constant: 0:30 0.750000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of int) -0:31 'txval11' (temp 4-component vector of int) -0:31 textureLod (temp 4-component vector of int) -0:31 Construct combined texture-sampler (temp isampler1D) -0:31 'g_tTex1di4' (uniform itexture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of int) +0:31 'txval11' ( temp 4-component vector of int) +0:31 textureLod ( temp 4-component vector of int) +0:31 Construct combined texture-sampler ( temp isampler1D) +0:31 'g_tTex1di4' ( uniform itexture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.200000 0:31 Constant: 0:31 0.750000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of uint) -0:32 'txval12' (temp 4-component vector of uint) -0:32 textureLod (temp 4-component vector of uint) -0:32 Construct combined texture-sampler (temp usampler1D) -0:32 'g_tTex1du4' (uniform utexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of uint) +0:32 'txval12' ( temp 4-component vector of uint) +0:32 textureLod ( temp 4-component vector of uint) +0:32 Construct combined texture-sampler ( temp usampler1D) +0:32 'g_tTex1du4' ( uniform utexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.300000 0:32 Constant: 0:32 0.750000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureLod (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureLod ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureLod (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureLod ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureLod (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureLod ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'txval30' (temp 4-component vector of float) -0:38 textureLod (temp 4-component vector of float) -0:38 Construct combined texture-sampler (temp sampler3D) -0:38 'g_tTex3df4' (uniform texture3D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'txval30' ( temp 4-component vector of float) +0:38 textureLod ( temp 4-component vector of float) +0:38 Construct combined texture-sampler ( temp sampler3D) +0:38 'g_tTex3df4' ( uniform texture3D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -87,12 +87,12 @@ Shader version: 450 0:38 Constant: 0:38 0.750000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of int) -0:39 'txval31' (temp 4-component vector of int) -0:39 textureLod (temp 4-component vector of int) -0:39 Construct combined texture-sampler (temp isampler3D) -0:39 'g_tTex3di4' (uniform itexture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of int) +0:39 'txval31' ( temp 4-component vector of int) +0:39 textureLod ( temp 4-component vector of int) +0:39 Construct combined texture-sampler ( temp isampler3D) +0:39 'g_tTex3di4' ( uniform itexture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -100,12 +100,12 @@ Shader version: 450 0:39 Constant: 0:39 0.750000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of uint) -0:40 'txval32' (temp 4-component vector of uint) -0:40 textureLod (temp 4-component vector of uint) -0:40 Construct combined texture-sampler (temp usampler3D) -0:40 'g_tTex3du4' (uniform utexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of uint) +0:40 'txval32' ( temp 4-component vector of uint) +0:40 textureLod ( temp 4-component vector of uint) +0:40 Construct combined texture-sampler ( temp usampler3D) +0:40 'g_tTex3du4' ( uniform utexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -113,12 +113,12 @@ Shader version: 450 0:40 Constant: 0:40 0.750000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 'txval40' (temp 4-component vector of float) -0:42 textureLod (temp 4-component vector of float) -0:42 Construct combined texture-sampler (temp samplerCube) -0:42 'g_tTexcdf4' (uniform textureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'txval40' ( temp 4-component vector of float) +0:42 textureLod ( temp 4-component vector of float) +0:42 Construct combined texture-sampler ( temp samplerCube) +0:42 'g_tTexcdf4' ( uniform textureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -126,12 +126,12 @@ Shader version: 450 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'txval41' (temp 4-component vector of int) -0:43 textureLod (temp 4-component vector of int) -0:43 Construct combined texture-sampler (temp isamplerCube) -0:43 'g_tTexcdi4' (uniform itextureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'txval41' ( temp 4-component vector of int) +0:43 textureLod ( temp 4-component vector of int) +0:43 Construct combined texture-sampler ( temp isamplerCube) +0:43 'g_tTexcdi4' ( uniform itextureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -139,21 +139,21 @@ Shader version: 450 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of uint) -0:44 'txval42' (temp 4-component vector of uint) -0:44 textureLod (temp 4-component vector of uint) -0:44 Construct combined texture-sampler (temp usamplerCube) -0:44 'g_tTexcdu4' (uniform utextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of uint) +0:44 'txval42' ( temp 4-component vector of uint) +0:44 textureLod ( temp 4-component vector of uint) +0:44 Construct combined texture-sampler ( temp usamplerCube) +0:44 'g_tTexcdu4' ( uniform utextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:44 Constant: 0:44 0.750000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float) -0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 Pos: direct index for structure ( temp 4-component vector of float) +0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -162,33 +162,33 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Branch: Return with expression -0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:27 Function Definition: main( (temp void) +0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:27 Pos: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:27 Pos: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) Linked vertex stage: @@ -196,85 +196,85 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: @main( (temp 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 -0:30 move second child to first child (temp 4-component vector of float) -0:30 'txval10' (temp 4-component vector of float) -0:30 textureLod (temp 4-component vector of float) -0:30 Construct combined texture-sampler (temp sampler1D) -0:30 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:30 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:30 move second child to first child ( temp 4-component vector of float) +0:30 'txval10' ( temp 4-component vector of float) +0:30 textureLod ( temp 4-component vector of float) +0:30 Construct combined texture-sampler ( temp sampler1D) +0:30 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.100000 0:30 Constant: 0:30 0.750000 0:31 Sequence -0:31 move second child to first child (temp 4-component vector of int) -0:31 'txval11' (temp 4-component vector of int) -0:31 textureLod (temp 4-component vector of int) -0:31 Construct combined texture-sampler (temp isampler1D) -0:31 'g_tTex1di4' (uniform itexture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of int) +0:31 'txval11' ( temp 4-component vector of int) +0:31 textureLod ( temp 4-component vector of int) +0:31 Construct combined texture-sampler ( temp isampler1D) +0:31 'g_tTex1di4' ( uniform itexture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.200000 0:31 Constant: 0:31 0.750000 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of uint) -0:32 'txval12' (temp 4-component vector of uint) -0:32 textureLod (temp 4-component vector of uint) -0:32 Construct combined texture-sampler (temp usampler1D) -0:32 'g_tTex1du4' (uniform utexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of uint) +0:32 'txval12' ( temp 4-component vector of uint) +0:32 textureLod ( temp 4-component vector of uint) +0:32 Construct combined texture-sampler ( temp usampler1D) +0:32 'g_tTex1du4' ( uniform utexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.300000 0:32 Constant: 0:32 0.750000 0:34 Sequence -0:34 move second child to first child (temp 4-component vector of float) -0:34 'txval20' (temp 4-component vector of float) -0:34 textureLod (temp 4-component vector of float) -0:34 Construct combined texture-sampler (temp sampler2D) -0:34 'g_tTex2df4' (uniform texture2D) -0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:34 move second child to first child ( temp 4-component vector of float) +0:34 'txval20' ( temp 4-component vector of float) +0:34 textureLod ( temp 4-component vector of float) +0:34 Construct combined texture-sampler ( temp sampler2D) +0:34 'g_tTex2df4' ( uniform texture2D) +0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of int) -0:35 'txval21' (temp 4-component vector of int) -0:35 textureLod (temp 4-component vector of int) -0:35 Construct combined texture-sampler (temp isampler2D) -0:35 'g_tTex2di4' (uniform itexture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of int) +0:35 'txval21' ( temp 4-component vector of int) +0:35 textureLod ( temp 4-component vector of int) +0:35 Construct combined texture-sampler ( temp isampler2D) +0:35 'g_tTex2di4' ( uniform itexture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of uint) -0:36 'txval22' (temp 4-component vector of uint) -0:36 textureLod (temp 4-component vector of uint) -0:36 Construct combined texture-sampler (temp usampler2D) -0:36 'g_tTex2du4' (uniform utexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of uint) +0:36 'txval22' ( temp 4-component vector of uint) +0:36 textureLod ( temp 4-component vector of uint) +0:36 Construct combined texture-sampler ( temp usampler2D) +0:36 'g_tTex2du4' ( uniform utexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'txval30' (temp 4-component vector of float) -0:38 textureLod (temp 4-component vector of float) -0:38 Construct combined texture-sampler (temp sampler3D) -0:38 'g_tTex3df4' (uniform texture3D) -0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'txval30' ( temp 4-component vector of float) +0:38 textureLod ( temp 4-component vector of float) +0:38 Construct combined texture-sampler ( temp sampler3D) +0:38 'g_tTex3df4' ( uniform texture3D) +0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -282,12 +282,12 @@ Shader version: 450 0:38 Constant: 0:38 0.750000 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of int) -0:39 'txval31' (temp 4-component vector of int) -0:39 textureLod (temp 4-component vector of int) -0:39 Construct combined texture-sampler (temp isampler3D) -0:39 'g_tTex3di4' (uniform itexture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of int) +0:39 'txval31' ( temp 4-component vector of int) +0:39 textureLod ( temp 4-component vector of int) +0:39 Construct combined texture-sampler ( temp isampler3D) +0:39 'g_tTex3di4' ( uniform itexture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -295,12 +295,12 @@ Shader version: 450 0:39 Constant: 0:39 0.750000 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of uint) -0:40 'txval32' (temp 4-component vector of uint) -0:40 textureLod (temp 4-component vector of uint) -0:40 Construct combined texture-sampler (temp usampler3D) -0:40 'g_tTex3du4' (uniform utexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of uint) +0:40 'txval32' ( temp 4-component vector of uint) +0:40 textureLod ( temp 4-component vector of uint) +0:40 Construct combined texture-sampler ( temp usampler3D) +0:40 'g_tTex3du4' ( uniform utexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -308,12 +308,12 @@ Shader version: 450 0:40 Constant: 0:40 0.750000 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 'txval40' (temp 4-component vector of float) -0:42 textureLod (temp 4-component vector of float) -0:42 Construct combined texture-sampler (temp samplerCube) -0:42 'g_tTexcdf4' (uniform textureCube) -0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'txval40' ( temp 4-component vector of float) +0:42 textureLod ( temp 4-component vector of float) +0:42 Construct combined texture-sampler ( temp samplerCube) +0:42 'g_tTexcdf4' ( uniform textureCube) +0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -321,12 +321,12 @@ Shader version: 450 0:42 Constant: 0:42 0.750000 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'txval41' (temp 4-component vector of int) -0:43 textureLod (temp 4-component vector of int) -0:43 Construct combined texture-sampler (temp isamplerCube) -0:43 'g_tTexcdi4' (uniform itextureCube) -0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'txval41' ( temp 4-component vector of int) +0:43 textureLod ( temp 4-component vector of int) +0:43 Construct combined texture-sampler ( temp isamplerCube) +0:43 'g_tTexcdi4' ( uniform itextureCube) +0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -334,21 +334,21 @@ Shader version: 450 0:43 Constant: 0:43 0.750000 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of uint) -0:44 'txval42' (temp 4-component vector of uint) -0:44 textureLod (temp 4-component vector of uint) -0:44 Construct combined texture-sampler (temp usamplerCube) -0:44 'g_tTexcdu4' (uniform utextureCube) -0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:44 move second child to first child ( temp 4-component vector of uint) +0:44 'txval42' ( temp 4-component vector of uint) +0:44 textureLod ( temp 4-component vector of uint) +0:44 Construct combined texture-sampler ( temp usamplerCube) +0:44 'g_tTexcdu4' ( uniform utextureCube) +0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:44 Constant: 0:44 0.750000 -0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float) -0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 Pos: direct index for structure ( temp 4-component vector of float) +0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -357,33 +357,33 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Branch: Return with expression -0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:27 Function Definition: main( (temp void) +0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:27 Function Definition: main( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:27 Pos: direct index for structure (temp 4-component vector of float) -0:27 Function Call: @main( (temp structure{temp 4-component vector of float Pos}) +0:27 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:27 Pos: direct index for structure ( temp 4-component vector of float) +0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:27 Constant: 0:27 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? '@entryPointOutput' (layout( location=0) out structure{}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index 104004a0..2c981712 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplelevel.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureLodOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureLodOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -19,12 +19,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureLodOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureLodOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -32,12 +32,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureLodOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureLodOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -45,12 +45,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureLodOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureLodOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -60,12 +60,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureLodOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureLodOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -75,12 +75,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureLodOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureLodOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -90,12 +90,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureLodOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureLodOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -107,12 +107,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureLodOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureLodOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -124,12 +124,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureLodOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureLodOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -140,9 +140,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -150,51 +150,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -203,16 +203,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: @main( (temp 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 -0:31 move second child to first child (temp 4-component vector of float) -0:31 'txval10' (temp 4-component vector of float) -0:31 textureLodOffset (temp 4-component vector of float) -0:31 Construct combined texture-sampler (temp sampler1D) -0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:31 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'txval10' ( temp 4-component vector of float) +0:31 textureLodOffset ( temp 4-component vector of float) +0:31 Construct combined texture-sampler ( temp sampler1D) +0:31 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:31 Constant: 0:31 0.100000 0:31 Constant: @@ -220,12 +220,12 @@ gl_FragCoord origin is upper left 0:31 Constant: 0:31 1 (const int) 0:32 Sequence -0:32 move second child to first child (temp 4-component vector of int) -0:32 'txval11' (temp 4-component vector of int) -0:32 textureLodOffset (temp 4-component vector of int) -0:32 Construct combined texture-sampler (temp isampler1D) -0:32 'g_tTex1di4' (uniform itexture1D) -0:32 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:32 move second child to first child ( temp 4-component vector of int) +0:32 'txval11' ( temp 4-component vector of int) +0:32 textureLodOffset ( temp 4-component vector of int) +0:32 Construct combined texture-sampler ( temp isampler1D) +0:32 'g_tTex1di4' ( uniform itexture1D) +0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:32 Constant: 0:32 0.200000 0:32 Constant: @@ -233,12 +233,12 @@ gl_FragCoord origin is upper left 0:32 Constant: 0:32 1 (const int) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of uint) -0:33 'txval12' (temp 4-component vector of uint) -0:33 textureLodOffset (temp 4-component vector of uint) -0:33 Construct combined texture-sampler (temp usampler1D) -0:33 'g_tTex1du4' (uniform utexture1D) -0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:33 move second child to first child ( temp 4-component vector of uint) +0:33 'txval12' ( temp 4-component vector of uint) +0:33 textureLodOffset ( temp 4-component vector of uint) +0:33 Construct combined texture-sampler ( temp usampler1D) +0:33 'g_tTex1du4' ( uniform utexture1D) +0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:33 Constant: 0:33 0.300000 0:33 Constant: @@ -246,12 +246,12 @@ gl_FragCoord origin is upper left 0:33 Constant: 0:33 1 (const int) 0:35 Sequence -0:35 move second child to first child (temp 4-component vector of float) -0:35 'txval20' (temp 4-component vector of float) -0:35 textureLodOffset (temp 4-component vector of float) -0:35 Construct combined texture-sampler (temp sampler2D) -0:35 'g_tTex2df4' (uniform texture2D) -0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:35 move second child to first child ( temp 4-component vector of float) +0:35 'txval20' ( temp 4-component vector of float) +0:35 textureLodOffset ( temp 4-component vector of float) +0:35 Construct combined texture-sampler ( temp sampler2D) +0:35 'g_tTex2df4' ( uniform texture2D) +0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -261,12 +261,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:36 Sequence -0:36 move second child to first child (temp 4-component vector of int) -0:36 'txval21' (temp 4-component vector of int) -0:36 textureLodOffset (temp 4-component vector of int) -0:36 Construct combined texture-sampler (temp isampler2D) -0:36 'g_tTex2di4' (uniform itexture2D) -0:36 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:36 move second child to first child ( temp 4-component vector of int) +0:36 'txval21' ( temp 4-component vector of int) +0:36 textureLodOffset ( temp 4-component vector of int) +0:36 Construct combined texture-sampler ( temp isampler2D) +0:36 'g_tTex2di4' ( uniform itexture2D) +0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -276,12 +276,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 4-component vector of uint) -0:37 'txval22' (temp 4-component vector of uint) -0:37 textureLodOffset (temp 4-component vector of uint) -0:37 Construct combined texture-sampler (temp usampler2D) -0:37 'g_tTex2du4' (uniform utexture2D) -0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:37 move second child to first child ( temp 4-component vector of uint) +0:37 'txval22' ( temp 4-component vector of uint) +0:37 textureLodOffset ( temp 4-component vector of uint) +0:37 Construct combined texture-sampler ( temp usampler2D) +0:37 'g_tTex2du4' ( uniform utexture2D) +0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -291,12 +291,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -1 (const int) 0:39 Sequence -0:39 move second child to first child (temp 4-component vector of float) -0:39 'txval30' (temp 4-component vector of float) -0:39 textureLodOffset (temp 4-component vector of float) -0:39 Construct combined texture-sampler (temp sampler3D) -0:39 'g_tTex3df4' (uniform texture3D) -0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:39 move second child to first child ( temp 4-component vector of float) +0:39 'txval30' ( temp 4-component vector of float) +0:39 textureLodOffset ( temp 4-component vector of float) +0:39 Construct combined texture-sampler ( temp sampler3D) +0:39 'g_tTex3df4' ( uniform texture3D) +0:39 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -308,12 +308,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 1 (const int) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of int) -0:40 'txval31' (temp 4-component vector of int) -0:40 textureLodOffset (temp 4-component vector of int) -0:40 Construct combined texture-sampler (temp isampler3D) -0:40 'g_tTex3di4' (uniform itexture3D) -0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:40 move second child to first child ( temp 4-component vector of int) +0:40 'txval31' ( temp 4-component vector of int) +0:40 textureLodOffset ( temp 4-component vector of int) +0:40 Construct combined texture-sampler ( temp isampler3D) +0:40 'g_tTex3di4' ( uniform itexture3D) +0:40 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 @@ -325,12 +325,12 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 1 (const int) 0:41 Sequence -0:41 move second child to first child (temp 4-component vector of uint) -0:41 'txval32' (temp 4-component vector of uint) -0:41 textureLodOffset (temp 4-component vector of uint) -0:41 Construct combined texture-sampler (temp usampler3D) -0:41 'g_tTex3du4' (uniform utexture3D) -0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:41 move second child to first child ( temp 4-component vector of uint) +0:41 'txval32' ( temp 4-component vector of uint) +0:41 textureLodOffset ( temp 4-component vector of uint) +0:41 Construct combined texture-sampler ( temp usampler3D) +0:41 'g_tTex3du4' ( uniform utexture3D) +0:41 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 @@ -341,9 +341,9 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 0 (const int) 0:? -1 (const int) -0:45 move second child to first child (temp 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -351,51 +351,51 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:45 1.000000 -0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:46 move second child to first child ( temp float) +0:46 Depth: direct index for structure ( temp float) +0:46 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Branch: Return with expression -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Definition: main( (temp void) +0:48 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence -0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:28 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:28 Color: direct index for structure (temp 4-component vector of float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:28 Color: direct index for structure ( temp 4-component vector of float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) -0:28 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:28 Depth: direct index for structure (temp float) -0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:28 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:28 Depth: direct index for structure ( temp float) +0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTexcdf4' (uniform textureCube) -0:? 'g_tTexcdi4' (uniform itextureCube) -0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTexcdf4' ( uniform textureCube) +0:? 'g_tTexcdi4' ( uniform itextureCube) +0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index c913263f..06b4c7b4 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -2,16 +2,16 @@ hlsl.samplelevel.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureLodOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureLodOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -20,12 +20,12 @@ gl_FragCoord origin is upper left 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureLodOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureLodOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 @@ -34,12 +34,12 @@ gl_FragCoord origin is upper left 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureLodOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureLodOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -48,12 +48,12 @@ gl_FragCoord origin is upper left 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureLodOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureLodOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -64,12 +64,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureLodOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureLodOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -80,12 +80,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureLodOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureLodOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -95,9 +95,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -105,45 +105,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -152,16 +152,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: @main( (temp 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 -0:23 move second child to first child (temp 4-component vector of float) -0:23 'txval10' (temp 4-component vector of float) -0:23 textureLodOffset (temp 4-component vector of float) -0:23 Construct combined texture-sampler (temp sampler1DArray) -0:23 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:23 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'txval10' ( temp 4-component vector of float) +0:23 textureLodOffset ( temp 4-component vector of float) +0:23 Construct combined texture-sampler ( temp sampler1DArray) +0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:23 Constant: 0:23 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of int) -0:24 'txval11' (temp 4-component vector of int) -0:24 textureLodOffset (temp 4-component vector of int) -0:24 Construct combined texture-sampler (temp isampler1DArray) -0:24 'g_tTex1di4' (uniform itexture1DArray) -0:24 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:24 move second child to first child ( temp 4-component vector of int) +0:24 'txval11' ( temp 4-component vector of int) +0:24 textureLodOffset ( temp 4-component vector of int) +0:24 Construct combined texture-sampler ( temp isampler1DArray) +0:24 'g_tTex1di4' ( uniform itexture1DArray) +0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.200000 0:? 0.300000 @@ -184,12 +184,12 @@ gl_FragCoord origin is upper left 0:24 Constant: 0:24 1 (const int) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of uint) -0:25 'txval12' (temp 4-component vector of uint) -0:25 textureLodOffset (temp 4-component vector of uint) -0:25 Construct combined texture-sampler (temp usampler1DArray) -0:25 'g_tTex1du4' (uniform utexture1DArray) -0:25 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:25 move second child to first child ( temp 4-component vector of uint) +0:25 'txval12' ( temp 4-component vector of uint) +0:25 textureLodOffset ( temp 4-component vector of uint) +0:25 Construct combined texture-sampler ( temp usampler1DArray) +0:25 'g_tTex1du4' ( uniform utexture1DArray) +0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -198,12 +198,12 @@ gl_FragCoord origin is upper left 0:25 Constant: 0:25 2 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'txval20' (temp 4-component vector of float) -0:27 textureLodOffset (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler2DArray) -0:27 'g_tTex2df4' (uniform texture2DArray) -0:27 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'txval20' ( temp 4-component vector of float) +0:27 textureLodOffset ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler2DArray) +0:27 'g_tTex2df4' ( uniform texture2DArray) +0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 @@ -214,12 +214,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of int) -0:28 'txval21' (temp 4-component vector of int) -0:28 textureLodOffset (temp 4-component vector of int) -0:28 Construct combined texture-sampler (temp isampler2DArray) -0:28 'g_tTex2di4' (uniform itexture2DArray) -0:28 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:28 move second child to first child ( temp 4-component vector of int) +0:28 'txval21' ( temp 4-component vector of int) +0:28 textureLodOffset ( temp 4-component vector of int) +0:28 Construct combined texture-sampler ( temp isampler2DArray) +0:28 'g_tTex2di4' ( uniform itexture2DArray) +0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 @@ -230,12 +230,12 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'txval22' (temp 4-component vector of uint) -0:29 textureLodOffset (temp 4-component vector of uint) -0:29 Construct combined texture-sampler (temp usampler2DArray) -0:29 'g_tTex2du4' (uniform utexture2DArray) -0:29 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'txval22' ( temp 4-component vector of uint) +0:29 textureLodOffset ( temp 4-component vector of uint) +0:29 Construct combined texture-sampler ( temp usampler2DArray) +0:29 'g_tTex2du4' ( uniform utexture2DArray) +0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 @@ -245,9 +245,9 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 0 (const int) 0:? 1 (const int) -0:33 move second child to first child (temp 4-component vector of float) -0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 Color: direct index for structure ( temp 4-component vector of float) +0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -255,45 +255,45 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:33 1.000000 -0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:34 move second child to first child ( temp float) +0:34 Depth: direct index for structure ( temp float) +0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Definition: main( (temp void) +0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence -0:20 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:20 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:20 Color: direct index for structure (temp 4-component vector of float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:20 Color: direct index for structure ( temp 4-component vector of float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) -0:20 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:20 Depth: direct index for structure (temp float) -0:20 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:20 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:20 Depth: direct index for structure ( temp float) +0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray) -0:? 'g_tTex1di4' (uniform itexture1DArray) -0:? 'g_tTex1du4' (uniform utexture1DArray) -0:? 'g_tTex2df4' (uniform texture2DArray) -0:? 'g_tTex2di4' (uniform itexture2DArray) -0:? 'g_tTex2du4' (uniform utexture2DArray) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'Depth' (out float FragDepth) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) +0:? 'g_tTex1di4' ( uniform itexture1DArray) +0:? 'g_tTex1du4' ( uniform utexture1DArray) +0:? 'g_tTex2df4' ( uniform texture2DArray) +0:? 'g_tTex2di4' ( uniform itexture2DArray) +0:? 'g_tTex2du4' ( uniform utexture2DArray) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.scope.frag.out b/Test/baseResults/hlsl.scope.frag.out index 7a440735..d3409d8b 100755 --- a/Test/baseResults/hlsl.scope.frag.out +++ b/Test/baseResults/hlsl.scope.frag.out @@ -2,51 +2,51 @@ hlsl.scope.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:4 'x' (temp int) +0:4 'x' ( temp int) 0:? Sequence -0:7 'x' (temp float) +0:7 'x' ( temp float) 0:? Sequence -0:10 'x' (temp bool) +0:10 'x' ( temp bool) 0:? Sequence -0:13 'x' (temp 3-component vector of float) -0:15 'x' (temp bool) -0:17 'x' (temp float) -0:19 'x' (temp int) -0:21 Test condition and select (temp void) +0:13 'x' ( temp 3-component vector of float) +0:15 'x' ( temp bool) +0:17 'x' ( temp float) +0:19 'x' ( temp int) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 Compare Greater Than (temp bool) -0:21 'x' (temp int) +0:21 Compare Greater Than ( temp bool) +0:21 'x' ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 true case is null 0:24 Loop with condition tested first 0:24 Loop Condition -0:24 Compare Greater Than (temp bool) -0:24 'x' (temp int) +0:24 Compare Greater Than ( temp bool) +0:24 'x' ( temp int) 0:24 Constant: 0:24 0 (const int) 0:24 No loop body 0:27 Loop with condition not tested first 0:27 Loop Condition -0:29 Compare Greater Than (temp bool) -0:29 'x' (temp int) +0:29 Compare Greater Than ( temp bool) +0:29 'x' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:27 No loop body -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -55,51 +55,51 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:4 'x' (temp int) +0:4 'x' ( temp int) 0:? Sequence -0:7 'x' (temp float) +0:7 'x' ( temp float) 0:? Sequence -0:10 'x' (temp bool) +0:10 'x' ( temp bool) 0:? Sequence -0:13 'x' (temp 3-component vector of float) -0:15 'x' (temp bool) -0:17 'x' (temp float) -0:19 'x' (temp int) -0:21 Test condition and select (temp void) +0:13 'x' ( temp 3-component vector of float) +0:15 'x' ( temp bool) +0:17 'x' ( temp float) +0:19 'x' ( temp int) +0:21 Test condition and select ( temp void) 0:21 Condition -0:21 Compare Greater Than (temp bool) -0:21 'x' (temp int) +0:21 Compare Greater Than ( temp bool) +0:21 'x' ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 true case is null 0:24 Loop with condition tested first 0:24 Loop Condition -0:24 Compare Greater Than (temp bool) -0:24 'x' (temp int) +0:24 Compare Greater Than ( temp bool) +0:24 'x' ( temp int) 0:24 Constant: 0:24 0 (const int) 0:24 No loop body 0:27 Loop with condition not tested first 0:27 Loop Condition -0:29 Compare Greater Than (temp bool) -0:29 'x' (temp int) +0:29 Compare Greater Than ( temp bool) +0:29 'x' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:27 No loop body -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.semantic.geom.out b/Test/baseResults/hlsl.semantic.geom.out index 76a69f35..caed636d 100755 --- a/Test/baseResults/hlsl.semantic.geom.out +++ b/Test/baseResults/hlsl.semantic.geom.out @@ -5,62 +5,62 @@ max_vertices = 4 input primitive = triangles output primitive = line_strip 0:? Sequence -0:12 Function Definition: @main(u1[3];struct-S-f1-f1-u1-u1-i11; (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Definition: @main(u1[3];struct-S-f1-f1-u1-u1-i11; ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Function Parameters: -0:12 'VertexID' (in 3-element array of uint) -0:12 'OutputStream' (out structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 'VertexID' ( in 3-element array of uint) +0:12 'OutputStream' ( out structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:? Sequence 0:14 Branch: Return with expression -0:14 's' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 Function Definition: main( (temp void) +0:14 's' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp 3-element array of uint) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) +0:12 move second child to first child ( temp 3-element array of uint) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) 0:12 Sequence -0:12 move second child to first child (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 Function Call: @main(u1[3];struct-S-f1-f1-u1-u1-i11; (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'OutputStream' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip0' (out float ClipDistance) -0:12 clip0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Call: @main(u1[3];struct-S-f1-f1-u1-u1-i11; ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'OutputStream' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip0' ( out float ClipDistance) +0:12 clip0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull0' (out float CullDistance) -0:12 cull0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull0' ( out float CullDistance) +0:12 cull0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp uint) -0:? '@entryPointOutput_vpai' (out uint ViewportIndex) -0:12 vpai: direct index for structure (temp uint) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp uint) +0:? '@entryPointOutput_vpai' ( out uint ViewportIndex) +0:12 vpai: direct index for structure ( temp uint) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp uint) -0:? '@entryPointOutput_rtai' (out uint Layer) -0:12 rtai: direct index for structure (temp uint) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp uint) +0:? '@entryPointOutput_rtai' ( out uint Layer) +0:12 rtai: direct index for structure ( temp uint) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:12 '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:12 '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 ii: direct index for structure (temp int) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 ii: direct index for structure ( temp int) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 4 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:? '@entryPointOutput_vpai' (out uint ViewportIndex) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:? '@entryPointOutput_vpai' ( out uint ViewportIndex) Linked geometry stage: @@ -72,62 +72,62 @@ max_vertices = 4 input primitive = triangles output primitive = line_strip 0:? Sequence -0:12 Function Definition: @main(u1[3];struct-S-f1-f1-u1-u1-i11; (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Definition: @main(u1[3];struct-S-f1-f1-u1-u1-i11; ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Function Parameters: -0:12 'VertexID' (in 3-element array of uint) -0:12 'OutputStream' (out structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 'VertexID' ( in 3-element array of uint) +0:12 'OutputStream' ( out structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:? Sequence 0:14 Branch: Return with expression -0:14 's' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 Function Definition: main( (temp void) +0:14 's' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp 3-element array of uint) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) +0:12 move second child to first child ( temp 3-element array of uint) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) 0:12 Sequence -0:12 move second child to first child (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 Function Call: @main(u1[3];struct-S-f1-f1-u1-u1-i11; (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:? 'VertexID' (temp 3-element array of uint) -0:? 'OutputStream' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip0' (out float ClipDistance) -0:12 clip0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 Function Call: @main(u1[3];struct-S-f1-f1-u1-u1-i11; ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:? 'VertexID' ( temp 3-element array of uint) +0:? 'OutputStream' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip0' ( out float ClipDistance) +0:12 clip0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull0' (out float CullDistance) -0:12 cull0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull0' ( out float CullDistance) +0:12 cull0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp uint) -0:? '@entryPointOutput_vpai' (out uint ViewportIndex) -0:12 vpai: direct index for structure (temp uint) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp uint) +0:? '@entryPointOutput_vpai' ( out uint ViewportIndex) +0:12 vpai: direct index for structure ( temp uint) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp uint) -0:? '@entryPointOutput_rtai' (out uint Layer) -0:12 rtai: direct index for structure (temp uint) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 move second child to first child ( temp uint) +0:? '@entryPointOutput_rtai' ( out uint Layer) +0:12 rtai: direct index for structure ( temp uint) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:12 '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:12 '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 ii: direct index for structure (temp int) -0:12 'flattenTemp' (temp structure{temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) +0:12 ii: direct index for structure ( temp int) +0:12 'flattenTemp' ( temp structure{ temp float clip0, temp float cull0, temp uint vpai, temp uint rtai, temp int ii}) 0:12 Constant: 0:12 4 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) -0:? 'VertexID' (layout(location=0 ) in 3-element array of uint) -0:? '@entryPointOutput_vpai' (out uint ViewportIndex) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) +0:? 'VertexID' (layout( location=0) in 3-element array of uint) +0:? '@entryPointOutput_vpai' ( out uint ViewportIndex) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.semantic.vert.out b/Test/baseResults/hlsl.semantic.vert.out index 7ed8d8be..0b088563 100755 --- a/Test/baseResults/hlsl.semantic.vert.out +++ b/Test/baseResults/hlsl.semantic.vert.out @@ -1,117 +1,117 @@ hlsl.semantic.vert Shader version: 450 0:? Sequence -0:12 Function Definition: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Definition: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Function Parameters: -0:12 'ins' (in structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 'ins' ( in structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:? Sequence 0:14 Branch: Return with expression -0:14 's' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 Function Definition: main( (temp void) +0:14 's' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 clip: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:12 clip: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:? 'clip' (layout(location=0 ) in float) -0:12 move second child to first child (temp float) -0:12 clip0: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip' (layout( location=0) in float) +0:12 move second child to first child ( temp float) +0:12 clip0: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:? 'clip0' (layout(location=1 ) in float) -0:12 move second child to first child (temp float) -0:12 clip7: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip0' (layout( location=1) in float) +0:12 move second child to first child ( temp float) +0:12 clip7: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:? 'clip7' (layout(location=2 ) in float) -0:12 move second child to first child (temp float) -0:12 cull: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip7' (layout( location=2) in float) +0:12 move second child to first child ( temp float) +0:12 cull: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:? 'cull' (layout(location=3 ) in float) -0:12 move second child to first child (temp float) -0:12 cull2: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull' (layout( location=3) in float) +0:12 move second child to first child ( temp float) +0:12 cull2: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 4 (const int) -0:? 'cull2' (layout(location=4 ) in float) -0:12 move second child to first child (temp float) -0:12 cull5: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull2' (layout( location=4) in float) +0:12 move second child to first child ( temp float) +0:12 cull5: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 5 (const int) -0:? 'cull5' (layout(location=5 ) in float) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull5' (layout( location=5) in float) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 6 (const int) -0:? 'ii' (in int InstanceIndex) +0:? 'ii' ( in int InstanceIndex) 0:12 Sequence -0:12 move second child to first child (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 Function Call: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Call: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip7: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip7: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull2: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull2: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 4 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull5: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull5: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 5 (const int) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:12 '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:12 '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 ii: direct index for structure (temp int) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 ii: direct index for structure ( temp int) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 6 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) -0:? 'clip' (layout(location=0 ) in float) -0:? 'clip0' (layout(location=1 ) in float) -0:? 'clip7' (layout(location=2 ) in float) -0:? 'cull' (layout(location=3 ) in float) -0:? 'cull2' (layout(location=4 ) in float) -0:? 'cull5' (layout(location=5 ) in float) -0:? 'ii' (in int InstanceIndex) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) +0:? 'clip' (layout( location=0) in float) +0:? 'clip0' (layout( location=1) in float) +0:? 'clip7' (layout( location=2) in float) +0:? 'cull' (layout( location=3) in float) +0:? 'cull2' (layout( location=4) in float) +0:? 'cull5' (layout( location=5) in float) +0:? 'ii' ( in int InstanceIndex) Linked vertex stage: @@ -119,117 +119,117 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:12 Function Definition: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Definition: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Function Parameters: -0:12 'ins' (in structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 'ins' ( in structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:? Sequence 0:14 Branch: Return with expression -0:14 's' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 Function Definition: main( (temp void) +0:14 's' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 clip: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:12 clip: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:? 'clip' (layout(location=0 ) in float) -0:12 move second child to first child (temp float) -0:12 clip0: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip' (layout( location=0) in float) +0:12 move second child to first child ( temp float) +0:12 clip0: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:? 'clip0' (layout(location=1 ) in float) -0:12 move second child to first child (temp float) -0:12 clip7: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip0' (layout( location=1) in float) +0:12 move second child to first child ( temp float) +0:12 clip7: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:? 'clip7' (layout(location=2 ) in float) -0:12 move second child to first child (temp float) -0:12 cull: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'clip7' (layout( location=2) in float) +0:12 move second child to first child ( temp float) +0:12 cull: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:? 'cull' (layout(location=3 ) in float) -0:12 move second child to first child (temp float) -0:12 cull2: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull' (layout( location=3) in float) +0:12 move second child to first child ( temp float) +0:12 cull2: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 4 (const int) -0:? 'cull2' (layout(location=4 ) in float) -0:12 move second child to first child (temp float) -0:12 cull5: direct index for structure (temp float) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull2' (layout( location=4) in float) +0:12 move second child to first child ( temp float) +0:12 cull5: direct index for structure ( temp float) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 5 (const int) -0:? 'cull5' (layout(location=5 ) in float) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'cull5' (layout( location=5) in float) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 6 (const int) -0:? 'ii' (in int InstanceIndex) +0:? 'ii' ( in int InstanceIndex) 0:12 Sequence -0:12 move second child to first child (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 Function Call: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:? 'ins' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 Function Call: @main(struct-S-f1-f1-f1-f1-f1-f1-i11; ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:? 'ins' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip0: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip0: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_clip7' (out float ClipDistance) -0:12 clip7: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_clip7' ( out float ClipDistance) +0:12 clip7: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 3 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull2: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull2: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 4 (const int) -0:12 move second child to first child (temp float) -0:? '@entryPointOutput_cull5' (out float CullDistance) -0:12 cull5: direct index for structure (temp float) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 move second child to first child ( temp float) +0:? '@entryPointOutput_cull5' ( out float CullDistance) +0:12 cull5: direct index for structure ( temp float) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 5 (const int) -0:12 move second child to first child (temp int) -0:12 ii: direct index for structure (temp int) -0:12 '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) +0:12 move second child to first child ( temp int) +0:12 ii: direct index for structure ( temp int) +0:12 '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) 0:12 Constant: 0:12 0 (const int) -0:12 ii: direct index for structure (temp int) -0:12 'flattenTemp' (temp structure{temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) +0:12 ii: direct index for structure ( temp int) +0:12 'flattenTemp' ( temp structure{ temp float clip, temp float clip0, temp float clip7, temp float cull, temp float cull2, temp float cull5, temp int ii}) 0:12 Constant: 0:12 6 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int ii}) -0:? 'clip' (layout(location=0 ) in float) -0:? 'clip0' (layout(location=1 ) in float) -0:? 'clip7' (layout(location=2 ) in float) -0:? 'cull' (layout(location=3 ) in float) -0:? 'cull2' (layout(location=4 ) in float) -0:? 'cull5' (layout(location=5 ) in float) -0:? 'ii' (in int InstanceIndex) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int ii}) +0:? 'clip' (layout( location=0) in float) +0:? 'clip0' (layout( location=1) in float) +0:? 'clip7' (layout( location=2) in float) +0:? 'cull' (layout( location=3) in float) +0:? 'cull2' (layout( location=4) in float) +0:? 'cull5' (layout( location=5) in float) +0:? 'ii' ( in int InstanceIndex) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.semicolons.frag.out b/Test/baseResults/hlsl.semicolons.frag.out index 94b6fc00..9856b5af 100644 --- a/Test/baseResults/hlsl.semicolons.frag.out +++ b/Test/baseResults/hlsl.semicolons.frag.out @@ -2,16 +2,16 @@ hlsl.semicolons.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: MyFunc( (temp void) +0:2 Function Definition: MyFunc( ( temp void) 0:2 Function Parameters: -0:8 Function Definition: MyFunc2( (temp void) +0:8 Function Definition: MyFunc2( ( temp void) 0:8 Function Parameters: -0:13 Function Definition: @main( (temp 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) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 color: direct index for structure ( temp 4-component vector of float) +0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -20,19 +20,19 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression -0:17 'ps_output' (temp structure{temp 4-component vector of float color}) -0:13 Function Definition: main( (temp void) +0:17 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:13 color: direct index for structure (temp 4-component vector of float) -0:13 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:13 color: direct index for structure ( temp 4-component vector of float) +0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Constant: 0:13 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -41,16 +41,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: MyFunc( (temp void) +0:2 Function Definition: MyFunc( ( temp void) 0:2 Function Parameters: -0:8 Function Definition: MyFunc2( (temp void) +0:8 Function Definition: MyFunc2( ( temp void) 0:8 Function Parameters: -0:13 Function Definition: @main( (temp 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) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 color: direct index for structure ( temp 4-component vector of float) +0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -59,19 +59,19 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression -0:17 'ps_output' (temp structure{temp 4-component vector of float color}) -0:13 Function Definition: main( (temp void) +0:17 'ps_output' ( temp structure{ temp 4-component vector of float color}) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:13 color: direct index for structure (temp 4-component vector of float) -0:13 Function Call: @main( (temp structure{temp 4-component vector of float color}) +0:13 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:13 color: direct index for structure ( temp 4-component vector of float) +0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Constant: 0:13 0 (const int) 0:? Linker Objects -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.shapeConv.frag.out b/Test/baseResults/hlsl.shapeConv.frag.out index a15caac5..07fa9fd3 100755 --- a/Test/baseResults/hlsl.shapeConv.frag.out +++ b/Test/baseResults/hlsl.shapeConv.frag.out @@ -2,114 +2,114 @@ hlsl.shapeConv.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 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) +0:2 'input' ( in 4-component vector of float) +0:2 'f' ( in float) 0:? Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:4 'v' (temp 4-component vector of float) +0:4 move second child to first child ( temp 4-component vector of float) +0:4 'v' ( temp 4-component vector of float) 0:4 Constant: 0:4 1.000000 0:4 1.000000 0:4 1.000000 0:4 1.000000 -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v' ( temp 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 2.000000 0:5 2.000000 0:5 2.000000 -0:6 move second child to first child (temp 4-component vector of float) -0:6 'v' (temp 4-component vector of float) -0:6 Construct vec4 (temp 4-component vector of float) -0:6 'f' (in float) -0:8 move second child to first child (temp 3-component vector of float) -0:8 'u' (temp 3-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'v' ( temp 4-component vector of float) +0:6 Construct vec4 ( temp 4-component vector of float) +0:6 'f' ( in float) +0:8 move second child to first child ( temp 3-component vector of float) +0:8 'u' ( temp 3-component vector of float) 0:8 Constant: 0:8 1.000000 0:8 1.000000 0:8 1.000000 -0:9 move second child to first child (temp 3-component vector of float) -0:9 'u' (temp 3-component vector of float) +0:9 move second child to first child ( temp 3-component vector of float) +0:9 'u' ( temp 3-component vector of float) 0:9 Constant: 0:9 2.000000 0:9 2.000000 0:9 2.000000 -0:10 move second child to first child (temp 3-component vector of float) -0:10 'u' (temp 3-component vector of float) -0:10 Construct vec3 (temp 3-component vector of float) -0:10 Construct float (temp float) -0:10 'f' (in float) +0:10 move second child to first child ( temp 3-component vector of float) +0:10 'u' ( temp 3-component vector of float) +0:10 Construct vec3 ( temp 3-component vector of float) +0:10 Construct float ( temp float) +0:10 'f' ( in float) 0:11 Sequence -0:11 move second child to first child (temp 2-component vector of float) -0:11 'w' (temp 2-component vector of float) +0:11 move second child to first child ( temp 2-component vector of float) +0:11 'w' ( temp 2-component vector of float) 0:11 Constant: 0:11 2.000000 0:11 2.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'V' (temp float) +0:12 move second child to first child ( temp float) +0:12 'V' ( temp float) 0:12 Constant: 0:12 1.000000 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 'MyVal' (temp 3-component vector of float) -0:13 Construct vec3 (temp 3-component vector of float) -0:13 'V' (temp float) -0:16 Compare Greater Than (temp 3-component vector of bool) -0:16 'foo' (temp 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 'MyVal' ( temp 3-component vector of float) +0:13 Construct vec3 ( temp 3-component vector of float) +0:13 'V' ( temp float) +0:16 Compare Greater Than ( temp 3-component vector of bool) +0:16 'foo' ( temp 3-component vector of float) 0:16 Constant: 0:16 4.000000 0:16 4.000000 0:16 4.000000 -0:17 Compare Greater Than or Equal (temp 3-component vector of bool) -0:17 'foo' (temp 3-component vector of float) +0:17 Compare Greater Than or Equal ( temp 3-component vector of bool) +0:17 'foo' ( temp 3-component vector of float) 0:17 Constant: 0:17 5.000000 0:17 5.000000 0:17 5.000000 -0:18 Compare Less Than (temp 3-component vector of bool) +0:18 Compare Less Than ( temp 3-component vector of bool) 0:18 Constant: 0:18 6.000000 0:18 6.000000 0:18 6.000000 -0:18 'foo' (temp 3-component vector of float) -0:19 Compare Less Than or Equal (temp 3-component vector of bool) +0:18 'foo' ( temp 3-component vector of float) +0:19 Compare Less Than or Equal ( temp 3-component vector of bool) 0:19 Constant: 0:19 7.000000 0:19 7.000000 0:19 7.000000 -0:19 'foo' (temp 3-component vector of float) -0:21 all (temp bool) -0:21 Equal (temp 4-component vector of bool) -0:21 Construct vec4 (temp 4-component vector of float) -0:21 direct index (temp float) -0:21 'v' (temp 4-component vector of float) +0:19 'foo' ( temp 3-component vector of float) +0:21 all ( temp bool) +0:21 Equal ( temp 4-component vector of bool) +0:21 Construct vec4 ( temp 4-component vector of float) +0:21 direct index ( temp float) +0:21 'v' ( temp 4-component vector of float) 0:21 Constant: 0:21 0 (const int) -0:21 'v' (temp 4-component vector of float) -0:22 any (temp bool) -0:22 NotEqual (temp 4-component vector of bool) -0:22 Construct vec4 (temp 4-component vector of float) -0:22 'f' (in float) -0:22 'v' (temp 4-component vector of float) -0:26 Compare Equal (temp bool) -0:26 'f1' (temp 1-component vector of float) -0:26 Construct float (temp 1-component vector of float) -0:26 'v' (temp 4-component vector of float) -0:27 Compare Less Than (temp bool) -0:27 Construct float (temp 1-component vector of float) -0:27 'v' (temp 4-component vector of float) -0:27 'f1' (temp 1-component vector of float) -0:28 Construct float (temp float) -0:28 'f1' (temp 1-component vector of float) -0:29 Construct vec3 (temp 3-component vector of float) -0:29 Construct float (temp float) -0:29 'f1' (temp 1-component vector of float) +0:21 'v' ( temp 4-component vector of float) +0:22 any ( temp bool) +0:22 NotEqual ( temp 4-component vector of bool) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 'f' ( in float) +0:22 'v' ( temp 4-component vector of float) +0:26 Compare Equal ( temp bool) +0:26 'f1' ( temp 1-component vector of float) +0:26 Construct float ( temp 1-component vector of float) +0:26 'v' ( temp 4-component vector of float) +0:27 Compare Less Than ( temp bool) +0:27 Construct float ( temp 1-component vector of float) +0:27 'v' ( temp 4-component vector of float) +0:27 'f1' ( temp 1-component vector of float) +0:28 Construct float ( temp float) +0:28 'f1' ( temp 1-component vector of float) +0:29 Construct vec3 ( temp 3-component vector of float) +0:29 Construct float ( temp float) +0:29 'f1' ( temp 1-component vector of float) 0:31 Branch: Return with expression -0:31 'input' (in 4-component vector of float) +0:31 'input' ( in 4-component vector of float) 0:? Linker Objects @@ -120,114 +120,114 @@ WARNING: Linking fragment stage: Entry point not found Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 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) +0:2 'input' ( in 4-component vector of float) +0:2 'f' ( in float) 0:? Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:4 'v' (temp 4-component vector of float) +0:4 move second child to first child ( temp 4-component vector of float) +0:4 'v' ( temp 4-component vector of float) 0:4 Constant: 0:4 1.000000 0:4 1.000000 0:4 1.000000 0:4 1.000000 -0:5 move second child to first child (temp 4-component vector of float) -0:5 'v' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'v' ( temp 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 2.000000 0:5 2.000000 0:5 2.000000 -0:6 move second child to first child (temp 4-component vector of float) -0:6 'v' (temp 4-component vector of float) -0:6 Construct vec4 (temp 4-component vector of float) -0:6 'f' (in float) -0:8 move second child to first child (temp 3-component vector of float) -0:8 'u' (temp 3-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'v' ( temp 4-component vector of float) +0:6 Construct vec4 ( temp 4-component vector of float) +0:6 'f' ( in float) +0:8 move second child to first child ( temp 3-component vector of float) +0:8 'u' ( temp 3-component vector of float) 0:8 Constant: 0:8 1.000000 0:8 1.000000 0:8 1.000000 -0:9 move second child to first child (temp 3-component vector of float) -0:9 'u' (temp 3-component vector of float) +0:9 move second child to first child ( temp 3-component vector of float) +0:9 'u' ( temp 3-component vector of float) 0:9 Constant: 0:9 2.000000 0:9 2.000000 0:9 2.000000 -0:10 move second child to first child (temp 3-component vector of float) -0:10 'u' (temp 3-component vector of float) -0:10 Construct vec3 (temp 3-component vector of float) -0:10 Construct float (temp float) -0:10 'f' (in float) +0:10 move second child to first child ( temp 3-component vector of float) +0:10 'u' ( temp 3-component vector of float) +0:10 Construct vec3 ( temp 3-component vector of float) +0:10 Construct float ( temp float) +0:10 'f' ( in float) 0:11 Sequence -0:11 move second child to first child (temp 2-component vector of float) -0:11 'w' (temp 2-component vector of float) +0:11 move second child to first child ( temp 2-component vector of float) +0:11 'w' ( temp 2-component vector of float) 0:11 Constant: 0:11 2.000000 0:11 2.000000 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'V' (temp float) +0:12 move second child to first child ( temp float) +0:12 'V' ( temp float) 0:12 Constant: 0:12 1.000000 0:13 Sequence -0:13 move second child to first child (temp 3-component vector of float) -0:13 'MyVal' (temp 3-component vector of float) -0:13 Construct vec3 (temp 3-component vector of float) -0:13 'V' (temp float) -0:16 Compare Greater Than (temp 3-component vector of bool) -0:16 'foo' (temp 3-component vector of float) +0:13 move second child to first child ( temp 3-component vector of float) +0:13 'MyVal' ( temp 3-component vector of float) +0:13 Construct vec3 ( temp 3-component vector of float) +0:13 'V' ( temp float) +0:16 Compare Greater Than ( temp 3-component vector of bool) +0:16 'foo' ( temp 3-component vector of float) 0:16 Constant: 0:16 4.000000 0:16 4.000000 0:16 4.000000 -0:17 Compare Greater Than or Equal (temp 3-component vector of bool) -0:17 'foo' (temp 3-component vector of float) +0:17 Compare Greater Than or Equal ( temp 3-component vector of bool) +0:17 'foo' ( temp 3-component vector of float) 0:17 Constant: 0:17 5.000000 0:17 5.000000 0:17 5.000000 -0:18 Compare Less Than (temp 3-component vector of bool) +0:18 Compare Less Than ( temp 3-component vector of bool) 0:18 Constant: 0:18 6.000000 0:18 6.000000 0:18 6.000000 -0:18 'foo' (temp 3-component vector of float) -0:19 Compare Less Than or Equal (temp 3-component vector of bool) +0:18 'foo' ( temp 3-component vector of float) +0:19 Compare Less Than or Equal ( temp 3-component vector of bool) 0:19 Constant: 0:19 7.000000 0:19 7.000000 0:19 7.000000 -0:19 'foo' (temp 3-component vector of float) -0:21 all (temp bool) -0:21 Equal (temp 4-component vector of bool) -0:21 Construct vec4 (temp 4-component vector of float) -0:21 direct index (temp float) -0:21 'v' (temp 4-component vector of float) +0:19 'foo' ( temp 3-component vector of float) +0:21 all ( temp bool) +0:21 Equal ( temp 4-component vector of bool) +0:21 Construct vec4 ( temp 4-component vector of float) +0:21 direct index ( temp float) +0:21 'v' ( temp 4-component vector of float) 0:21 Constant: 0:21 0 (const int) -0:21 'v' (temp 4-component vector of float) -0:22 any (temp bool) -0:22 NotEqual (temp 4-component vector of bool) -0:22 Construct vec4 (temp 4-component vector of float) -0:22 'f' (in float) -0:22 'v' (temp 4-component vector of float) -0:26 Compare Equal (temp bool) -0:26 'f1' (temp 1-component vector of float) -0:26 Construct float (temp 1-component vector of float) -0:26 'v' (temp 4-component vector of float) -0:27 Compare Less Than (temp bool) -0:27 Construct float (temp 1-component vector of float) -0:27 'v' (temp 4-component vector of float) -0:27 'f1' (temp 1-component vector of float) -0:28 Construct float (temp float) -0:28 'f1' (temp 1-component vector of float) -0:29 Construct vec3 (temp 3-component vector of float) -0:29 Construct float (temp float) -0:29 'f1' (temp 1-component vector of float) +0:21 'v' ( temp 4-component vector of float) +0:22 any ( temp bool) +0:22 NotEqual ( temp 4-component vector of bool) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 'f' ( in float) +0:22 'v' ( temp 4-component vector of float) +0:26 Compare Equal ( temp bool) +0:26 'f1' ( temp 1-component vector of float) +0:26 Construct float ( temp 1-component vector of float) +0:26 'v' ( temp 4-component vector of float) +0:27 Compare Less Than ( temp bool) +0:27 Construct float ( temp 1-component vector of float) +0:27 'v' ( temp 4-component vector of float) +0:27 'f1' ( temp 1-component vector of float) +0:28 Construct float ( temp float) +0:28 'f1' ( temp 1-component vector of float) +0:29 Construct vec3 ( temp 3-component vector of float) +0:29 Construct float ( temp float) +0:29 'f1' ( temp 1-component vector of float) 0:31 Branch: Return with expression -0:31 'input' (in 4-component vector of float) +0:31 'input' ( in 4-component vector of float) 0:? Linker Objects // Module Version 10000 diff --git a/Test/baseResults/hlsl.shapeConvRet.frag.out b/Test/baseResults/hlsl.shapeConvRet.frag.out index 50b482d1..54ca7fa8 100755 --- a/Test/baseResults/hlsl.shapeConvRet.frag.out +++ b/Test/baseResults/hlsl.shapeConvRet.frag.out @@ -2,7 +2,7 @@ hlsl.shapeConvRet.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo( (temp 3-component vector of int) +0:2 Function Definition: foo( ( temp 3-component vector of int) 0:2 Function Parameters: 0:? Sequence 0:3 Branch: Return with expression @@ -10,26 +10,26 @@ gl_FragCoord origin is upper left 0:3 13 (const int) 0:3 13 (const int) 0:3 13 (const int) -0:7 Function Definition: @main(f1; (temp 4-component vector of float) +0:7 Function Definition: @main(f1; ( temp 4-component vector of float) 0:7 Function Parameters: -0:7 'f' (in float) +0:7 'f' ( in float) 0:? Sequence 0:8 Branch: Return with expression -0:8 Construct vec4 (temp 4-component vector of float) -0:8 'f' (in float) -0:7 Function Definition: main( (temp void) +0:8 Construct vec4 ( temp 4-component vector of float) +0:8 'f' ( in float) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp float) -0:? 'f' (temp float) -0:? 'f' (layout(location=0 ) in float) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main(f1; (temp 4-component vector of float) -0:? 'f' (temp float) +0:7 move second child to first child ( temp float) +0:? 'f' ( temp float) +0:? 'f' (layout( location=0) in float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main(f1; ( temp 4-component vector of float) +0:? 'f' ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'f' (layout(location=0 ) in float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'f' (layout( location=0) in float) Linked fragment stage: @@ -38,7 +38,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo( (temp 3-component vector of int) +0:2 Function Definition: foo( ( temp 3-component vector of int) 0:2 Function Parameters: 0:? Sequence 0:3 Branch: Return with expression @@ -46,26 +46,26 @@ gl_FragCoord origin is upper left 0:3 13 (const int) 0:3 13 (const int) 0:3 13 (const int) -0:7 Function Definition: @main(f1; (temp 4-component vector of float) +0:7 Function Definition: @main(f1; ( temp 4-component vector of float) 0:7 Function Parameters: -0:7 'f' (in float) +0:7 'f' ( in float) 0:? Sequence 0:8 Branch: Return with expression -0:8 Construct vec4 (temp 4-component vector of float) -0:8 'f' (in float) -0:7 Function Definition: main( (temp void) +0:8 Construct vec4 ( temp 4-component vector of float) +0:8 'f' ( in float) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp float) -0:? 'f' (temp float) -0:? 'f' (layout(location=0 ) in float) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main(f1; (temp 4-component vector of float) -0:? 'f' (temp float) +0:7 move second child to first child ( temp float) +0:? 'f' ( temp float) +0:? 'f' (layout( location=0) in float) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main(f1; ( temp 4-component vector of float) +0:? 'f' ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'f' (layout(location=0 ) in float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'f' (layout( location=0) in float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.sin.frag.out b/Test/baseResults/hlsl.sin.frag.out index 156d5304..1f96440e 100755 --- a/Test/baseResults/hlsl.sin.frag.out +++ b/Test/baseResults/hlsl.sin.frag.out @@ -2,26 +2,26 @@ hlsl.sin.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 sine (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:3 sine ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -30,26 +30,26 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression -0:3 sine (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:3 sine ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.staticMemberFunction.frag.out b/Test/baseResults/hlsl.staticMemberFunction.frag.out index 0bca0eca..e8a98cb2 100755 --- a/Test/baseResults/hlsl.staticMemberFunction.frag.out +++ b/Test/baseResults/hlsl.staticMemberFunction.frag.out @@ -2,59 +2,59 @@ hlsl.staticMemberFunction.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: Test::staticMemFun(vf4; (global 4-component vector of float) +0:5 Function Definition: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:5 Function Parameters: -0:5 'a' (in 4-component vector of float) +0:5 'a' ( in 4-component vector of float) 0:? Sequence 0:6 Branch: Return with expression -0:6 vector-scale (temp 4-component vector of float) +0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 2.000000 -0:6 'a' (in 4-component vector of float) -0:9 Function Definition: Test::staticMemFun(i1; (global int) +0:6 'a' ( in 4-component vector of float) +0:9 Function Definition: Test::staticMemFun(i1; ( global int) 0:9 Function Parameters: -0:9 'a' (in int) +0:9 'a' ( in int) 0:? Sequence 0:10 Branch: Return with expression -0:10 add (temp int) +0:10 add ( temp int) 0:10 Constant: 0:10 2 (const int) -0:10 'a' (in int) -0:16 Function Definition: @main( (temp 4-component vector of float) +0:10 'a' ( in int) +0:16 Function Definition: @main( ( temp 4-component vector of float) 0:16 Function Parameters: 0:? Sequence 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 'f4' (temp 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'f4' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 1.000000 0:? 1.000000 0:? 1.000000 -0:19 add second child into first child (temp 4-component vector of float) -0:19 'f4' (temp 4-component vector of float) -0:19 Function Call: Test::staticMemFun(vf4; (global 4-component vector of float) +0:19 add second child into first child ( temp 4-component vector of float) +0:19 'f4' ( temp 4-component vector of float) +0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:? Constant: 0:? 5.000000 0:? 5.000000 0:? 5.000000 0:? 5.000000 -0:20 add second child into first child (temp 4-component vector of float) -0:20 'f4' (temp 4-component vector of float) -0:20 Convert int to float (temp float) -0:20 Function Call: Test::staticMemFun(i1; (global int) +0:20 add second child into first child ( temp 4-component vector of float) +0:20 'f4' ( temp 4-component vector of float) +0:20 Convert int to float ( temp float) +0:20 Function Call: Test::staticMemFun(i1; ( global int) 0:20 Constant: 0:20 7 (const int) 0:21 Branch: Return with expression -0:21 'f4' (temp 4-component vector of float) -0:16 Function Definition: main( (temp void) +0:21 'f4' ( temp 4-component vector of float) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:16 Function Call: @main( (temp 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:16 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -63,59 +63,59 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: Test::staticMemFun(vf4; (global 4-component vector of float) +0:5 Function Definition: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:5 Function Parameters: -0:5 'a' (in 4-component vector of float) +0:5 'a' ( in 4-component vector of float) 0:? Sequence 0:6 Branch: Return with expression -0:6 vector-scale (temp 4-component vector of float) +0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 2.000000 -0:6 'a' (in 4-component vector of float) -0:9 Function Definition: Test::staticMemFun(i1; (global int) +0:6 'a' ( in 4-component vector of float) +0:9 Function Definition: Test::staticMemFun(i1; ( global int) 0:9 Function Parameters: -0:9 'a' (in int) +0:9 'a' ( in int) 0:? Sequence 0:10 Branch: Return with expression -0:10 add (temp int) +0:10 add ( temp int) 0:10 Constant: 0:10 2 (const int) -0:10 'a' (in int) -0:16 Function Definition: @main( (temp 4-component vector of float) +0:10 'a' ( in int) +0:16 Function Definition: @main( ( temp 4-component vector of float) 0:16 Function Parameters: 0:? Sequence 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 'f4' (temp 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'f4' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 1.000000 0:? 1.000000 0:? 1.000000 -0:19 add second child into first child (temp 4-component vector of float) -0:19 'f4' (temp 4-component vector of float) -0:19 Function Call: Test::staticMemFun(vf4; (global 4-component vector of float) +0:19 add second child into first child ( temp 4-component vector of float) +0:19 'f4' ( temp 4-component vector of float) +0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) 0:? Constant: 0:? 5.000000 0:? 5.000000 0:? 5.000000 0:? 5.000000 -0:20 add second child into first child (temp 4-component vector of float) -0:20 'f4' (temp 4-component vector of float) -0:20 Convert int to float (temp float) -0:20 Function Call: Test::staticMemFun(i1; (global int) +0:20 add second child into first child ( temp 4-component vector of float) +0:20 'f4' ( temp 4-component vector of float) +0:20 Convert int to float ( temp float) +0:20 Function Call: Test::staticMemFun(i1; ( global int) 0:20 Constant: 0:20 7 (const int) 0:21 Branch: Return with expression -0:21 'f4' (temp 4-component vector of float) -0:16 Function Definition: main( (temp void) +0:21 'f4' ( temp 4-component vector of float) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:16 Function Call: @main( (temp 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:16 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.string.frag.out b/Test/baseResults/hlsl.string.frag.out index 56aa2fa8..c4a118f6 100755 --- a/Test/baseResults/hlsl.string.frag.out +++ b/Test/baseResults/hlsl.string.frag.out @@ -2,25 +2,25 @@ hlsl.string.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main(f1; (temp float) +0:10 Function Definition: @main(f1; ( temp float) 0:10 Function Parameters: -0:10 'f' (in float) +0:10 'f' ( in float) 0:? Sequence 0:11 Branch: Return with expression -0:11 'f' (in float) -0:10 Function Definition: main( (temp void) +0:11 'f' ( in float) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence -0:10 move second child to first child (temp float) -0:? 'f' (temp float) -0:? 'f' (layout(location=0 ) in float) -0:10 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:10 Function Call: @main(f1; (temp float) -0:? 'f' (temp float) +0:10 move second child to first child ( temp float) +0:? 'f' ( temp float) +0:? 'f' (layout( location=0) in float) +0:10 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:10 Function Call: @main(f1; ( temp float) +0:? 'f' ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'f' (layout(location=0 ) in float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'f' (layout( location=0) in float) Linked fragment stage: @@ -29,25 +29,25 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: @main(f1; (temp float) +0:10 Function Definition: @main(f1; ( temp float) 0:10 Function Parameters: -0:10 'f' (in float) +0:10 'f' ( in float) 0:? Sequence 0:11 Branch: Return with expression -0:11 'f' (in float) -0:10 Function Definition: main( (temp void) +0:11 'f' ( in float) +0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence -0:10 move second child to first child (temp float) -0:? 'f' (temp float) -0:? 'f' (layout(location=0 ) in float) -0:10 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:10 Function Call: @main(f1; (temp float) -0:? 'f' (temp float) +0:10 move second child to first child ( temp float) +0:? 'f' ( temp float) +0:? 'f' (layout( location=0) in float) +0:10 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:10 Function Call: @main(f1; ( temp float) +0:? 'f' ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'f' (layout(location=0 ) in float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'f' (layout( location=0) in float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index eb189ab5..68467293 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -2,12 +2,12 @@ hlsl.stringtoken.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: @main( (temp 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) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 Color: direct index for structure ( temp 4-component vector of float) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:? Constant: @@ -16,21 +16,21 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 1.000000 0:19 Branch: Return with expression -0:19 'psout' (temp structure{temp 4-component vector of float Color}) -0:16 Function Definition: main( (temp void) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:16 Color: direct index for structure (temp 4-component vector of float) -0:16 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:16 Color: direct index for structure ( temp 4-component vector of float) +0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects -0:? 'TestTexture' (uniform texture2D) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF}) +0:? 'TestTexture' ( uniform texture2D) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF}) Linked fragment stage: @@ -39,12 +39,12 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: @main( (temp 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) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 Color: direct index for structure ( temp 4-component vector of float) +0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:? Constant: @@ -53,21 +53,21 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 1.000000 0:19 Branch: Return with expression -0:19 'psout' (temp structure{temp 4-component vector of float Color}) -0:16 Function Definition: main( (temp void) +0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:16 Color: direct index for structure (temp 4-component vector of float) -0:16 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:16 Color: direct index for structure ( temp 4-component vector of float) +0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects -0:? 'TestTexture' (uniform texture2D) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF}) +0:? 'TestTexture' ( uniform texture2D) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index 1876aeea..6560c7ba 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -6,119 +6,119 @@ WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) +0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:40 Function Parameters: -0:40 'input' (in 4-component vector of float) -0:40 '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}) +0:40 'input' ( in 4-component vector of float) +0:40 '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}) 0:? Sequence -0:45 Compare Equal (temp bool) -0:45 's3' (temp structure{temp 3-component vector of bool b3}) -0:45 's3' (temp structure{temp 3-component vector of bool b3}) -0:46 move second child to first child (temp 4-component vector of float) -0:46 i: direct index for structure (temp 4-component vector of float) -0:46 's2' (global structure{temp 4-component vector of float i}) +0:45 Compare Equal ( temp bool) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 i: direct index for structure ( temp 4-component vector of float) +0:46 's2' ( global structure{ temp 4-component vector of float i}) 0:46 Constant: 0:46 0 (const int) -0:46 ff4: direct index for structure (temp 4-component vector of float) -0:46 '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}) +0:46 ff4: direct index for structure ( temp 4-component vector of float) +0:46 '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}) 0:46 Constant: 0:46 7 (const int) -0:50 move second child to first child (temp structure{}) -0:50 'e' (temp structure{}) -0:50 e: direct index for structure (temp structure{}) -0:50 'ce' (temp structure{temp structure{} e}) +0:50 move second child to first child ( temp structure{}) +0:50 'e' ( temp structure{}) +0:50 e: direct index for structure ( temp structure{}) +0:50 'ce' ( temp structure{ temp structure{} e}) 0:50 Constant: 0:50 0 (const int) 0:52 Branch: Return with expression -0:52 'input' (in 4-component vector of float) -0:40 Function Definition: PixelShaderFunction( (temp void) +0:52 'input' ( in 4-component vector of float) +0:40 Function Definition: PixelShaderFunction( ( temp void) 0:40 Function Parameters: 0:? Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 a: direct index for structure (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 a: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 0 (const int) -0:40 a: direct index for structure (smooth temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 a: direct index for structure ( smooth temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp bool) -0:40 b: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 b: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 1 (const int) -0:40 b: direct index for structure (flat temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 b: direct index for structure ( flat temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) -0:40 move second child to first child (temp 1-component vector of float) -0:40 c: direct index for structure (temp 1-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 1-component vector of float) +0:40 c: direct index for structure ( temp 1-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 2 (const int) -0:40 c: direct index for structure (centroid noperspective temp 1-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) -0:40 move second child to first child (temp 2-component vector of float) -0:40 d: direct index for structure (temp 2-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 d: direct index for structure ( temp 2-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 3 (const int) -0:40 d: direct index for structure (centroid sample temp 2-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) -0:40 move second child to first child (temp bool) -0:40 ff1: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 ff1: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 4 (const int) -0:? 's_ff1' (in bool Face) -0:40 move second child to first child (temp bool) -0:40 ff2: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:? 's_ff1' ( in bool Face) +0:40 move second child to first child ( temp bool) +0:40 ff2: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 5 (const int) -0:40 ff2: direct index for structure (temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff2: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) -0:40 move second child to first child (temp bool) -0:40 ff3: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 ff3: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 6 (const int) -0:40 ff3: direct index for structure (temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff3: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 ff4: direct index for structure (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 7 (const int) -0:40 ff4: direct index for structure (temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:? Linker Objects -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) -0:? '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(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) -0:? 's_ff1' (in bool Face) +0:? 's2' ( global structure{ temp 4-component vector of float i}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:? '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( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) +0:? 's_ff1' ( in bool Face) Linked fragment stage: @@ -127,119 +127,119 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) +0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:40 Function Parameters: -0:40 'input' (in 4-component vector of float) -0:40 '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}) +0:40 'input' ( in 4-component vector of float) +0:40 '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}) 0:? Sequence -0:45 Compare Equal (temp bool) -0:45 's3' (temp structure{temp 3-component vector of bool b3}) -0:45 's3' (temp structure{temp 3-component vector of bool b3}) -0:46 move second child to first child (temp 4-component vector of float) -0:46 i: direct index for structure (temp 4-component vector of float) -0:46 's2' (global structure{temp 4-component vector of float i}) +0:45 Compare Equal ( temp bool) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 i: direct index for structure ( temp 4-component vector of float) +0:46 's2' ( global structure{ temp 4-component vector of float i}) 0:46 Constant: 0:46 0 (const int) -0:46 ff4: direct index for structure (temp 4-component vector of float) -0:46 '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}) +0:46 ff4: direct index for structure ( temp 4-component vector of float) +0:46 '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}) 0:46 Constant: 0:46 7 (const int) -0:50 move second child to first child (temp structure{}) -0:50 'e' (temp structure{}) -0:50 e: direct index for structure (temp structure{}) -0:50 'ce' (temp structure{temp structure{} e}) +0:50 move second child to first child ( temp structure{}) +0:50 'e' ( temp structure{}) +0:50 e: direct index for structure ( temp structure{}) +0:50 'ce' ( temp structure{ temp structure{} e}) 0:50 Constant: 0:50 0 (const int) 0:52 Branch: Return with expression -0:52 'input' (in 4-component vector of float) -0:40 Function Definition: PixelShaderFunction( (temp void) +0:52 'input' ( in 4-component vector of float) +0:40 Function Definition: PixelShaderFunction( ( temp void) 0:40 Function Parameters: 0:? Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 a: direct index for structure (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 a: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 0 (const int) -0:40 a: direct index for structure (smooth temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 a: direct index for structure ( smooth temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) -0:40 move second child to first child (temp bool) -0:40 b: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 b: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 1 (const int) -0:40 b: direct index for structure (flat temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 b: direct index for structure ( flat temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) -0:40 move second child to first child (temp 1-component vector of float) -0:40 c: direct index for structure (temp 1-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 1-component vector of float) +0:40 c: direct index for structure ( temp 1-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 2 (const int) -0:40 c: direct index for structure (centroid noperspective temp 1-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) -0:40 move second child to first child (temp 2-component vector of float) -0:40 d: direct index for structure (temp 2-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 d: direct index for structure ( temp 2-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 3 (const int) -0:40 d: direct index for structure (centroid sample temp 2-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) -0:40 move second child to first child (temp bool) -0:40 ff1: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 ff1: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 4 (const int) -0:? 's_ff1' (in bool Face) -0:40 move second child to first child (temp bool) -0:40 ff2: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:? 's_ff1' ( in bool Face) +0:40 move second child to first child ( temp bool) +0:40 ff2: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 5 (const int) -0:40 ff2: direct index for structure (temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff2: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) -0:40 move second child to first child (temp bool) -0:40 ff3: direct index for structure (temp bool) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp bool) +0:40 ff3: direct index for structure ( temp bool) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 6 (const int) -0:40 ff3: direct index for structure (temp bool) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff3: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 ff4: direct index for structure (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:40 Constant: 0:40 7 (const int) -0:40 ff4: direct index for structure (temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 's' (temp 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}) +0:40 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 's' ( temp 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}) 0:? Linker Objects -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) -0:? '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(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) -0:? 's_ff1' (in bool Face) +0:? 's2' ( global structure{ temp 4-component vector of float i}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:? '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( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) +0:? 's_ff1' ( in bool Face) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split-1.vert.out b/Test/baseResults/hlsl.struct.split-1.vert.out index 43fb6ded..9ec01d83 100644 --- a/Test/baseResults/hlsl.struct.split-1.vert.out +++ b/Test/baseResults/hlsl.struct.split-1.vert.out @@ -1,103 +1,103 @@ hlsl.struct.split-1.vert Shader version: 450 0:? Sequence -0:17 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11;vf4; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Function Parameters: -0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:17 'Pos_loose' (in 4-component vector of float) +0:17 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'Pos_loose' ( in 4-component vector of float) 0:? Sequence -0:20 move second child to first child (temp int) -0:20 x0_out: direct index for structure (temp int) -0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:20 move second child to first child ( temp int) +0:20 x0_out: direct index for structure ( temp int) +0:20 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:20 Constant: 0:20 0 (const int) -0:20 x0_in: direct index for structure (temp int) -0:20 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:20 x0_in: direct index for structure ( temp int) +0:20 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:20 Constant: 0:20 0 (const int) -0:21 move second child to first child (temp 4-component vector of float) -0:21 Pos_out: direct index for structure (temp 4-component vector of float) -0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 Pos_out: direct index for structure ( temp 4-component vector of float) +0:21 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:21 Constant: 0:21 1 (const int) -0:21 add (temp 4-component vector of float) -0:21 Pos_in: direct index for structure (temp 4-component vector of float) -0:21 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:21 add ( temp 4-component vector of float) +0:21 Pos_in: direct index for structure ( temp 4-component vector of float) +0:21 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:21 Constant: 0:21 1 (const int) -0:21 'Pos_loose' (in 4-component vector of float) -0:22 move second child to first child (temp int) -0:22 x1_out: direct index for structure (temp int) -0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 'Pos_loose' ( in 4-component vector of float) +0:22 move second child to first child ( temp int) +0:22 x1_out: direct index for structure ( temp int) +0:22 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) -0:22 x1_in: direct index for structure (temp int) -0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 x1_in: direct index for structure ( temp int) +0:22 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 2 (const int) 0:24 Branch: Return with expression -0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 Function Definition: main( (temp void) +0:24 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Definition: main( ( temp void) 0:17 Function Parameters: 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 x0_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 move second child to first child ( temp int) +0:17 x0_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 0 (const int) -0:? 'x0_in' (layout(location=0 ) in int) -0:17 move second child to first child (temp 4-component vector of float) -0:17 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'x0_in' (layout( location=0) in int) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 1 (const int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:17 move second child to first child (temp int) -0:17 x1_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:17 move second child to first child ( temp int) +0:17 x1_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 2 (const int) -0:? 'x1_in' (layout(location=2 ) in int) -0:17 move second child to first child (temp 4-component vector of float) -0:? 'Pos_loose' (temp 4-component vector of float) -0:? 'Pos_loose' (layout(location=3 ) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) +0:17 move second child to first child ( temp 4-component vector of float) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:? 'Pos_loose' (layout( location=3) in 4-component vector of float) 0:17 Sequence -0:17 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 Function Call: @main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:? 'Pos_loose' (temp 4-component vector of float) -0:17 move second child to first child (temp int) -0:17 x0_out: direct index for structure (temp int) -0:17 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:17 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Call: @main(struct-VS_INPUT-i1-vf4-i11;vf4; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:17 move second child to first child ( temp int) +0:17 x0_out: direct index for structure ( temp int) +0:17 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:17 Constant: 0:17 0 (const int) -0:17 x0_out: direct index for structure (temp int) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 x0_out: direct index for structure ( temp int) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 0 (const int) -0:17 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos_out' (out 4-component vector of float Position) -0:17 Pos_out: direct index for structure (temp 4-component vector of float) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position) +0:17 Pos_out: direct index for structure ( temp 4-component vector of float) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 1 (const int) -0:17 move second child to first child (temp int) -0:17 x1_out: direct index for structure (temp int) -0:17 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:17 move second child to first child ( temp int) +0:17 x1_out: direct index for structure ( temp int) +0:17 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:17 Constant: 0:17 1 (const int) -0:17 x1_out: direct index for structure (temp int) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 x1_out: direct index for structure ( temp int) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) -0:? 'x0_in' (layout(location=0 ) in int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:? 'x1_in' (layout(location=2 ) in int) -0:? 'Pos_loose' (layout(location=3 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout( location=0) in int) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) +0:? 'Pos_loose' (layout( location=3) in 4-component vector of float) Linked vertex stage: @@ -105,103 +105,103 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:17 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11;vf4; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Function Parameters: -0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:17 'Pos_loose' (in 4-component vector of float) +0:17 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'Pos_loose' ( in 4-component vector of float) 0:? Sequence -0:20 move second child to first child (temp int) -0:20 x0_out: direct index for structure (temp int) -0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:20 move second child to first child ( temp int) +0:20 x0_out: direct index for structure ( temp int) +0:20 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:20 Constant: 0:20 0 (const int) -0:20 x0_in: direct index for structure (temp int) -0:20 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:20 x0_in: direct index for structure ( temp int) +0:20 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:20 Constant: 0:20 0 (const int) -0:21 move second child to first child (temp 4-component vector of float) -0:21 Pos_out: direct index for structure (temp 4-component vector of float) -0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 Pos_out: direct index for structure ( temp 4-component vector of float) +0:21 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:21 Constant: 0:21 1 (const int) -0:21 add (temp 4-component vector of float) -0:21 Pos_in: direct index for structure (temp 4-component vector of float) -0:21 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:21 add ( temp 4-component vector of float) +0:21 Pos_in: direct index for structure ( temp 4-component vector of float) +0:21 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:21 Constant: 0:21 1 (const int) -0:21 'Pos_loose' (in 4-component vector of float) -0:22 move second child to first child (temp int) -0:22 x1_out: direct index for structure (temp int) -0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:21 'Pos_loose' ( in 4-component vector of float) +0:22 move second child to first child ( temp int) +0:22 x1_out: direct index for structure ( temp int) +0:22 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) -0:22 x1_in: direct index for structure (temp int) -0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 x1_in: direct index for structure ( temp int) +0:22 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 2 (const int) 0:24 Branch: Return with expression -0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 Function Definition: main( (temp void) +0:24 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Definition: main( ( temp void) 0:17 Function Parameters: 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 x0_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 move second child to first child ( temp int) +0:17 x0_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 0 (const int) -0:? 'x0_in' (layout(location=0 ) in int) -0:17 move second child to first child (temp 4-component vector of float) -0:17 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'x0_in' (layout( location=0) in int) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 1 (const int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:17 move second child to first child (temp int) -0:17 x1_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:17 move second child to first child ( temp int) +0:17 x1_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 Constant: 0:17 2 (const int) -0:? 'x1_in' (layout(location=2 ) in int) -0:17 move second child to first child (temp 4-component vector of float) -0:? 'Pos_loose' (temp 4-component vector of float) -0:? 'Pos_loose' (layout(location=3 ) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) +0:17 move second child to first child ( temp 4-component vector of float) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:? 'Pos_loose' (layout( location=3) in 4-component vector of float) 0:17 Sequence -0:17 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:17 Function Call: @main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:? 'Pos_loose' (temp 4-component vector of float) -0:17 move second child to first child (temp int) -0:17 x0_out: direct index for structure (temp int) -0:17 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:17 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 Function Call: @main(struct-VS_INPUT-i1-vf4-i11;vf4; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:17 move second child to first child ( temp int) +0:17 x0_out: direct index for structure ( temp int) +0:17 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:17 Constant: 0:17 0 (const int) -0:17 x0_out: direct index for structure (temp int) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 x0_out: direct index for structure ( temp int) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 0 (const int) -0:17 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos_out' (out 4-component vector of float Position) -0:17 Pos_out: direct index for structure (temp 4-component vector of float) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position) +0:17 Pos_out: direct index for structure ( temp 4-component vector of float) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 1 (const int) -0:17 move second child to first child (temp int) -0:17 x1_out: direct index for structure (temp int) -0:17 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:17 move second child to first child ( temp int) +0:17 x1_out: direct index for structure ( temp int) +0:17 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:17 Constant: 0:17 1 (const int) -0:17 x1_out: direct index for structure (temp int) -0:17 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 x1_out: direct index for structure ( temp int) +0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:17 Constant: 0:17 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) -0:? 'x0_in' (layout(location=0 ) in int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:? 'x1_in' (layout(location=2 ) in int) -0:? 'Pos_loose' (layout(location=3 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout( location=0) in int) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) +0:? 'Pos_loose' (layout( location=3) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.array.geom.out b/Test/baseResults/hlsl.struct.split.array.geom.out index 7b58b393..b907815b 100644 --- a/Test/baseResults/hlsl.struct.split.array.geom.out +++ b/Test/baseResults/hlsl.struct.split.array.geom.out @@ -5,14 +5,14 @@ max_vertices = 4 input primitive = points output primitive = triangle_strip 0:? Sequence -0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) +0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:13 Function Parameters: -0:13 'v' (in 1-element array of uint) -0:13 'OutputStream' (out structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:13 'v' ( in 1-element array of uint) +0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 Constant: 0:16 0.000000 0:16 0.000000 @@ -25,53 +25,53 @@ output primitive = triangle_strip 0:16 0.000000 0:16 0 (const uint) 0:18 Sequence -0:18 move second child to first child (temp int) -0:18 'x' (temp int) +0:18 move second child to first child ( temp int) +0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:18 Loop with condition tested first 0:18 Loop Condition -0:18 Compare Less Than (temp bool) -0:18 'x' (temp int) +0:18 Compare Less Than ( temp bool) +0:18 'x' ( temp int) 0:18 Constant: 0:18 2 (const int) 0:18 Loop Body 0:19 Sequence -0:19 move second child to first child (temp int) -0:19 'y' (temp int) +0:19 move second child to first child ( temp int) +0:19 'y' ( temp int) 0:19 Constant: 0:19 0 (const int) 0:19 Loop with condition tested first 0:19 Loop Condition -0:19 Compare Less Than (temp bool) -0:19 'y' (temp int) +0:19 Compare Less Than ( temp bool) +0:19 'y' ( temp int) 0:19 Constant: 0:19 2 (const int) 0:19 Loop Body -0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 'x' (temp int) -0:20 'y' (temp int) -0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'x' ( temp int) +0:20 'y' ( temp int) +0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:19 Loop Terminal Expression -0:19 Pre-Increment (temp int) -0:19 'y' (temp int) +0:19 Pre-Increment ( temp int) +0:19 'y' ( temp int) 0:18 Loop Terminal Expression -0:18 Pre-Increment (temp int) -0:18 'x' (temp int) -0:13 Function Definition: main( (temp void) +0:18 Pre-Increment ( temp int) +0:18 'x' ( temp int) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 1-element array of uint) -0:? 'v' (temp 1-element array of uint) -0:? 'v' (layout(location=0 ) in 1-element array of uint) -0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) -0:? 'v' (temp 1-element array of uint) -0:? 'OutputStream' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:13 move second child to first child ( temp 1-element array of uint) +0:? 'v' ( temp 1-element array of uint) +0:? 'v' (layout( location=0) in 1-element array of uint) +0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) +0:? 'v' ( temp 1-element array of uint) +0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Linker Objects -0:? 'v' (layout(location=0 ) in 1-element array of uint) +0:? 'v' (layout( location=0) in 1-element array of uint) Linked geometry stage: @@ -83,14 +83,14 @@ max_vertices = 4 input primitive = points output primitive = triangle_strip 0:? Sequence -0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) +0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:13 Function Parameters: -0:13 'v' (in 1-element array of uint) -0:13 'OutputStream' (out structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:13 'v' ( in 1-element array of uint) +0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 Constant: 0:16 0.000000 0:16 0.000000 @@ -103,53 +103,53 @@ output primitive = triangle_strip 0:16 0.000000 0:16 0 (const uint) 0:18 Sequence -0:18 move second child to first child (temp int) -0:18 'x' (temp int) +0:18 move second child to first child ( temp int) +0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:18 Loop with condition tested first 0:18 Loop Condition -0:18 Compare Less Than (temp bool) -0:18 'x' (temp int) +0:18 Compare Less Than ( temp bool) +0:18 'x' ( temp int) 0:18 Constant: 0:18 2 (const int) 0:18 Loop Body 0:19 Sequence -0:19 move second child to first child (temp int) -0:19 'y' (temp int) +0:19 move second child to first child ( temp int) +0:19 'y' ( temp int) 0:19 Constant: 0:19 0 (const int) 0:19 Loop with condition tested first 0:19 Loop Condition -0:19 Compare Less Than (temp bool) -0:19 'y' (temp int) +0:19 Compare Less Than ( temp bool) +0:19 'y' ( temp int) 0:19 Constant: 0:19 2 (const int) 0:19 Loop Body -0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) -0:20 'x' (temp int) -0:20 'y' (temp int) -0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:20 'x' ( temp int) +0:20 'y' ( temp int) +0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:19 Loop Terminal Expression -0:19 Pre-Increment (temp int) -0:19 'y' (temp int) +0:19 Pre-Increment ( temp int) +0:19 'y' ( temp int) 0:18 Loop Terminal Expression -0:18 Pre-Increment (temp int) -0:18 'x' (temp int) -0:13 Function Definition: main( (temp void) +0:18 Pre-Increment ( temp int) +0:18 'x' ( temp int) +0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence -0:13 move second child to first child (temp 1-element array of uint) -0:? 'v' (temp 1-element array of uint) -0:? 'v' (layout(location=0 ) in 1-element array of uint) -0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void) -0:? 'v' (temp 1-element array of uint) -0:? 'OutputStream' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) +0:13 move second child to first child ( temp 1-element array of uint) +0:? 'v' ( temp 1-element array of uint) +0:? 'v' (layout( location=0) in 1-element array of uint) +0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) +0:? 'v' ( temp 1-element array of uint) +0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Linker Objects -0:? 'v' (layout(location=0 ) in 1-element array of uint) +0:? 'v' (layout( location=0) in 1-element array of uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.assign.frag.out b/Test/baseResults/hlsl.struct.split.assign.frag.out index a22a4d4e..ad185ee1 100644 --- a/Test/baseResults/hlsl.struct.split.assign.frag.out +++ b/Test/baseResults/hlsl.struct.split.assign.frag.out @@ -2,117 +2,117 @@ hlsl.struct.split.assign.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @main(i1;struct-S-f1-vf41[3]; (temp 4-component vector of float) +0:7 Function Definition: @main(i1;struct-S-f1-vf41[3]; ( temp 4-component vector of float) 0:7 Function Parameters: -0:7 'i' (in int) -0:7 'input' (in 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 'i' ( in int) +0:7 'input' ( in 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:? Sequence -0:9 move second child to first child (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) -0:9 'input' (in 3-element array of structure{temp float f, temp 4-component vector of float pos}) -0:9 'a' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:9 move second child to first child ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) +0:9 'input' ( in 3-element array of structure{ temp float f, temp 4-component vector of float pos}) +0:9 'a' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:11 Branch: Return with expression 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 -0:7 Function Definition: main( (temp void) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp int) -0:? 'i' (temp int) -0:? 'i' (layout(location=0 ) in int) +0:7 move second child to first child ( temp int) +0:? 'i' ( temp int) +0:? 'i' (layout( location=0) in int) 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 1 (const int) -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 2 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main(i1;struct-S-f1-vf41[3]; (temp 4-component vector of float) -0:? 'i' (temp int) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main(i1;struct-S-f1-vf41[3]; ( temp 4-component vector of float) +0:? 'i' ( temp int) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in int) -0:? 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in int) +0:? 'input' (layout( location=1) in 3-element array of structure{ temp float f}) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) Linked fragment stage: @@ -121,117 +121,117 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: @main(i1;struct-S-f1-vf41[3]; (temp 4-component vector of float) +0:7 Function Definition: @main(i1;struct-S-f1-vf41[3]; ( temp 4-component vector of float) 0:7 Function Parameters: -0:7 'i' (in int) -0:7 'input' (in 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 'i' ( in int) +0:7 'input' ( in 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:? Sequence -0:9 move second child to first child (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) -0:9 'input' (in 3-element array of structure{temp float f, temp 4-component vector of float pos}) -0:9 'a' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:9 move second child to first child ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) +0:9 'input' ( in 3-element array of structure{ temp float f, temp 4-component vector of float pos}) +0:9 'a' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:11 Branch: Return with expression 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 -0:7 Function Definition: main( (temp void) +0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence -0:7 move second child to first child (temp int) -0:? 'i' (temp int) -0:? 'i' (layout(location=0 ) in int) +0:7 move second child to first child ( temp int) +0:? 'i' ( temp int) +0:? 'i' (layout( location=0) in int) 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 1 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 1 (const int) -0:7 move second child to first child (temp float) -0:7 f: direct index for structure (temp float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp float) +0:7 f: direct index for structure ( temp float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 f: direct index for structure (temp float) -0:7 direct index (layout(location=1 ) in structure{temp float f}) -0:7 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) +0:7 f: direct index for structure ( temp float) +0:7 direct index (layout( location=1) in structure{ temp float f}) +0:7 'input' (layout( location=1) in 3-element array of structure{ temp float f}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 0 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:7 pos: direct index for structure (temp 4-component vector of float) -0:7 direct index (temp structure{temp float f, temp 4-component vector of float pos}) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:7 pos: direct index for structure ( temp 4-component vector of float) +0:7 direct index ( temp structure{ temp float f, temp 4-component vector of float pos}) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:7 Constant: 0:7 2 (const int) 0:7 Constant: 0:7 1 (const int) -0:7 direct index (in 4-component vector of float FragCoord) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:7 direct index ( in 4-component vector of float FragCoord) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) 0:7 Constant: 0:7 2 (const int) -0:7 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:7 Function Call: @main(i1;struct-S-f1-vf41[3]; (temp 4-component vector of float) -0:? 'i' (temp int) -0:? 'input' (temp 3-element array of structure{temp float f, temp 4-component vector of float pos}) +0:7 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:7 Function Call: @main(i1;struct-S-f1-vf41[3]; ( temp 4-component vector of float) +0:? 'i' ( temp int) +0:? 'input' ( temp 3-element array of structure{ temp float f, temp 4-component vector of float pos}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'i' (layout(location=0 ) in int) -0:? 'input' (layout(location=1 ) in 3-element array of structure{temp float f}) -0:? 'input_pos' (in 3-element array of 4-component vector of float FragCoord) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'i' (layout( location=0) in int) +0:? 'input' (layout( location=1) in 3-element array of structure{ temp float f}) +0:? 'input_pos' ( in 3-element array of 4-component vector of float FragCoord) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.call.vert.out b/Test/baseResults/hlsl.struct.split.call.vert.out index 6a23b896..9dc7b856 100644 --- a/Test/baseResults/hlsl.struct.split.call.vert.out +++ b/Test/baseResults/hlsl.struct.split.call.vert.out @@ -1,112 +1,112 @@ hlsl.struct.split.call.vert Shader version: 450 0:? Sequence -0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; ( temp void) 0:17 Function Parameters: -0:17 'fn1_in' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:17 'fn1_out' (in structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 'fn1_in' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'fn1_out' ( in structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:? Sequence -0:18 add (temp 4-component vector of float) -0:18 Pos_in: direct index for structure (temp 4-component vector of float) -0:18 'fn1_in' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:18 add ( temp 4-component vector of float) +0:18 Pos_in: direct index for structure ( temp 4-component vector of float) +0:18 'fn1_in' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:18 Constant: 0:18 1 (const int) -0:18 Pos_out: direct index for structure (temp 4-component vector of float) -0:18 'fn1_out' (in structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:18 Pos_out: direct index for structure ( temp 4-component vector of float) +0:18 'fn1_out' ( in structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:18 Constant: 0:18 1 (const int) -0:22 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Function Parameters: -0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:? Sequence -0:25 move second child to first child (temp int) -0:25 x0_out: direct index for structure (temp int) -0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:25 move second child to first child ( temp int) +0:25 x0_out: direct index for structure ( temp int) +0:25 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:25 Constant: 0:25 0 (const int) -0:25 x0_in: direct index for structure (temp int) -0:25 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:25 x0_in: direct index for structure ( temp int) +0:25 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:25 Constant: 0:25 0 (const int) -0:26 move second child to first child (temp 4-component vector of float) -0:26 Pos_out: direct index for structure (temp 4-component vector of float) -0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 Pos_out: direct index for structure ( temp 4-component vector of float) +0:26 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:26 Constant: 0:26 1 (const int) -0:26 Pos_in: direct index for structure (temp 4-component vector of float) -0:26 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:26 Pos_in: direct index for structure ( temp 4-component vector of float) +0:26 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:26 Constant: 0:26 1 (const int) -0:27 move second child to first child (temp int) -0:27 x1_out: direct index for structure (temp int) -0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:27 move second child to first child ( temp int) +0:27 x1_out: direct index for structure ( temp int) +0:27 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:27 Constant: 0:27 2 (const int) -0:27 x1_in: direct index for structure (temp int) -0:27 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:27 x1_in: direct index for structure ( temp int) +0:27 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:27 Constant: 0:27 2 (const int) -0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) -0:29 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; ( temp void) +0:29 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:31 Branch: Return with expression -0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 Function Definition: main( (temp void) +0:31 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 x0_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 move second child to first child ( temp int) +0:22 x0_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 0 (const int) -0:? 'x0_in' (layout(location=0 ) in int) -0:22 move second child to first child (temp 4-component vector of float) -0:22 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'x0_in' (layout( location=0) in int) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 1 (const int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:22 move second child to first child (temp int) -0:22 x1_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:22 move second child to first child ( temp int) +0:22 x1_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 2 (const int) -0:? 'x1_in' (layout(location=2 ) in int) +0:? 'x1_in' (layout( location=2) in int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 Function Call: @main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:22 move second child to first child (temp int) -0:22 x0_out: direct index for structure (temp int) -0:22 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:22 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Call: @main(struct-VS_INPUT-i1-vf4-i11; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 move second child to first child ( temp int) +0:22 x0_out: direct index for structure ( temp int) +0:22 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:22 Constant: 0:22 0 (const int) -0:22 x0_out: direct index for structure (temp int) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 x0_out: direct index for structure ( temp int) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 0 (const int) -0:22 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos_out' (out 4-component vector of float Position) -0:22 Pos_out: direct index for structure (temp 4-component vector of float) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position) +0:22 Pos_out: direct index for structure ( temp 4-component vector of float) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 1 (const int) -0:22 move second child to first child (temp int) -0:22 x1_out: direct index for structure (temp int) -0:22 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:22 move second child to first child ( temp int) +0:22 x1_out: direct index for structure ( temp int) +0:22 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:22 Constant: 0:22 1 (const int) -0:22 x1_out: direct index for structure (temp int) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 x1_out: direct index for structure ( temp int) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) -0:? 'x0_in' (layout(location=0 ) in int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:? 'x1_in' (layout(location=2 ) in int) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout( location=0) in int) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) Linked vertex stage: @@ -114,112 +114,112 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) +0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; ( temp void) 0:17 Function Parameters: -0:17 'fn1_in' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:17 'fn1_out' (in structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:17 'fn1_in' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:17 'fn1_out' ( in structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:? Sequence -0:18 add (temp 4-component vector of float) -0:18 Pos_in: direct index for structure (temp 4-component vector of float) -0:18 'fn1_in' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:18 add ( temp 4-component vector of float) +0:18 Pos_in: direct index for structure ( temp 4-component vector of float) +0:18 'fn1_in' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:18 Constant: 0:18 1 (const int) -0:18 Pos_out: direct index for structure (temp 4-component vector of float) -0:18 'fn1_out' (in structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:18 Pos_out: direct index for structure ( temp 4-component vector of float) +0:18 'fn1_out' ( in structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:18 Constant: 0:18 1 (const int) -0:22 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Definition: @main(struct-VS_INPUT-i1-vf4-i11; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Function Parameters: -0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:? Sequence -0:25 move second child to first child (temp int) -0:25 x0_out: direct index for structure (temp int) -0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:25 move second child to first child ( temp int) +0:25 x0_out: direct index for structure ( temp int) +0:25 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:25 Constant: 0:25 0 (const int) -0:25 x0_in: direct index for structure (temp int) -0:25 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:25 x0_in: direct index for structure ( temp int) +0:25 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:25 Constant: 0:25 0 (const int) -0:26 move second child to first child (temp 4-component vector of float) -0:26 Pos_out: direct index for structure (temp 4-component vector of float) -0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 Pos_out: direct index for structure ( temp 4-component vector of float) +0:26 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:26 Constant: 0:26 1 (const int) -0:26 Pos_in: direct index for structure (temp 4-component vector of float) -0:26 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:26 Pos_in: direct index for structure ( temp 4-component vector of float) +0:26 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:26 Constant: 0:26 1 (const int) -0:27 move second child to first child (temp int) -0:27 x1_out: direct index for structure (temp int) -0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:27 move second child to first child ( temp int) +0:27 x1_out: direct index for structure ( temp int) +0:27 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:27 Constant: 0:27 2 (const int) -0:27 x1_in: direct index for structure (temp int) -0:27 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:27 x1_in: direct index for structure ( temp int) +0:27 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:27 Constant: 0:27 2 (const int) -0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void) -0:29 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; ( temp void) +0:29 'vsin' ( in structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:29 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:31 Branch: Return with expression -0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 Function Definition: main( (temp void) +0:31 'vsout' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 x0_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 move second child to first child ( temp int) +0:22 x0_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 0 (const int) -0:? 'x0_in' (layout(location=0 ) in int) -0:22 move second child to first child (temp 4-component vector of float) -0:22 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'x0_in' (layout( location=0) in int) +0:22 move second child to first child ( temp 4-component vector of float) +0:22 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 1 (const int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:22 move second child to first child (temp int) -0:22 x1_in: direct index for structure (temp int) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:22 move second child to first child ( temp int) +0:22 x1_in: direct index for structure ( temp int) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:22 Constant: 0:22 2 (const int) -0:? 'x1_in' (layout(location=2 ) in int) +0:? 'x1_in' (layout( location=2) in int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:22 Function Call: @main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) -0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) -0:22 move second child to first child (temp int) -0:22 x0_out: direct index for structure (temp int) -0:22 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:22 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 Function Call: @main(struct-VS_INPUT-i1-vf4-i11; ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) +0:22 move second child to first child ( temp int) +0:22 x0_out: direct index for structure ( temp int) +0:22 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:22 Constant: 0:22 0 (const int) -0:22 x0_out: direct index for structure (temp int) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 x0_out: direct index for structure ( temp int) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 0 (const int) -0:22 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos_out' (out 4-component vector of float Position) -0:22 Pos_out: direct index for structure (temp 4-component vector of float) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position) +0:22 Pos_out: direct index for structure ( temp 4-component vector of float) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 1 (const int) -0:22 move second child to first child (temp int) -0:22 x1_out: direct index for structure (temp int) -0:22 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) +0:22 move second child to first child ( temp int) +0:22 x1_out: direct index for structure ( temp int) +0:22 '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) 0:22 Constant: 0:22 1 (const int) -0:22 x1_out: direct index for structure (temp int) -0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) +0:22 x1_out: direct index for structure ( temp int) +0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) -0:? 'x0_in' (layout(location=0 ) in int) -0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float) -0:? 'x1_in' (layout(location=2 ) in int) +0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out}) +0:? 'x0_in' (layout( location=0) in int) +0:? 'Pos_in' (layout( location=1) in 4-component vector of float) +0:? 'x1_in' (layout( location=2) in int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.nested.geom.out b/Test/baseResults/hlsl.struct.split.nested.geom.out index 076fa0d7..42046da7 100644 --- a/Test/baseResults/hlsl.struct.split.nested.geom.out +++ b/Test/baseResults/hlsl.struct.split.nested.geom.out @@ -5,15 +5,15 @@ max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence -0:24 Function Definition: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) +0:24 Function Definition: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; ( temp void) 0:24 Function Parameters: -0:24 'tin' (in 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:24 'ts' (out structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:24 'tin' ( in 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 'ts' ( out structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 pos: direct index for structure (temp 4-component vector of float) -0:27 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:27 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 pos: direct index for structure ( temp 4-component vector of float) +0:27 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:27 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:27 Constant: 0:27 0 (const int) 0:27 Constant: @@ -23,10 +23,10 @@ output primitive = triangle_strip 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:28 move second child to first child (temp 2-component vector of float) -0:28 tc: direct index for structure (temp 2-component vector of float) -0:28 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:28 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:28 move second child to first child ( temp 2-component vector of float) +0:28 tc: direct index for structure ( temp 2-component vector of float) +0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:28 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: @@ -35,100 +35,100 @@ output primitive = triangle_strip 0:? 5.000000 0:? 6.000000 0:30 Sequence -0:30 move second child to first child (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 'ts' (out structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 EmitVertex (temp void) -0:24 Function Definition: main( (temp void) +0:30 move second child to first child ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 'ts' ( out structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 EmitVertex ( temp void) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 1 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 2 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 Function Call: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'ts' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:24 Function Call: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; ( temp void) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'ts' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:? Linker Objects -0:? 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:? 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) Linked geometry stage: @@ -140,15 +140,15 @@ max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence -0:24 Function Definition: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) +0:24 Function Definition: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; ( temp void) 0:24 Function Parameters: -0:24 'tin' (in 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:24 'ts' (out structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:24 'tin' ( in 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 'ts' ( out structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:? Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 pos: direct index for structure (temp 4-component vector of float) -0:27 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:27 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 pos: direct index for structure ( temp 4-component vector of float) +0:27 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:27 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:27 Constant: 0:27 0 (const int) 0:27 Constant: @@ -158,10 +158,10 @@ output primitive = triangle_strip 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:28 move second child to first child (temp 2-component vector of float) -0:28 tc: direct index for structure (temp 2-component vector of float) -0:28 psIn: direct index for structure (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:28 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:28 move second child to first child ( temp 2-component vector of float) +0:28 tc: direct index for structure ( temp 2-component vector of float) +0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:28 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: @@ -170,100 +170,100 @@ output primitive = triangle_strip 0:? 5.000000 0:? 6.000000 0:30 Sequence -0:30 move second child to first child (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 'ts' (out structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 'o' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) -0:30 EmitVertex (temp void) -0:24 Function Definition: main( (temp void) +0:30 move second child to first child ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 'ts' ( out structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 'o' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:30 EmitVertex ( temp void) +0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 0 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 1 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 move second child to first child (temp 4-component vector of float) -0:24 pos: direct index for structure (temp 4-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 pos: direct index for structure ( temp 4-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 direct index (in 4-component vector of float Position) -0:? 'tin_pos' (in 3-element array of 4-component vector of float Position) +0:24 direct index ( in 4-component vector of float Position) +0:? 'tin_pos' ( in 3-element array of 4-component vector of float Position) 0:24 Constant: 0:24 2 (const int) -0:24 move second child to first child (temp 2-component vector of float) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:24 move second child to first child ( temp 2-component vector of float) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 1 (const int) -0:24 tc: direct index for structure (temp 2-component vector of float) -0:24 direct index (layout(location=0 ) in structure{temp 2-component vector of float tc}) -0:24 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:24 tc: direct index for structure ( temp 2-component vector of float) +0:24 direct index (layout( location=0) in structure{ temp 2-component vector of float tc}) +0:24 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 0 (const int) -0:24 Function Call: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; (temp void) -0:? 'tin' (temp 3-element array of structure{temp 4-component vector of float pos, temp 2-component vector of float tc}) -0:? 'ts' (temp structure{temp structure{temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) +0:24 Function Call: @main(struct-PS_IN-vf4-vf21[3];struct-GS_OUT-struct-PS_IN-vf4-vf21-struct-STRUCT_WITH_NO_BUILTIN_INTERSTAGE_IO-f1[2]-i111; ( temp void) +0:? 'tin' ( temp 3-element array of structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) +0:? 'ts' ( temp structure{ temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc} psIn, temp structure{ temp 2-element array of float m0_array, temp int m1} contains_no_builtin_io}) 0:? Linker Objects -0:? 'tin' (layout(location=0 ) in 3-element array of structure{temp 2-component vector of float tc}) +0:? 'tin' (layout( location=0) in 3-element array of structure{ temp 2-component vector of float tc}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.trivial.geom.out b/Test/baseResults/hlsl.struct.split.trivial.geom.out index 52b000f6..29818f14 100644 --- a/Test/baseResults/hlsl.struct.split.trivial.geom.out +++ b/Test/baseResults/hlsl.struct.split.trivial.geom.out @@ -5,88 +5,88 @@ max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence -0:14 Function Definition: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) +0:14 Function Definition: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; ( temp void) 0:14 Function Parameters: -0:14 'i' (in 3-element array of structure{temp 4-component vector of float pos}) -0:14 'ts' (out structure{temp 4-component vector of float pos}) +0:14 'i' ( in 3-element array of structure{ temp 4-component vector of float pos}) +0:14 'ts' ( out structure{ temp 4-component vector of float pos}) 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'x' (temp int) +0:17 move second child to first child ( temp int) +0:17 'x' ( temp int) 0:17 Constant: 0:17 0 (const int) 0:17 Loop with condition tested first 0:17 Loop Condition -0:17 Compare Less Than (temp bool) -0:17 'x' (temp int) +0:17 Compare Less Than ( temp bool) +0:17 'x' ( temp int) 0:17 Constant: 0:17 3 (const int) 0:17 Loop Body 0:? Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 pos: direct index for structure (temp 4-component vector of float) -0:18 'o' (temp structure{temp 4-component vector of float pos}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 pos: direct index for structure ( temp 4-component vector of float) +0:18 'o' ( temp structure{ temp 4-component vector of float pos}) 0:18 Constant: 0:18 0 (const int) -0:18 pos: direct index for structure (temp 4-component vector of float) -0:18 indirect index (temp structure{temp 4-component vector of float pos}) -0:18 'i' (in 3-element array of structure{temp 4-component vector of float pos}) -0:18 'x' (temp int) +0:18 pos: direct index for structure ( temp 4-component vector of float) +0:18 indirect index ( temp structure{ temp 4-component vector of float pos}) +0:18 'i' ( in 3-element array of structure{ temp 4-component vector of float pos}) +0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float pos}) -0:19 'ts' (out structure{temp 4-component vector of float pos}) -0:19 'o' (temp structure{temp 4-component vector of float pos}) -0:19 EmitVertex (temp void) +0:19 move second child to first child ( temp structure{ temp 4-component vector of float pos}) +0:19 'ts' ( out structure{ temp 4-component vector of float pos}) +0:19 'o' ( temp structure{ temp 4-component vector of float pos}) +0:19 EmitVertex ( temp void) 0:17 Loop Terminal Expression -0:17 Pre-Increment (temp int) -0:17 'x' (temp int) -0:14 Function Definition: main( (temp void) +0:17 Pre-Increment ( temp int) +0:17 'x' ( temp int) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 0 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 0 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 1 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 2 (const int) -0:14 Function Call: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) -0:? 'ts' (temp structure{temp 4-component vector of float pos}) +0:14 Function Call: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; ( temp void) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) +0:? 'ts' ( temp structure{ temp 4-component vector of float pos}) 0:? Linker Objects -0:? 'i' (layout(location=0 ) in 3-element array of structure{}) +0:? 'i' (layout( location=0) in 3-element array of structure{}) Linked geometry stage: @@ -98,88 +98,88 @@ max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence -0:14 Function Definition: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) +0:14 Function Definition: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; ( temp void) 0:14 Function Parameters: -0:14 'i' (in 3-element array of structure{temp 4-component vector of float pos}) -0:14 'ts' (out structure{temp 4-component vector of float pos}) +0:14 'i' ( in 3-element array of structure{ temp 4-component vector of float pos}) +0:14 'ts' ( out structure{ temp 4-component vector of float pos}) 0:? Sequence 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'x' (temp int) +0:17 move second child to first child ( temp int) +0:17 'x' ( temp int) 0:17 Constant: 0:17 0 (const int) 0:17 Loop with condition tested first 0:17 Loop Condition -0:17 Compare Less Than (temp bool) -0:17 'x' (temp int) +0:17 Compare Less Than ( temp bool) +0:17 'x' ( temp int) 0:17 Constant: 0:17 3 (const int) 0:17 Loop Body 0:? Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 pos: direct index for structure (temp 4-component vector of float) -0:18 'o' (temp structure{temp 4-component vector of float pos}) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 pos: direct index for structure ( temp 4-component vector of float) +0:18 'o' ( temp structure{ temp 4-component vector of float pos}) 0:18 Constant: 0:18 0 (const int) -0:18 pos: direct index for structure (temp 4-component vector of float) -0:18 indirect index (temp structure{temp 4-component vector of float pos}) -0:18 'i' (in 3-element array of structure{temp 4-component vector of float pos}) -0:18 'x' (temp int) +0:18 pos: direct index for structure ( temp 4-component vector of float) +0:18 indirect index ( temp structure{ temp 4-component vector of float pos}) +0:18 'i' ( in 3-element array of structure{ temp 4-component vector of float pos}) +0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float pos}) -0:19 'ts' (out structure{temp 4-component vector of float pos}) -0:19 'o' (temp structure{temp 4-component vector of float pos}) -0:19 EmitVertex (temp void) +0:19 move second child to first child ( temp structure{ temp 4-component vector of float pos}) +0:19 'ts' ( out structure{ temp 4-component vector of float pos}) +0:19 'o' ( temp structure{ temp 4-component vector of float pos}) +0:19 EmitVertex ( temp void) 0:17 Loop Terminal Expression -0:17 Pre-Increment (temp int) -0:17 'x' (temp int) -0:14 Function Definition: main( (temp void) +0:17 Pre-Increment ( temp int) +0:17 'x' ( temp int) +0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 0 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 0 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 1 (const int) -0:14 move second child to first child (temp 4-component vector of float) -0:14 pos: direct index for structure (temp 4-component vector of float) -0:14 direct index (temp structure{temp 4-component vector of float pos}) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 pos: direct index for structure ( temp 4-component vector of float) +0:14 direct index ( temp structure{ temp 4-component vector of float pos}) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 0 (const int) -0:14 direct index (in 4-component vector of float Position) -0:? 'i_pos' (in 3-element array of 4-component vector of float Position) +0:14 direct index ( in 4-component vector of float Position) +0:? 'i_pos' ( in 3-element array of 4-component vector of float Position) 0:14 Constant: 0:14 2 (const int) -0:14 Function Call: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void) -0:? 'i' (temp 3-element array of structure{temp 4-component vector of float pos}) -0:? 'ts' (temp structure{temp 4-component vector of float pos}) +0:14 Function Call: @main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; ( temp void) +0:? 'i' ( temp 3-element array of structure{ temp 4-component vector of float pos}) +0:? 'ts' ( temp structure{ temp 4-component vector of float pos}) 0:? Linker Objects -0:? 'i' (layout(location=0 ) in 3-element array of structure{}) +0:? 'i' (layout( location=0) in 3-element array of structure{}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.split.trivial.vert.out b/Test/baseResults/hlsl.struct.split.trivial.vert.out index 9fa860a9..822f8199 100644 --- a/Test/baseResults/hlsl.struct.split.trivial.vert.out +++ b/Test/baseResults/hlsl.struct.split.trivial.vert.out @@ -1,50 +1,50 @@ hlsl.struct.split.trivial.vert Shader version: 450 0:? Sequence -0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos}) +0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos}) 0:16 Function Parameters: -0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) -0:16 'Pos_loose' (in 4-component vector of float) +0:16 'vsin' ( in structure{ temp 4-component vector of float Pos_in}) +0:16 'Pos_loose' ( in 4-component vector of float) 0:? Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 Pos: direct index for structure (temp 4-component vector of float) -0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 Pos: direct index for structure ( temp 4-component vector of float) +0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) -0:19 add (temp 4-component vector of float) -0:19 Pos_in: direct index for structure (temp 4-component vector of float) -0:19 'vsin' (in structure{temp 4-component vector of float Pos_in}) +0:19 add ( temp 4-component vector of float) +0:19 Pos_in: direct index for structure ( temp 4-component vector of float) +0:19 'vsin' ( in structure{ temp 4-component vector of float Pos_in}) 0:19 Constant: 0:19 0 (const int) -0:19 'Pos_loose' (in 4-component vector of float) +0:19 'Pos_loose' ( in 4-component vector of float) 0:21 Branch: Return with expression -0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:16 Function Definition: main( (temp void) +0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:16 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in}) 0:16 Constant: 0:16 0 (const int) -0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float) -0:16 move second child to first child (temp 4-component vector of float) -0:? 'Pos_loose' (temp 4-component vector of float) -0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float) +0:? 'Pos_in' (layout( location=0) in 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:? 'Pos_loose' (layout( location=1) in 4-component vector of float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:16 Pos: direct index for structure (temp 4-component vector of float) -0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos}) -0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in}) -0:? 'Pos_loose' (temp 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:16 Pos: direct index for structure ( temp 4-component vector of float) +0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos}) +0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in}) +0:? 'Pos_loose' ( temp 4-component vector of float) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) -0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float) -0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out structure{}) +0:? 'Pos_in' (layout( location=0) in 4-component vector of float) +0:? 'Pos_loose' (layout( location=1) in 4-component vector of float) Linked vertex stage: @@ -52,50 +52,50 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos}) +0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos}) 0:16 Function Parameters: -0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) -0:16 'Pos_loose' (in 4-component vector of float) +0:16 'vsin' ( in structure{ temp 4-component vector of float Pos_in}) +0:16 'Pos_loose' ( in 4-component vector of float) 0:? Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 Pos: direct index for structure (temp 4-component vector of float) -0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 Pos: direct index for structure ( temp 4-component vector of float) +0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) -0:19 add (temp 4-component vector of float) -0:19 Pos_in: direct index for structure (temp 4-component vector of float) -0:19 'vsin' (in structure{temp 4-component vector of float Pos_in}) +0:19 add ( temp 4-component vector of float) +0:19 Pos_in: direct index for structure ( temp 4-component vector of float) +0:19 'vsin' ( in structure{ temp 4-component vector of float Pos_in}) 0:19 Constant: 0:19 0 (const int) -0:19 'Pos_loose' (in 4-component vector of float) +0:19 'Pos_loose' ( in 4-component vector of float) 0:21 Branch: Return with expression -0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:16 Function Definition: main( (temp void) +0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:16 Pos_in: direct index for structure (temp 4-component vector of float) -0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in}) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 Pos_in: direct index for structure ( temp 4-component vector of float) +0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in}) 0:16 Constant: 0:16 0 (const int) -0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float) -0:16 move second child to first child (temp 4-component vector of float) -0:? 'Pos_loose' (temp 4-component vector of float) -0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float) +0:? 'Pos_in' (layout( location=0) in 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? 'Pos_loose' ( temp 4-component vector of float) +0:? 'Pos_loose' (layout( location=1) in 4-component vector of float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput_Pos' (out 4-component vector of float Position) -0:16 Pos: direct index for structure (temp 4-component vector of float) -0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos}) -0:? 'vsin' (temp structure{temp 4-component vector of float Pos_in}) -0:? 'Pos_loose' (temp 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:16 Pos: direct index for structure ( temp 4-component vector of float) +0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos}) +0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in}) +0:? 'Pos_loose' ( temp 4-component vector of float) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out structure{}) -0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float) -0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out structure{}) +0:? 'Pos_in' (layout( location=0) in 4-component vector of float) +0:? 'Pos_loose' (layout( location=1) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structIoFourWay.frag.out b/Test/baseResults/hlsl.structIoFourWay.frag.out index 8b6d75af..5765b5b6 100755 --- a/Test/baseResults/hlsl.structIoFourWay.frag.out +++ b/Test/baseResults/hlsl.structIoFourWay.frag.out @@ -3,55 +3,55 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:15 Function Definition: @main(struct-T-f1-f1-f1-vf41; (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Definition: @main(struct-T-f1-f1-f1-vf41; ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Function Parameters: -0:15 't' (in structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 't' ( in structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:? Sequence 0:17 Branch: Return with expression -0:17 'local' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 Function Definition: main( (temp void) +0:17 'local' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (layout(location=0 ) in structure{temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Sequence -0:15 move second child to first child (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 Function Call: @main(struct-T-f1-f1-f1-vf41; (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 move second child to first child (temp float) -0:? 'f' (layout(location=0 ) out float) -0:15 f: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Call: @main(struct-T-f1-f1-f1-vf41; ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'f' (layout( location=0) out float) +0:15 f: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 0 (const int) -0:15 move second child to first child (temp float) -0:? 'g' (layout(location=1 ) out float) -0:15 g: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'g' (layout( location=1) out float) +0:15 g: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 1 (const int) -0:15 move second child to first child (temp float) -0:? 'd' (out float FragDepth) -0:15 d: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'd' ( out float FragDepth) +0:15 d: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 2 (const int) -0:15 move second child to first child (temp 4-component vector of float) -0:? 'normal' (layout(location=2 ) out 4-component vector of float) -0:15 normal: direct index for structure (temp 4-component vector of float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'normal' (layout( location=2) out 4-component vector of float) +0:15 normal: direct index for structure ( temp 4-component vector of float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 3 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=88 ) uniform structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) -0:? 'f' (layout(location=0 ) out float) -0:? 'g' (layout(location=1 ) out float) -0:? 'd' (out float FragDepth) -0:? 'normal' (layout(location=2 ) out 4-component vector of float) -0:? 't' (layout(location=0 ) in structure{temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) -0:? 'anon@1' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{layout(offset=68 ) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) +0:? 'f' (layout( location=0) out float) +0:? 'g' (layout( location=1) out float) +0:? 'd' ( out float FragDepth) +0:? 'normal' (layout( location=2) out 4-component vector of float) +0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) +0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) Linked fragment stage: @@ -61,55 +61,55 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:15 Function Definition: @main(struct-T-f1-f1-f1-vf41; (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Definition: @main(struct-T-f1-f1-f1-vf41; ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Function Parameters: -0:15 't' (in structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 't' ( in structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:? Sequence 0:17 Branch: Return with expression -0:17 'local' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 Function Definition: main( (temp void) +0:17 'local' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence -0:15 move second child to first child (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (layout(location=0 ) in structure{temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Sequence -0:15 move second child to first child (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 Function Call: @main(struct-T-f1-f1-f1-vf41; (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:? 't' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) -0:15 move second child to first child (temp float) -0:? 'f' (layout(location=0 ) out float) -0:15 f: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 Function Call: @main(struct-T-f1-f1-f1-vf41; ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:? 't' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'f' (layout( location=0) out float) +0:15 f: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 0 (const int) -0:15 move second child to first child (temp float) -0:? 'g' (layout(location=1 ) out float) -0:15 g: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'g' (layout( location=1) out float) +0:15 g: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 1 (const int) -0:15 move second child to first child (temp float) -0:? 'd' (out float FragDepth) -0:15 d: direct index for structure (temp float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp float) +0:? 'd' ( out float FragDepth) +0:15 d: direct index for structure ( temp float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 2 (const int) -0:15 move second child to first child (temp 4-component vector of float) -0:? 'normal' (layout(location=2 ) out 4-component vector of float) -0:15 normal: direct index for structure (temp 4-component vector of float) -0:15 'flattenTemp' (temp structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal}) +0:15 move second child to first child ( temp 4-component vector of float) +0:? 'normal' (layout( location=2) out 4-component vector of float) +0:15 normal: direct index for structure ( temp 4-component vector of float) +0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal}) 0:15 Constant: 0:15 3 (const int) 0:? Linker Objects -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=88 ) uniform structure{temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) -0:? 'f' (layout(location=0 ) out float) -0:? 'g' (layout(location=1 ) out float) -0:? 'd' (out float FragDepth) -0:? 'normal' (layout(location=2 ) out 4-component vector of float) -0:? 't' (layout(location=0 ) in structure{temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) -0:? 'anon@1' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{layout(offset=68 ) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) +0:? 'f' (layout( location=0) out float) +0:? 'g' (layout( location=1) out float) +0:? 'd' ( out float FragDepth) +0:? 'normal' (layout( location=2) out 4-component vector of float) +0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) +0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structStructName.frag.out b/Test/baseResults/hlsl.structStructName.frag.out index da4c4006..0fc40325 100755 --- a/Test/baseResults/hlsl.structStructName.frag.out +++ b/Test/baseResults/hlsl.structStructName.frag.out @@ -2,22 +2,22 @@ hlsl.structStructName.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp int) +0:4 Function Definition: @main( ( temp int) 0:4 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression -0:6 s: direct index for structure (temp int) -0:6 't' (temp structure{temp int s}) +0:6 s: direct index for structure ( temp int) +0:6 't' ( temp structure{ temp int s}) 0:6 Constant: 0:6 0 (const int) -0:4 Function Definition: main( (temp void) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence -0:4 move second child to first child (temp int) -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:4 Function Call: @main( (temp int) +0:4 move second child to first child ( temp int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:4 Function Call: @main( ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out int) +0:? '@entryPointOutput' (layout( location=0) out int) Linked fragment stage: @@ -26,22 +26,22 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: @main( (temp int) +0:4 Function Definition: @main( ( temp int) 0:4 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression -0:6 s: direct index for structure (temp int) -0:6 't' (temp structure{temp int s}) +0:6 s: direct index for structure ( temp int) +0:6 't' ( temp structure{ temp int s}) 0:6 Constant: 0:6 0 (const int) -0:4 Function Definition: main( (temp void) +0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence -0:4 move second child to first child (temp int) -0:? '@entryPointOutput' (layout(location=0 ) out int) -0:4 Function Call: @main( (temp int) +0:4 move second child to first child ( temp int) +0:? '@entryPointOutput' (layout( location=0) out int) +0:4 Function Call: @main( ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out int) +0:? '@entryPointOutput' (layout( location=0) out int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structarray.flatten.frag.out b/Test/baseResults/hlsl.structarray.flatten.frag.out index ba36227e..7c84d37f 100644 --- a/Test/baseResults/hlsl.structarray.flatten.frag.out +++ b/Test/baseResults/hlsl.structarray.flatten.frag.out @@ -2,63 +2,63 @@ hlsl.structarray.flatten.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:23 Function Definition: @main(struct-PS_OUTPUT-vf41; (temp void) +0:23 Function Definition: @main(struct-PS_OUTPUT-vf41; ( temp void) 0:23 Function Parameters: -0:23 'ps_output' (out structure{temp 4-component vector of float color}) +0:23 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence -0:24 move second child to first child (temp 4-component vector of float) -0:24 color: direct index for structure (temp 4-component vector of float) -0:24 'ps_output' (out structure{temp 4-component vector of float color}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 color: direct index for structure ( temp 4-component vector of float) +0:24 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:24 Constant: 0:24 0 (const int) -0:26 add (temp 4-component vector of float) -0:25 add (temp 4-component vector of float) -0:25 texture (temp 4-component vector of float) -0:25 Construct combined texture-sampler (temp sampler1D) -0:? 'tex' (uniform texture1D) -0:? 'samp' (uniform sampler) +0:26 add ( temp 4-component vector of float) +0:25 add ( temp 4-component vector of float) +0:25 texture ( temp 4-component vector of float) +0:25 Construct combined texture-sampler ( temp sampler1D) +0:? 'tex' ( uniform texture1D) +0:? 'samp' ( uniform sampler) 0:25 Constant: 0:25 0.500000 -0:26 texture (temp 4-component vector of float) -0:26 Construct combined texture-sampler (temp sampler1D) -0:? 'g_texdata_array[1].tex' (uniform texture1D) -0:? 'g_texdata_array[1].samp' (uniform sampler) +0:26 texture ( temp 4-component vector of float) +0:26 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_texdata_array[1].tex' ( uniform texture1D) +0:? 'g_texdata_array[1].samp' ( uniform sampler) 0:26 Constant: 0:26 0.400000 -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1D) -0:? 'g_texdata_array2[1].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[1].samp[0]' (uniform sampler) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_texdata_array2[1].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[1].samp[0]' ( uniform sampler) 0:27 Constant: 0:27 0.300000 -0:23 Function Definition: main( (temp void) +0:23 Function Definition: main( ( temp void) 0:23 Function Parameters: 0:? Sequence -0:23 Function Call: @main(struct-PS_OUTPUT-vf41; (temp void) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:23 Function Call: @main(struct-PS_OUTPUT-vf41; ( temp void) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:23 color: direct index for structure (temp 4-component vector of float) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:23 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:23 color: direct index for structure ( temp 4-component vector of float) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:23 Constant: 0:23 0 (const int) 0:? Linker Objects -0:? 'g_samp' (uniform sampler) -0:? 'g_tex' (uniform texture1D) -0:? 'g_texdata_array2[0].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[0].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[0].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[0].tex[1]' (uniform texture1D) -0:? 'g_texdata_array2[1].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[1].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[1].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[1].tex[1]' (uniform texture1D) -0:? 'g_texdata_array2[2].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[2].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[2].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[2].tex[1]' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_samp' ( uniform sampler) +0:? 'g_tex' ( uniform texture1D) +0:? 'g_texdata_array2[0].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[0].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[0].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[0].tex[1]' ( uniform texture1D) +0:? 'g_texdata_array2[1].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[1].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[1].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[1].tex[1]' ( uniform texture1D) +0:? 'g_texdata_array2[2].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[2].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[2].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[2].tex[1]' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -67,63 +67,63 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:23 Function Definition: @main(struct-PS_OUTPUT-vf41; (temp void) +0:23 Function Definition: @main(struct-PS_OUTPUT-vf41; ( temp void) 0:23 Function Parameters: -0:23 'ps_output' (out structure{temp 4-component vector of float color}) +0:23 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:? Sequence -0:24 move second child to first child (temp 4-component vector of float) -0:24 color: direct index for structure (temp 4-component vector of float) -0:24 'ps_output' (out structure{temp 4-component vector of float color}) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 color: direct index for structure ( temp 4-component vector of float) +0:24 'ps_output' ( out structure{ temp 4-component vector of float color}) 0:24 Constant: 0:24 0 (const int) -0:26 add (temp 4-component vector of float) -0:25 add (temp 4-component vector of float) -0:25 texture (temp 4-component vector of float) -0:25 Construct combined texture-sampler (temp sampler1D) -0:? 'tex' (uniform texture1D) -0:? 'samp' (uniform sampler) +0:26 add ( temp 4-component vector of float) +0:25 add ( temp 4-component vector of float) +0:25 texture ( temp 4-component vector of float) +0:25 Construct combined texture-sampler ( temp sampler1D) +0:? 'tex' ( uniform texture1D) +0:? 'samp' ( uniform sampler) 0:25 Constant: 0:25 0.500000 -0:26 texture (temp 4-component vector of float) -0:26 Construct combined texture-sampler (temp sampler1D) -0:? 'g_texdata_array[1].tex' (uniform texture1D) -0:? 'g_texdata_array[1].samp' (uniform sampler) +0:26 texture ( temp 4-component vector of float) +0:26 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_texdata_array[1].tex' ( uniform texture1D) +0:? 'g_texdata_array[1].samp' ( uniform sampler) 0:26 Constant: 0:26 0.400000 -0:27 texture (temp 4-component vector of float) -0:27 Construct combined texture-sampler (temp sampler1D) -0:? 'g_texdata_array2[1].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[1].samp[0]' (uniform sampler) +0:27 texture ( temp 4-component vector of float) +0:27 Construct combined texture-sampler ( temp sampler1D) +0:? 'g_texdata_array2[1].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[1].samp[0]' ( uniform sampler) 0:27 Constant: 0:27 0.300000 -0:23 Function Definition: main( (temp void) +0:23 Function Definition: main( ( temp void) 0:23 Function Parameters: 0:? Sequence -0:23 Function Call: @main(struct-PS_OUTPUT-vf41; (temp void) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:23 Function Call: @main(struct-PS_OUTPUT-vf41; ( temp void) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:? 'color' (layout(location=0 ) out 4-component vector of float) -0:23 color: direct index for structure (temp 4-component vector of float) -0:? 'ps_output' (temp structure{temp 4-component vector of float color}) +0:23 move second child to first child ( temp 4-component vector of float) +0:? 'color' (layout( location=0) out 4-component vector of float) +0:23 color: direct index for structure ( temp 4-component vector of float) +0:? 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:23 Constant: 0:23 0 (const int) 0:? Linker Objects -0:? 'g_samp' (uniform sampler) -0:? 'g_tex' (uniform texture1D) -0:? 'g_texdata_array2[0].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[0].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[0].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[0].tex[1]' (uniform texture1D) -0:? 'g_texdata_array2[1].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[1].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[1].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[1].tex[1]' (uniform texture1D) -0:? 'g_texdata_array2[2].samp[0]' (uniform sampler) -0:? 'g_texdata_array2[2].samp[1]' (uniform sampler) -0:? 'g_texdata_array2[2].tex[0]' (uniform texture1D) -0:? 'g_texdata_array2[2].tex[1]' (uniform texture1D) -0:? 'color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_samp' ( uniform sampler) +0:? 'g_tex' ( uniform texture1D) +0:? 'g_texdata_array2[0].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[0].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[0].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[0].tex[1]' ( uniform texture1D) +0:? 'g_texdata_array2[1].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[1].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[1].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[1].tex[1]' ( uniform texture1D) +0:? 'g_texdata_array2[2].samp[0]' ( uniform sampler) +0:? 'g_texdata_array2[2].samp[1]' ( uniform sampler) +0:? 'g_texdata_array2[2].tex[0]' ( uniform texture1D) +0:? 'g_texdata_array2[2].tex[1]' ( uniform texture1D) +0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structarray.flatten.geom.out b/Test/baseResults/hlsl.structarray.flatten.geom.out index fabc8a68..1af304d7 100644 --- a/Test/baseResults/hlsl.structarray.flatten.geom.out +++ b/Test/baseResults/hlsl.structarray.flatten.geom.out @@ -5,63 +5,63 @@ max_vertices = 4 input primitive = lines output primitive = triangle_strip 0:? Sequence -0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) +0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void) 0:16 Function Parameters: -0:16 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 color: direct index for structure (temp 4-component vector of float) -0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 color: direct index for structure ( temp 4-component vector of float) +0:19 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:19 Constant: 0:19 1 (const int) -0:19 color: direct index for structure (temp 4-component vector of float) -0:19 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:19 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 color: direct index for structure ( temp 4-component vector of float) +0:19 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 1 (const int) -0:20 move second child to first child (temp 2-component vector of float) -0:20 uv: direct index for structure (temp 2-component vector of float) -0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 move second child to first child ( temp 2-component vector of float) +0:20 uv: direct index for structure ( temp 2-component vector of float) +0:20 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:20 Constant: 0:20 2 (const int) -0:20 uv: direct index for structure (temp 2-component vector of float) -0:20 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:20 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 uv: direct index for structure ( temp 2-component vector of float) +0:20 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 2 (const int) -0:21 move second child to first child (temp 4-component vector of float) -0:21 position: direct index for structure (temp 4-component vector of float) -0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 position: direct index for structure ( temp 4-component vector of float) +0:21 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:21 Constant: 0:21 0 (const int) -0:21 position: direct index for structure (temp 4-component vector of float) -0:21 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:21 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 position: direct index for structure ( temp 4-component vector of float) +0:21 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 0 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 EmitVertex (temp void) -0:16 Function Definition: main( (temp void) +0:22 move second child to first child ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 EmitVertex ( temp void) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'vin' (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) -0:? 'vin' (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'outStream' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 move second child to first child ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void) +0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Linker Objects -0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) Linked geometry stage: @@ -73,63 +73,63 @@ max_vertices = 4 input primitive = lines output primitive = triangle_strip 0:? Sequence -0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) +0:16 Function Definition: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void) 0:16 Function Parameters: -0:16 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 color: direct index for structure (temp 4-component vector of float) -0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 color: direct index for structure ( temp 4-component vector of float) +0:19 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:19 Constant: 0:19 1 (const int) -0:19 color: direct index for structure (temp 4-component vector of float) -0:19 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:19 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 color: direct index for structure ( temp 4-component vector of float) +0:19 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:19 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 1 (const int) -0:20 move second child to first child (temp 2-component vector of float) -0:20 uv: direct index for structure (temp 2-component vector of float) -0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 move second child to first child ( temp 2-component vector of float) +0:20 uv: direct index for structure ( temp 2-component vector of float) +0:20 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:20 Constant: 0:20 2 (const int) -0:20 uv: direct index for structure (temp 2-component vector of float) -0:20 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:20 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 uv: direct index for structure ( temp 2-component vector of float) +0:20 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:20 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 2 (const int) -0:21 move second child to first child (temp 4-component vector of float) -0:21 position: direct index for structure (temp 4-component vector of float) -0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 position: direct index for structure ( temp 4-component vector of float) +0:21 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:21 Constant: 0:21 0 (const int) -0:21 position: direct index for structure (temp 4-component vector of float) -0:21 direct index (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:21 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 position: direct index for structure ( temp 4-component vector of float) +0:21 direct index ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:21 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 0 (const int) 0:22 Sequence -0:22 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:22 EmitVertex (temp void) -0:16 Function Definition: main( (temp void) +0:22 move second child to first child ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 'outStream' ( out structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 'vout' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:22 EmitVertex ( temp void) +0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence -0:16 move second child to first child (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'vin' (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void) -0:? 'vin' (temp 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) -0:? 'outStream' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 move second child to first child ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:16 Function Call: @main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; ( temp void) +0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'outStream' ( temp structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) 0:? Linker Objects -0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) +0:? 'vin' (layout( location=0) in 2-element array of structure{ temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.atomics.frag.out b/Test/baseResults/hlsl.structbuffer.atomics.frag.out index ffa2d82a..a463a887 100644 --- a/Test/baseResults/hlsl.structbuffer.atomics.frag.out +++ b/Test/baseResults/hlsl.structbuffer.atomics.frag.out @@ -2,76 +2,76 @@ hlsl.structbuffer.atomics.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence -0:8 AtomicAdd (temp void) -0:8 indirect index (layout(row_major std430 ) buffer uint) -0:8 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:8 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:8 AtomicAdd ( temp void) +0:8 indirect index (layout( row_major std430) buffer uint) +0:8 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:8 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:8 Constant: 0:8 0 (const uint) -0:8 right-shift (temp int) +0:8 right-shift ( temp int) 0:8 Constant: 0:8 8 (const int) 0:8 Constant: 0:8 2 (const int) 0:8 Constant: 0:8 1 (const int) -0:9 move second child to first child (temp uint) -0:9 'u' (temp uint) -0:9 AtomicAdd (temp uint) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 move second child to first child ( temp uint) +0:9 'u' ( temp uint) +0:9 AtomicAdd ( temp uint) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) +0:9 right-shift ( temp int) 0:9 Constant: 0:9 8 (const int) 0:9 Constant: 0:9 2 (const int) 0:9 Constant: 0:9 1 (const int) -0:10 AtomicAnd (temp void) -0:10 indirect index (layout(row_major std430 ) buffer uint) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 AtomicAnd ( temp void) +0:10 indirect index (layout( row_major std430) buffer uint) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 right-shift (temp int) +0:10 right-shift ( temp int) 0:10 Constant: 0:10 8 (const int) 0:10 Constant: 0:10 2 (const int) 0:10 Constant: 0:10 1 (const int) -0:11 move second child to first child (temp uint) -0:11 'u' (temp uint) -0:11 AtomicAnd (temp uint) -0:11 indirect index (layout(row_major std430 ) buffer uint) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp uint) +0:11 'u' ( temp uint) +0:11 AtomicAnd ( temp uint) +0:11 indirect index (layout( row_major std430) buffer uint) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 right-shift (temp int) +0:11 right-shift ( temp int) 0:11 Constant: 0:11 8 (const int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 1 (const int) -0:12 move second child to first child (temp uint) -0:12 'u' (temp uint) -0:12 Convert int to uint (temp uint) -0:12 AtomicCompSwap (temp int) -0:12 indirect index (layout(row_major std430 ) buffer uint) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp uint) +0:12 'u' ( temp uint) +0:12 Convert int to uint ( temp uint) +0:12 AtomicCompSwap ( temp int) +0:12 indirect index (layout( row_major std430) buffer uint) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 right-shift (temp int) +0:12 right-shift ( temp int) 0:12 Constant: 0:12 8 (const int) 0:12 Constant: @@ -80,127 +80,127 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 2 (const int) -0:14 move second child to first child (temp uint) -0:14 'u' (temp uint) -0:14 AtomicExchange (temp uint) -0:14 indirect index (layout(row_major std430 ) buffer uint) -0:14 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:14 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:14 move second child to first child ( temp uint) +0:14 'u' ( temp uint) +0:14 AtomicExchange ( temp uint) +0:14 indirect index (layout( row_major std430) buffer uint) +0:14 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:14 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:14 Constant: 0:14 0 (const uint) -0:14 right-shift (temp int) +0:14 right-shift ( temp int) 0:14 Constant: 0:14 8 (const int) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 1 (const int) -0:15 AtomicMax (temp void) -0:15 indirect index (layout(row_major std430 ) buffer uint) -0:15 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:15 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:15 AtomicMax ( temp void) +0:15 indirect index (layout( row_major std430) buffer uint) +0:15 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:15 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:15 Constant: 0:15 0 (const uint) -0:15 right-shift (temp int) +0:15 right-shift ( temp int) 0:15 Constant: 0:15 8 (const int) 0:15 Constant: 0:15 2 (const int) 0:15 Constant: 0:15 1 (const int) -0:16 move second child to first child (temp uint) -0:16 'u' (temp uint) -0:16 AtomicMax (temp uint) -0:16 indirect index (layout(row_major std430 ) buffer uint) -0:16 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:16 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:16 move second child to first child ( temp uint) +0:16 'u' ( temp uint) +0:16 AtomicMax ( temp uint) +0:16 indirect index (layout( row_major std430) buffer uint) +0:16 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:16 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:16 Constant: 0:16 0 (const uint) -0:16 right-shift (temp int) +0:16 right-shift ( temp int) 0:16 Constant: 0:16 8 (const int) 0:16 Constant: 0:16 2 (const int) 0:16 Constant: 0:16 1 (const int) -0:17 AtomicMin (temp void) -0:17 indirect index (layout(row_major std430 ) buffer uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:17 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:17 AtomicMin ( temp void) +0:17 indirect index (layout( row_major std430) buffer uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:17 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 right-shift (temp int) +0:17 right-shift ( temp int) 0:17 Constant: 0:17 8 (const int) 0:17 Constant: 0:17 2 (const int) 0:17 Constant: 0:17 1 (const int) -0:18 move second child to first child (temp uint) -0:18 'u' (temp uint) -0:18 AtomicMin (temp uint) -0:18 indirect index (layout(row_major std430 ) buffer uint) -0:18 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:18 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:18 move second child to first child ( temp uint) +0:18 'u' ( temp uint) +0:18 AtomicMin ( temp uint) +0:18 indirect index (layout( row_major std430) buffer uint) +0:18 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:18 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:18 Constant: 0:18 0 (const uint) -0:18 right-shift (temp int) +0:18 right-shift ( temp int) 0:18 Constant: 0:18 8 (const int) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 1 (const int) -0:19 AtomicOr (temp void) -0:19 indirect index (layout(row_major std430 ) buffer uint) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:19 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:19 AtomicOr ( temp void) +0:19 indirect index (layout( row_major std430) buffer uint) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:19 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 right-shift (temp int) +0:19 right-shift ( temp int) 0:19 Constant: 0:19 8 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 1 (const int) -0:20 move second child to first child (temp uint) -0:20 'u' (temp uint) -0:20 AtomicOr (temp uint) -0:20 indirect index (layout(row_major std430 ) buffer uint) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:20 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:20 move second child to first child ( temp uint) +0:20 'u' ( temp uint) +0:20 AtomicOr ( temp uint) +0:20 indirect index (layout( row_major std430) buffer uint) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:20 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 right-shift (temp int) +0:20 right-shift ( temp int) 0:20 Constant: 0:20 8 (const int) 0:20 Constant: 0:20 2 (const int) 0:20 Constant: 0:20 1 (const int) -0:21 AtomicXor (temp void) -0:21 indirect index (layout(row_major std430 ) buffer uint) -0:21 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:21 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:21 AtomicXor ( temp void) +0:21 indirect index (layout( row_major std430) buffer uint) +0:21 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:21 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:21 Constant: 0:21 0 (const uint) -0:21 right-shift (temp int) +0:21 right-shift ( temp int) 0:21 Constant: 0:21 8 (const int) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 1 (const int) -0:22 move second child to first child (temp uint) -0:22 'u' (temp uint) -0:22 AtomicXor (temp uint) -0:22 indirect index (layout(row_major std430 ) buffer uint) -0:22 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:22 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:22 move second child to first child ( temp uint) +0:22 'u' ( temp uint) +0:22 AtomicXor ( temp uint) +0:22 indirect index (layout( row_major std430) buffer uint) +0:22 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:22 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:22 Constant: 0:22 0 (const uint) -0:22 right-shift (temp int) +0:22 right-shift ( temp int) 0:22 Constant: 0:22 8 (const int) 0:22 Constant: @@ -208,31 +208,31 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 1 (const int) 0:24 Branch: Return with expression -0:24 Construct vec4 (temp 4-component vector of float) -0:24 Convert uint to float (temp float) -0:24 indirect index (layout(row_major std430 ) buffer uint) -0:24 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:24 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:24 Construct vec4 ( temp 4-component vector of float) +0:24 Convert uint to float ( temp float) +0:24 indirect index (layout( row_major std430) buffer uint) +0:24 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:24 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:24 Constant: 0:24 0 (const uint) -0:24 right-shift (temp int) -0:24 'pos' (in uint) +0:24 right-shift ( temp int) +0:24 'pos' ( in uint) 0:24 Constant: 0:24 2 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -241,76 +241,76 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence -0:8 AtomicAdd (temp void) -0:8 indirect index (layout(row_major std430 ) buffer uint) -0:8 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:8 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:8 AtomicAdd ( temp void) +0:8 indirect index (layout( row_major std430) buffer uint) +0:8 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:8 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:8 Constant: 0:8 0 (const uint) -0:8 right-shift (temp int) +0:8 right-shift ( temp int) 0:8 Constant: 0:8 8 (const int) 0:8 Constant: 0:8 2 (const int) 0:8 Constant: 0:8 1 (const int) -0:9 move second child to first child (temp uint) -0:9 'u' (temp uint) -0:9 AtomicAdd (temp uint) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 move second child to first child ( temp uint) +0:9 'u' ( temp uint) +0:9 AtomicAdd ( temp uint) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) +0:9 right-shift ( temp int) 0:9 Constant: 0:9 8 (const int) 0:9 Constant: 0:9 2 (const int) 0:9 Constant: 0:9 1 (const int) -0:10 AtomicAnd (temp void) -0:10 indirect index (layout(row_major std430 ) buffer uint) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 AtomicAnd ( temp void) +0:10 indirect index (layout( row_major std430) buffer uint) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 right-shift (temp int) +0:10 right-shift ( temp int) 0:10 Constant: 0:10 8 (const int) 0:10 Constant: 0:10 2 (const int) 0:10 Constant: 0:10 1 (const int) -0:11 move second child to first child (temp uint) -0:11 'u' (temp uint) -0:11 AtomicAnd (temp uint) -0:11 indirect index (layout(row_major std430 ) buffer uint) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp uint) +0:11 'u' ( temp uint) +0:11 AtomicAnd ( temp uint) +0:11 indirect index (layout( row_major std430) buffer uint) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 right-shift (temp int) +0:11 right-shift ( temp int) 0:11 Constant: 0:11 8 (const int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 1 (const int) -0:12 move second child to first child (temp uint) -0:12 'u' (temp uint) -0:12 Convert int to uint (temp uint) -0:12 AtomicCompSwap (temp int) -0:12 indirect index (layout(row_major std430 ) buffer uint) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp uint) +0:12 'u' ( temp uint) +0:12 Convert int to uint ( temp uint) +0:12 AtomicCompSwap ( temp int) +0:12 indirect index (layout( row_major std430) buffer uint) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 right-shift (temp int) +0:12 right-shift ( temp int) 0:12 Constant: 0:12 8 (const int) 0:12 Constant: @@ -319,127 +319,127 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 2 (const int) -0:14 move second child to first child (temp uint) -0:14 'u' (temp uint) -0:14 AtomicExchange (temp uint) -0:14 indirect index (layout(row_major std430 ) buffer uint) -0:14 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:14 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:14 move second child to first child ( temp uint) +0:14 'u' ( temp uint) +0:14 AtomicExchange ( temp uint) +0:14 indirect index (layout( row_major std430) buffer uint) +0:14 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:14 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:14 Constant: 0:14 0 (const uint) -0:14 right-shift (temp int) +0:14 right-shift ( temp int) 0:14 Constant: 0:14 8 (const int) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 1 (const int) -0:15 AtomicMax (temp void) -0:15 indirect index (layout(row_major std430 ) buffer uint) -0:15 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:15 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:15 AtomicMax ( temp void) +0:15 indirect index (layout( row_major std430) buffer uint) +0:15 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:15 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:15 Constant: 0:15 0 (const uint) -0:15 right-shift (temp int) +0:15 right-shift ( temp int) 0:15 Constant: 0:15 8 (const int) 0:15 Constant: 0:15 2 (const int) 0:15 Constant: 0:15 1 (const int) -0:16 move second child to first child (temp uint) -0:16 'u' (temp uint) -0:16 AtomicMax (temp uint) -0:16 indirect index (layout(row_major std430 ) buffer uint) -0:16 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:16 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:16 move second child to first child ( temp uint) +0:16 'u' ( temp uint) +0:16 AtomicMax ( temp uint) +0:16 indirect index (layout( row_major std430) buffer uint) +0:16 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:16 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:16 Constant: 0:16 0 (const uint) -0:16 right-shift (temp int) +0:16 right-shift ( temp int) 0:16 Constant: 0:16 8 (const int) 0:16 Constant: 0:16 2 (const int) 0:16 Constant: 0:16 1 (const int) -0:17 AtomicMin (temp void) -0:17 indirect index (layout(row_major std430 ) buffer uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:17 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:17 AtomicMin ( temp void) +0:17 indirect index (layout( row_major std430) buffer uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:17 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 right-shift (temp int) +0:17 right-shift ( temp int) 0:17 Constant: 0:17 8 (const int) 0:17 Constant: 0:17 2 (const int) 0:17 Constant: 0:17 1 (const int) -0:18 move second child to first child (temp uint) -0:18 'u' (temp uint) -0:18 AtomicMin (temp uint) -0:18 indirect index (layout(row_major std430 ) buffer uint) -0:18 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:18 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:18 move second child to first child ( temp uint) +0:18 'u' ( temp uint) +0:18 AtomicMin ( temp uint) +0:18 indirect index (layout( row_major std430) buffer uint) +0:18 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:18 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:18 Constant: 0:18 0 (const uint) -0:18 right-shift (temp int) +0:18 right-shift ( temp int) 0:18 Constant: 0:18 8 (const int) 0:18 Constant: 0:18 2 (const int) 0:18 Constant: 0:18 1 (const int) -0:19 AtomicOr (temp void) -0:19 indirect index (layout(row_major std430 ) buffer uint) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:19 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:19 AtomicOr ( temp void) +0:19 indirect index (layout( row_major std430) buffer uint) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:19 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 right-shift (temp int) +0:19 right-shift ( temp int) 0:19 Constant: 0:19 8 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 1 (const int) -0:20 move second child to first child (temp uint) -0:20 'u' (temp uint) -0:20 AtomicOr (temp uint) -0:20 indirect index (layout(row_major std430 ) buffer uint) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:20 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:20 move second child to first child ( temp uint) +0:20 'u' ( temp uint) +0:20 AtomicOr ( temp uint) +0:20 indirect index (layout( row_major std430) buffer uint) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:20 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 right-shift (temp int) +0:20 right-shift ( temp int) 0:20 Constant: 0:20 8 (const int) 0:20 Constant: 0:20 2 (const int) 0:20 Constant: 0:20 1 (const int) -0:21 AtomicXor (temp void) -0:21 indirect index (layout(row_major std430 ) buffer uint) -0:21 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:21 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:21 AtomicXor ( temp void) +0:21 indirect index (layout( row_major std430) buffer uint) +0:21 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:21 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:21 Constant: 0:21 0 (const uint) -0:21 right-shift (temp int) +0:21 right-shift ( temp int) 0:21 Constant: 0:21 8 (const int) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 1 (const int) -0:22 move second child to first child (temp uint) -0:22 'u' (temp uint) -0:22 AtomicXor (temp uint) -0:22 indirect index (layout(row_major std430 ) buffer uint) -0:22 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:22 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:22 move second child to first child ( temp uint) +0:22 'u' ( temp uint) +0:22 AtomicXor ( temp uint) +0:22 indirect index (layout( row_major std430) buffer uint) +0:22 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:22 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:22 Constant: 0:22 0 (const uint) -0:22 right-shift (temp int) +0:22 right-shift ( temp int) 0:22 Constant: 0:22 8 (const int) 0:22 Constant: @@ -447,31 +447,31 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 1 (const int) 0:24 Branch: Return with expression -0:24 Construct vec4 (temp 4-component vector of float) -0:24 Convert uint to float (temp float) -0:24 indirect index (layout(row_major std430 ) buffer uint) -0:24 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:24 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:24 Construct vec4 ( temp 4-component vector of float) +0:24 Convert uint to float ( temp float) +0:24 indirect index (layout( row_major std430) buffer uint) +0:24 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:24 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:24 Constant: 0:24 0 (const uint) -0:24 right-shift (temp int) -0:24 'pos' (in uint) +0:24 right-shift ( temp int) +0:24 'pos' ( in uint) 0:24 Constant: 0:24 2 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.byte.frag.out b/Test/baseResults/hlsl.structbuffer.byte.frag.out index 05db7f37..f388f87d 100644 --- a/Test/baseResults/hlsl.structbuffer.byte.frag.out +++ b/Test/baseResults/hlsl.structbuffer.byte.frag.out @@ -2,162 +2,162 @@ hlsl.structbuffer.byte.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'size' (temp uint) -0:7 array length (temp uint) -0:7 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:7 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:7 move second child to first child ( temp uint) +0:7 'size' ( temp uint) +0:7 array length ( temp uint) +0:7 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:7 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:7 Constant: 0:7 0 (const uint) 0:12 Branch: Return with expression -0:11 add (temp 4-component vector of float) -0:10 add (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:9 Convert uint to float (temp float) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 add ( temp 4-component vector of float) +0:10 add ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:9 Convert uint to float ( temp float) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:? Convert uint to float (temp 2-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 add (temp uint) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 add ( temp uint) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 4 (const uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 (temp 4-component vector of float) -0:? Convert uint to float (temp 3-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 add (temp uint) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 add ( temp uint) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 8 (const uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0.000000 -0:? Convert uint to float (temp 4-component vector of float) +0:? Convert uint to float ( temp 4-component vector of float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 add (temp uint) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 add ( temp uint) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 12 (const uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -166,162 +166,162 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'size' (temp uint) -0:7 array length (temp uint) -0:7 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:7 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:7 move second child to first child ( temp uint) +0:7 'size' ( temp uint) +0:7 array length ( temp uint) +0:7 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:7 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:7 Constant: 0:7 0 (const uint) 0:12 Branch: Return with expression -0:11 add (temp 4-component vector of float) -0:10 add (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:9 Convert uint to float (temp float) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 add ( temp 4-component vector of float) +0:10 add ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:9 Convert uint to float ( temp float) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 (temp 4-component vector of float) -0:? Convert uint to float (temp 2-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 add (temp uint) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 add ( temp uint) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 4 (const uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 (temp 4-component vector of float) -0:? Convert uint to float (temp 3-component vector of float) +0:? Construct vec4 ( temp 4-component vector of float) +0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 add (temp uint) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 add ( temp uint) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 8 (const uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0.000000 -0:? Convert uint to float (temp 4-component vector of float) +0:? Convert uint to float ( temp 4-component vector of float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 add (temp uint) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 add ( temp uint) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 12 (const uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.coherent.frag.out b/Test/baseResults/hlsl.structbuffer.coherent.frag.out index 8ba04549..f5210c0e 100644 --- a/Test/baseResults/hlsl.structbuffer.coherent.frag.out +++ b/Test/baseResults/hlsl.structbuffer.coherent.frag.out @@ -2,88 +2,88 @@ hlsl.structbuffer.coherent.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence -0:13 move second child to first child (temp float) -0:13 indirect index (layout(row_major std430 ) buffer float) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:13 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:13 move second child to first child ( temp float) +0:13 indirect index (layout( row_major std430) buffer float) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:13 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 add (temp uint) -0:13 'pos' (in uint) +0:13 add ( temp uint) +0:13 'pos' ( in uint) 0:13 Constant: 0:13 1 (const uint) 0:13 Constant: 0:13 42.000000 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:17 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:17 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 16 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:19 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:19 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:20 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:20 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert uint to float (temp float) -0:22 add (temp uint) -0:22 'size' (temp uint) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert uint to float ( temp float) +0:22 add ( temp uint) +0:22 'size' ( temp uint) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) -0:? 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) +0:? 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -92,88 +92,88 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence -0:13 move second child to first child (temp float) -0:13 indirect index (layout(row_major std430 ) buffer float) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:13 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:13 move second child to first child ( temp float) +0:13 indirect index (layout( row_major std430) buffer float) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:13 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 add (temp uint) -0:13 'pos' (in uint) +0:13 add ( temp uint) +0:13 'pos' ( in uint) 0:13 Constant: 0:13 1 (const uint) 0:13 Constant: 0:13 42.000000 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:17 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:17 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 16 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:19 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:19 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:20 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:20 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert uint to float (temp float) -0:22 add (temp uint) -0:22 'size' (temp uint) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert uint to float ( temp float) +0:22 add ( temp uint) +0:22 'size' ( temp uint) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) -0:? 'sbuf2' (layout(row_major std430 ) coherent buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) +0:? 'sbuf2' (layout( row_major std430) coherent buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.fn.frag.out b/Test/baseResults/hlsl.structbuffer.fn.frag.out index 6fc1d45a..8ed27f68 100644 --- a/Test/baseResults/hlsl.structbuffer.fn.frag.out +++ b/Test/baseResults/hlsl.structbuffer.fn.frag.out @@ -2,42 +2,42 @@ hlsl.structbuffer.fn.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: get(block--vu4[0]1;u1; (temp 4-component vector of uint) +0:5 Function Definition: get(block--vu4[0]1;u1; ( temp 4-component vector of uint) 0:5 Function Parameters: -0:5 'sb' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:5 'bufferOffset' (in uint) +0:5 'sb' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:5 'bufferOffset' ( in uint) 0:? Sequence 0:6 Branch: Return with expression -0:6 indirect index (layout(row_major std430 ) buffer 4-component vector of uint) -0:6 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint) -0:6 'sb' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:6 indirect index (layout( row_major std430) buffer 4-component vector of uint) +0:6 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint) +0:6 'sb' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:6 Constant: 0:6 0 (const uint) -0:6 'bufferOffset' (in uint) -0:10 Function Definition: set(block--vu4[0]1;u1;vu4; (temp void) +0:6 'bufferOffset' ( in uint) +0:10 Function Definition: set(block--vu4[0]1;u1;vu4; ( temp void) 0:10 Function Parameters: -0:10 'sb' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:10 'bufferOffset' (in uint) -0:10 'data' (in 4-component vector of uint) +0:10 'sb' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:10 'bufferOffset' ( in uint) +0:10 'data' ( in 4-component vector of uint) 0:? Sequence -0:11 move second child to first child (temp 4-component vector of uint) -0:11 indirect index (buffer 4-component vector of uint) -0:11 @data: direct index for structure (buffer implicitly-sized array of 4-component vector of uint) -0:11 'sb' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:11 move second child to first child ( temp 4-component vector of uint) +0:11 indirect index ( buffer 4-component vector of uint) +0:11 @data: direct index for structure ( buffer implicitly-sized array of 4-component vector of uint) +0:11 'sb' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'bufferOffset' (in uint) -0:11 'data' (in 4-component vector of uint) -0:20 Function Definition: @main(u1; (temp 4-component vector of float) +0:11 'bufferOffset' ( in uint) +0:11 'data' ( in 4-component vector of uint) +0:20 Function Definition: @main(u1; ( temp 4-component vector of float) 0:20 Function Parameters: -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:? Sequence -0:21 Function Call: set(block--vu4[0]1;u1;vu4; (temp void) -0:21 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:21 Function Call: set(block--vu4[0]1;u1;vu4; ( temp void) +0:21 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:21 Constant: 0:21 2 (const uint) -0:21 Function Call: get(block--vu4[0]1;u1; (temp 4-component vector of uint) -0:21 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:21 Function Call: get(block--vu4[0]1;u1; ( temp 4-component vector of uint) +0:21 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:21 Constant: 0:21 3 (const uint) 0:23 Branch: Return with expression @@ -46,22 +46,22 @@ gl_FragCoord origin is upper left 0:23 0.000000 0:23 0.000000 0:23 0.000000 -0:20 Function Definition: main( (temp void) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence -0:20 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:20 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:20 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:20 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:20 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:20 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:? 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:? 'sbuf3' (layout(binding=12 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 3-component vector of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:? 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:? 'sbuf3' (layout( binding=12 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 3-component vector of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -70,42 +70,42 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: get(block--vu4[0]1;u1; (temp 4-component vector of uint) +0:5 Function Definition: get(block--vu4[0]1;u1; ( temp 4-component vector of uint) 0:5 Function Parameters: -0:5 'sb' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:5 'bufferOffset' (in uint) +0:5 'sb' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:5 'bufferOffset' ( in uint) 0:? Sequence 0:6 Branch: Return with expression -0:6 indirect index (layout(row_major std430 ) buffer 4-component vector of uint) -0:6 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint) -0:6 'sb' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:6 indirect index (layout( row_major std430) buffer 4-component vector of uint) +0:6 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint) +0:6 'sb' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:6 Constant: 0:6 0 (const uint) -0:6 'bufferOffset' (in uint) -0:10 Function Definition: set(block--vu4[0]1;u1;vu4; (temp void) +0:6 'bufferOffset' ( in uint) +0:10 Function Definition: set(block--vu4[0]1;u1;vu4; ( temp void) 0:10 Function Parameters: -0:10 'sb' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:10 'bufferOffset' (in uint) -0:10 'data' (in 4-component vector of uint) +0:10 'sb' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:10 'bufferOffset' ( in uint) +0:10 'data' ( in 4-component vector of uint) 0:? Sequence -0:11 move second child to first child (temp 4-component vector of uint) -0:11 indirect index (buffer 4-component vector of uint) -0:11 @data: direct index for structure (buffer implicitly-sized array of 4-component vector of uint) -0:11 'sb' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:11 move second child to first child ( temp 4-component vector of uint) +0:11 indirect index ( buffer 4-component vector of uint) +0:11 @data: direct index for structure ( buffer implicitly-sized array of 4-component vector of uint) +0:11 'sb' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'bufferOffset' (in uint) -0:11 'data' (in 4-component vector of uint) -0:20 Function Definition: @main(u1; (temp 4-component vector of float) +0:11 'bufferOffset' ( in uint) +0:11 'data' ( in 4-component vector of uint) +0:20 Function Definition: @main(u1; ( temp 4-component vector of float) 0:20 Function Parameters: -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:? Sequence -0:21 Function Call: set(block--vu4[0]1;u1;vu4; (temp void) -0:21 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:21 Function Call: set(block--vu4[0]1;u1;vu4; ( temp void) +0:21 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:21 Constant: 0:21 2 (const uint) -0:21 Function Call: get(block--vu4[0]1;u1; (temp 4-component vector of uint) -0:21 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) +0:21 Function Call: get(block--vu4[0]1;u1; ( temp 4-component vector of uint) +0:21 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) 0:21 Constant: 0:21 3 (const uint) 0:23 Branch: Return with expression @@ -114,22 +114,22 @@ gl_FragCoord origin is upper left 0:23 0.000000 0:23 0.000000 0:23 0.000000 -0:20 Function Definition: main( (temp void) +0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence -0:20 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:20 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:20 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:20 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:20 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:20 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:? 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of 4-component vector of uint @data}) -0:? 'sbuf3' (layout(binding=12 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of 3-component vector of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:? 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of 4-component vector of uint @data}) +0:? 'sbuf3' (layout( binding=12 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of 3-component vector of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.frag.out b/Test/baseResults/hlsl.structbuffer.frag.out index dea30d4a..3c8b1146 100644 --- a/Test/baseResults/hlsl.structbuffer.frag.out +++ b/Test/baseResults/hlsl.structbuffer.frag.out @@ -2,94 +2,94 @@ hlsl.structbuffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 'mydata' (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:13 move second child to first child ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 'mydata' ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 'pos' (in uint) +0:13 'pos' ( in uint) 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:17 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:17 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 32 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:19 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:19 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:20 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:20 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 add (temp float) -0:22 add (temp float) -0:22 direct index (temp float) -0:22 color: direct index for structure (temp 3-component vector of float) -0:22 'mydata' (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 add ( temp float) +0:22 add ( temp float) +0:22 direct index ( temp float) +0:22 color: direct index for structure ( temp 3-component vector of float) +0:22 'mydata' ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) 0:22 Constant: 0:22 0 (const int) 0:22 Constant: 0:22 0 (const int) -0:22 Convert uint to float (temp float) -0:22 'size' (temp uint) -0:22 Convert uint to float (temp float) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Convert uint to float ( temp float) +0:22 'size' ( temp uint) +0:22 Convert uint to float ( temp float) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) -0:? 'sbuf2' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:? 'sbuf2' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -98,94 +98,94 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence 0:13 Sequence -0:13 move second child to first child (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 'mydata' (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:13 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:13 move second child to first child ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 'mydata' ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:13 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 'pos' (in uint) +0:13 'pos' ( in uint) 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:17 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:17 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 32 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:19 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:19 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2}) -0:20 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) +0:20 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 add (temp float) -0:22 add (temp float) -0:22 direct index (temp float) -0:22 color: direct index for structure (temp 3-component vector of float) -0:22 'mydata' (temp structure{temp 3-component vector of float color, temp bool test, temp bool test2}) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 add ( temp float) +0:22 add ( temp float) +0:22 direct index ( temp float) +0:22 color: direct index for structure ( temp 3-component vector of float) +0:22 'mydata' ( temp structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) 0:22 Constant: 0:22 0 (const int) 0:22 Constant: 0:22 0 (const int) -0:22 Convert uint to float (temp float) -0:22 'size' (temp uint) -0:22 Convert uint to float (temp float) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Convert uint to float ( temp float) +0:22 'size' ( temp uint) +0:22 Convert uint to float ( temp float) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(binding=10 row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test, temp bool test2} @data}) -0:? 'sbuf2' (layout(row_major std430 ) readonly buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( binding=10 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test, temp bool test2} @data}) +0:? 'sbuf2' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.rw.frag.out b/Test/baseResults/hlsl.structbuffer.rw.frag.out index d9054381..bfe4c39b 100644 --- a/Test/baseResults/hlsl.structbuffer.rw.frag.out +++ b/Test/baseResults/hlsl.structbuffer.rw.frag.out @@ -2,88 +2,88 @@ hlsl.structbuffer.rw.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence -0:13 move second child to first child (temp float) -0:13 indirect index (layout(row_major std430 ) buffer float) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:13 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:13 move second child to first child ( temp float) +0:13 indirect index (layout( row_major std430) buffer float) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:13 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 add (temp uint) -0:13 'pos' (in uint) +0:13 add ( temp uint) +0:13 'pos' ( in uint) 0:13 Constant: 0:13 1 (const uint) 0:13 Constant: 0:13 42.000000 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:17 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:17 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 16 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:19 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:19 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:20 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:20 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert uint to float (temp float) -0:22 add (temp uint) -0:22 'size' (temp uint) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert uint to float ( temp float) +0:22 add ( temp uint) +0:22 'size' ( temp uint) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) -0:? 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) +0:? 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -92,88 +92,88 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:12 Function Definition: @main(u1; (temp 4-component vector of float) +0:12 Function Definition: @main(u1; ( temp 4-component vector of float) 0:12 Function Parameters: -0:12 'pos' (in uint) +0:12 'pos' ( in uint) 0:? Sequence -0:13 move second child to first child (temp float) -0:13 indirect index (layout(row_major std430 ) buffer float) -0:13 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:13 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:13 move second child to first child ( temp float) +0:13 indirect index (layout( row_major std430) buffer float) +0:13 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:13 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:13 Constant: 0:13 0 (const uint) -0:13 add (temp uint) -0:13 'pos' (in uint) +0:13 add ( temp uint) +0:13 'pos' ( in uint) 0:13 Constant: 0:13 1 (const uint) 0:13 Constant: 0:13 42.000000 0:17 Sequence -0:17 move second child to first child (temp uint) -0:17 'size' (temp uint) -0:17 array length (temp uint) -0:17 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:17 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:17 move second child to first child ( temp uint) +0:17 'size' ( temp uint) +0:17 array length ( temp uint) +0:17 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:17 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:17 Constant: 0:17 0 (const uint) -0:17 move second child to first child (temp uint) -0:17 'stride' (temp uint) +0:17 move second child to first child ( temp uint) +0:17 'stride' ( temp uint) 0:17 Constant: 0:17 16 (const uint) -0:19 Test condition and select (temp void) +0:19 Test condition and select ( temp void) 0:19 Condition -0:19 test: direct index for structure (temp bool) -0:19 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:19 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:19 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:19 test: direct index for structure ( temp bool) +0:19 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:19 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:19 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:19 Constant: 0:19 0 (const uint) -0:19 'pos' (in uint) +0:19 'pos' ( in uint) 0:19 Constant: 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 (temp 4-component vector of float) -0:20 add (temp 3-component vector of float) -0:20 color: direct index for structure (temp 3-component vector of float) -0:20 indirect index (layout(row_major std430 ) buffer structure{temp 3-component vector of float color, temp bool test}) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test}) -0:20 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) +0:? Construct vec4 ( temp 4-component vector of float) +0:20 add ( temp 3-component vector of float) +0:20 color: direct index for structure ( temp 3-component vector of float) +0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test}) +0:20 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (layout(row_major std430 ) buffer float) -0:20 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of float) -0:20 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) +0:20 indirect index (layout( row_major std430) buffer float) +0:20 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of float) +0:20 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) 0:20 Constant: 0:20 0 (const uint) -0:20 'pos' (in uint) +0:20 'pos' ( in uint) 0:20 Constant: 0:20 0.000000 0:19 false case 0:22 Branch: Return with expression -0:22 Construct vec4 (temp 4-component vector of float) -0:22 Convert uint to float (temp float) -0:22 add (temp uint) -0:22 'size' (temp uint) -0:22 'stride' (temp uint) -0:12 Function Definition: main( (temp void) +0:22 Construct vec4 ( temp 4-component vector of float) +0:22 Convert uint to float ( temp float) +0:22 add ( temp uint) +0:22 'size' ( temp uint) +0:22 'stride' ( temp uint) +0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence -0:12 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:12 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:12 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:12 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:12 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:12 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of structure{temp 3-component vector of float color, temp bool test} @data}) -0:? 'sbuf2' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of float @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 3-component vector of float color, temp bool test} @data}) +0:? 'sbuf2' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of float @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structbuffer.rwbyte.frag.out b/Test/baseResults/hlsl.structbuffer.rwbyte.frag.out index edbc6773..e99bc435 100644 --- a/Test/baseResults/hlsl.structbuffer.rwbyte.frag.out +++ b/Test/baseResults/hlsl.structbuffer.rwbyte.frag.out @@ -2,503 +2,503 @@ hlsl.structbuffer.rwbyte.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'size' (temp uint) -0:7 array length (temp uint) -0:7 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:7 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:7 move second child to first child ( temp uint) +0:7 'size' ( temp uint) +0:7 array length ( temp uint) +0:7 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:7 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:7 Constant: 0:7 0 (const uint) 0:? Sequence -0:9 move second child to first child (temp int) -0:9 'byteAddrTemp' (temp int) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 move second child to first child ( temp int) +0:9 'byteAddrTemp' ( temp int) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:9 move second child to first child (temp float) -0:9 indirect index (temp float) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 move second child to first child ( temp float) +0:9 indirect index ( temp float) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 'byteAddrTemp' (temp int) -0:9 Convert uint to float (temp float) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 'byteAddrTemp' ( temp int) +0:9 Convert uint to float ( temp float) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:10 move second child to first child (temp float) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 move second child to first child ( temp float) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 direct index (temp float) +0:10 'byteAddrTemp' ( temp int) +0:10 direct index ( temp float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0 (const int) -0:10 move second child to first child (temp float) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 move second child to first child ( temp float) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) -0:10 direct index (temp float) +0:10 direct index ( temp float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 1 (const int) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 direct index (temp float) +0:11 'byteAddrTemp' ( temp int) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp float) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 1 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp float) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 2 (const int) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 direct index (temp float) +0:12 'byteAddrTemp' ( temp int) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 3 (const int) 0:14 Branch: Return with expression -0:14 Construct vec4 (temp 4-component vector of float) -0:14 Convert uint to float (temp float) -0:14 indirect index (layout(row_major std430 ) buffer uint) -0:14 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:14 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:14 Construct vec4 ( temp 4-component vector of float) +0:14 Convert uint to float ( temp float) +0:14 indirect index (layout( row_major std430) buffer uint) +0:14 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:14 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:14 Constant: 0:14 0 (const uint) -0:14 right-shift (temp int) -0:14 'pos' (in uint) +0:14 right-shift ( temp int) +0:14 'pos' ( in uint) 0:14 Constant: 0:14 2 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) Linked fragment stage: @@ -507,503 +507,503 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: @main(u1; (temp 4-component vector of float) +0:5 Function Definition: @main(u1; ( temp 4-component vector of float) 0:5 Function Parameters: -0:5 'pos' (in uint) +0:5 'pos' ( in uint) 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'size' (temp uint) -0:7 array length (temp uint) -0:7 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:7 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:7 move second child to first child ( temp uint) +0:7 'size' ( temp uint) +0:7 array length ( temp uint) +0:7 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:7 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:7 Constant: 0:7 0 (const uint) 0:? Sequence -0:9 move second child to first child (temp int) -0:9 'byteAddrTemp' (temp int) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 move second child to first child ( temp int) +0:9 'byteAddrTemp' ( temp int) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:9 move second child to first child (temp float) -0:9 indirect index (temp float) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 move second child to first child ( temp float) +0:9 indirect index ( temp float) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 'byteAddrTemp' (temp int) -0:9 Convert uint to float (temp float) -0:9 indirect index (layout(row_major std430 ) buffer uint) -0:9 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:9 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:9 'byteAddrTemp' ( temp int) +0:9 Convert uint to float ( temp float) +0:9 indirect index (layout( row_major std430) buffer uint) +0:9 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:9 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:9 Constant: 0:9 0 (const uint) -0:9 right-shift (temp int) -0:9 'pos' (in uint) +0:9 right-shift ( temp int) +0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:10 move second child to first child (temp float) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 move second child to first child ( temp float) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 direct index (temp float) +0:10 'byteAddrTemp' ( temp int) +0:10 direct index ( temp float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0 (const int) -0:10 move second child to first child (temp float) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 move second child to first child ( temp float) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) -0:10 direct index (temp float) +0:10 direct index ( temp float) 0:? Sequence -0:10 move second child to first child (temp int) -0:10 'byteAddrTemp' (temp int) -0:10 right-shift (temp int) -0:10 'pos' (in uint) +0:10 move second child to first child ( temp int) +0:10 'byteAddrTemp' ( temp int) +0:10 right-shift ( temp int) +0:10 'pos' ( in uint) 0:10 Constant: 0:10 2 (const int) -0:? Construct vec2 (temp 2-component vector of uint) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec2 ( temp 2-component vector of uint) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 'byteAddrTemp' (temp int) -0:10 indirect index (temp float) -0:10 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:10 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:10 'byteAddrTemp' ( temp int) +0:10 indirect index ( temp float) +0:10 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:10 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:10 Constant: 0:10 0 (const uint) -0:10 add (temp int) -0:10 'byteAddrTemp' (temp int) +0:10 add ( temp int) +0:10 'byteAddrTemp' ( temp int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 1 (const int) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 direct index (temp float) +0:11 'byteAddrTemp' ( temp int) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp float) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 1 (const int) -0:11 move second child to first child (temp float) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 move second child to first child ( temp float) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) -0:11 direct index (temp float) +0:11 direct index ( temp float) 0:? Sequence -0:11 move second child to first child (temp int) -0:11 'byteAddrTemp' (temp int) -0:11 right-shift (temp int) -0:11 'pos' (in uint) +0:11 move second child to first child ( temp int) +0:11 'byteAddrTemp' ( temp int) +0:11 right-shift ( temp int) +0:11 'pos' ( in uint) 0:11 Constant: 0:11 2 (const int) -0:? Construct vec3 (temp 3-component vector of uint) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec3 ( temp 3-component vector of uint) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 'byteAddrTemp' (temp int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 'byteAddrTemp' ( temp int) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 1 (const int) -0:11 indirect index (temp float) -0:11 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:11 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:11 indirect index ( temp float) +0:11 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:11 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:11 Constant: 0:11 0 (const uint) -0:11 add (temp int) -0:11 'byteAddrTemp' (temp int) +0:11 add ( temp int) +0:11 'byteAddrTemp' ( temp int) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 2 (const int) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 direct index (temp float) +0:12 'byteAddrTemp' ( temp int) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 0 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 1 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 2 (const int) -0:12 move second child to first child (temp float) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 move second child to first child ( temp float) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) -0:12 direct index (temp float) +0:12 direct index ( temp float) 0:? Sequence -0:12 move second child to first child (temp int) -0:12 'byteAddrTemp' (temp int) -0:12 right-shift (temp int) -0:12 'pos' (in uint) +0:12 move second child to first child ( temp int) +0:12 'byteAddrTemp' ( temp int) +0:12 right-shift ( temp int) +0:12 'pos' ( in uint) 0:12 Constant: 0:12 2 (const int) -0:? Construct vec4 (temp 4-component vector of uint) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:? Construct vec4 ( temp 4-component vector of uint) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 'byteAddrTemp' (temp int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 'byteAddrTemp' ( temp int) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 1 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 2 (const int) -0:12 indirect index (temp float) -0:12 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:12 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:12 indirect index ( temp float) +0:12 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:12 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:12 Constant: 0:12 0 (const uint) -0:12 add (temp int) -0:12 'byteAddrTemp' (temp int) +0:12 add ( temp int) +0:12 'byteAddrTemp' ( temp int) 0:12 Constant: 0:12 3 (const int) 0:12 Constant: 0:12 3 (const int) 0:14 Branch: Return with expression -0:14 Construct vec4 (temp 4-component vector of float) -0:14 Convert uint to float (temp float) -0:14 indirect index (layout(row_major std430 ) buffer uint) -0:14 @data: direct index for structure (layout(row_major std430 ) buffer implicitly-sized array of uint) -0:14 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) +0:14 Construct vec4 ( temp 4-component vector of float) +0:14 Convert uint to float ( temp float) +0:14 indirect index (layout( row_major std430) buffer uint) +0:14 @data: direct index for structure (layout( row_major std430) buffer implicitly-sized array of uint) +0:14 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) 0:14 Constant: 0:14 0 (const uint) -0:14 right-shift (temp int) -0:14 'pos' (in uint) +0:14 right-shift ( temp int) +0:14 'pos' ( in uint) 0:14 Constant: 0:14 2 (const int) -0:5 Function Definition: main( (temp void) +0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp uint) -0:? 'pos' (temp uint) -0:? 'pos' (layout(location=0 ) in uint) -0:5 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:5 Function Call: @main(u1; (temp 4-component vector of float) -0:? 'pos' (temp uint) +0:5 move second child to first child ( temp uint) +0:? 'pos' ( temp uint) +0:? 'pos' (layout( location=0) in uint) +0:5 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:5 Function Call: @main(u1; ( temp 4-component vector of float) +0:? 'pos' ( temp uint) 0:? Linker Objects -0:? 'sbuf' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer implicitly-sized array of uint @data}) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'pos' (layout(location=0 ) in uint) +0:? 'sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer implicitly-sized array of uint @data}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'pos' (layout( location=0) in uint) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.structin.vert.out b/Test/baseResults/hlsl.structin.vert.out index e64202fb..c621941e 100755 --- a/Test/baseResults/hlsl.structin.vert.out +++ b/Test/baseResults/hlsl.structin.vert.out @@ -1,132 +1,132 @@ hlsl.structin.vert Shader version: 450 0:? Sequence -0:8 Function Definition: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp 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}) +0:8 Function Definition: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; ( temp 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}) 0:8 Function Parameters: -0:8 'd' (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}) -0:8 'e' (in 4-component vector of float) +0:8 'd' ( 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}) +0:8 'e' ( in 4-component vector of float) 0:? Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:11 b: direct index for structure (temp 4-component vector of float) -0:11 'local' (temp 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}) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 b: direct index for structure ( temp 4-component vector of float) +0:11 'local' ( temp 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}) 0:11 Constant: 0:11 2 (const int) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float) -0:11 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:11 '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}) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float) +0:11 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:11 '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}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp 4-component vector of float) -0:11 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:11 '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}) +0:11 direct index ( temp 4-component vector of float) +0:11 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:11 '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}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 Construct vec4 (temp 4-component vector of float) -0:11 Convert uint to float (temp float) -0:11 direct index (temp uint) -0:11 coord: direct index for structure (temp 2-component vector of uint) -0:11 '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}) +0:11 Construct vec4 ( temp 4-component vector of float) +0:11 Convert uint to float ( temp float) +0:11 direct index ( temp uint) +0:11 coord: direct index for structure ( temp 2-component vector of uint) +0:11 '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}) 0:11 Constant: 0:11 1 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 'd' (in 4-component vector of float) -0:11 'e' (in 4-component vector of float) +0:11 'd' ( in 4-component vector of float) +0:11 'e' ( in 4-component vector of float) 0:13 Branch: Return with expression -0:13 'local' (temp 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}) -0:8 Function Definition: main( (temp void) +0:13 'local' ( temp 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}) +0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'd' (temp 4-component vector of float) -0:? 'd' (layout(location=0 ) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'd' ( temp 4-component vector of float) +0:? 'd' (layout( location=0) in 4-component vector of float) 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 direct index (temp 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:? 'vi' (temp 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}) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 direct index ( temp 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0 (const int) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:8 direct index (temp 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:? 'vi' (temp 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}) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 direct index ( temp 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const int) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:8 move second child to first child (temp 2-component vector of uint) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:? 'vi' (temp 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}) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:8 move second child to first child ( temp 2-component vector of uint) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 1 (const int) -0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:8 move second child to first child (temp 4-component vector of float) -0:8 b: direct index for structure (temp 4-component vector of float) -0:? 'vi' (temp 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}) +0:? 'coord' (layout( location=3) in 2-component vector of uint) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 2 (const int) -0:? 'b' (layout(location=4 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'e' (temp 4-component vector of float) -0:? 'e' (layout(location=5 ) in 4-component vector of float) +0:? 'b' (layout( location=4) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'e' ( temp 4-component vector of float) +0:? 'e' (layout( location=5) in 4-component vector of float) 0:8 Sequence -0:8 move second child to first child (temp 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}) -0:8 'flattenTemp' (temp 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}) -0:8 Function Call: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp 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}) -0:? 'd' (temp 4-component vector of float) -0:? 'vi' (temp 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}) -0:? 'e' (temp 4-component vector of float) -0:8 move second child to first child (temp 2-element array of 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 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}) +0:8 'flattenTemp' ( temp 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}) +0:8 Function Call: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; ( temp 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}) +0:? 'd' ( temp 4-component vector of float) +0:? 'vi' ( temp 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}) +0:? 'e' ( temp 4-component vector of float) +0:8 move second child to first child ( temp 2-element array of 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 0 (const int) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:8 'flattenTemp' (temp 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}) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 0 (const int) -0:8 move second child to first child (temp 2-component vector of uint) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 2-component vector of uint) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 1 (const int) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:8 'flattenTemp' (temp 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}) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 1 (const int) -0:8 move second child to first child (temp 4-component vector of float) -0:8 b: direct index for structure (temp 4-component vector of float) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 4-component vector of float) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 2 (const int) -0:8 b: direct index for structure (temp 4-component vector of float) -0:8 'flattenTemp' (temp 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}) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (out 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:? 'd' (layout(location=0 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) in 4-component vector of float) -0:? 'e' (layout(location=5 ) in 4-component vector of float) +0:? '@entryPointOutput' ( out 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:? 'd' (layout( location=0) in 4-component vector of float) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:? 'coord' (layout( location=3) in 2-component vector of uint) +0:? 'b' (layout( location=4) in 4-component vector of float) +0:? 'e' (layout( location=5) in 4-component vector of float) Linked vertex stage: @@ -134,132 +134,132 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:8 Function Definition: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp 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}) +0:8 Function Definition: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; ( temp 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}) 0:8 Function Parameters: -0:8 'd' (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}) -0:8 'e' (in 4-component vector of float) +0:8 'd' ( 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}) +0:8 'e' ( in 4-component vector of float) 0:? Sequence -0:11 move second child to first child (temp 4-component vector of float) -0:11 b: direct index for structure (temp 4-component vector of float) -0:11 'local' (temp 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}) +0:11 move second child to first child ( temp 4-component vector of float) +0:11 b: direct index for structure ( temp 4-component vector of float) +0:11 'local' ( temp 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}) 0:11 Constant: 0:11 2 (const int) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 add (temp 4-component vector of float) -0:11 direct index (temp 4-component vector of float) -0:11 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:11 '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}) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 add ( temp 4-component vector of float) +0:11 direct index ( temp 4-component vector of float) +0:11 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:11 '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}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 1 (const int) -0:11 direct index (temp 4-component vector of float) -0:11 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:11 '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}) +0:11 direct index ( temp 4-component vector of float) +0:11 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:11 '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}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 Construct vec4 (temp 4-component vector of float) -0:11 Convert uint to float (temp float) -0:11 direct index (temp uint) -0:11 coord: direct index for structure (temp 2-component vector of uint) -0:11 '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}) +0:11 Construct vec4 ( temp 4-component vector of float) +0:11 Convert uint to float ( temp float) +0:11 direct index ( temp uint) +0:11 coord: direct index for structure ( temp 2-component vector of uint) +0:11 '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}) 0:11 Constant: 0:11 1 (const int) 0:11 Constant: 0:11 0 (const int) -0:11 'd' (in 4-component vector of float) -0:11 'e' (in 4-component vector of float) +0:11 'd' ( in 4-component vector of float) +0:11 'e' ( in 4-component vector of float) 0:13 Branch: Return with expression -0:13 'local' (temp 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}) -0:8 Function Definition: main( (temp void) +0:13 'local' ( temp 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}) +0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:? 'd' (temp 4-component vector of float) -0:? 'd' (layout(location=0 ) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'd' ( temp 4-component vector of float) +0:? 'd' (layout( location=0) in 4-component vector of float) 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 direct index (temp 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:? 'vi' (temp 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}) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 direct index ( temp 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0 (const int) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:8 direct index (temp 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:? 'vi' (temp 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}) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 direct index ( temp 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const int) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:8 move second child to first child (temp 2-component vector of uint) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:? 'vi' (temp 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}) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:8 move second child to first child ( temp 2-component vector of uint) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 1 (const int) -0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:8 move second child to first child (temp 4-component vector of float) -0:8 b: direct index for structure (temp 4-component vector of float) -0:? 'vi' (temp 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}) +0:? 'coord' (layout( location=3) in 2-component vector of uint) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:? 'vi' ( temp 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}) 0:8 Constant: 0:8 2 (const int) -0:? 'b' (layout(location=4 ) in 4-component vector of float) -0:8 move second child to first child (temp 4-component vector of float) -0:? 'e' (temp 4-component vector of float) -0:? 'e' (layout(location=5 ) in 4-component vector of float) +0:? 'b' (layout( location=4) in 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:? 'e' ( temp 4-component vector of float) +0:? 'e' (layout( location=5) in 4-component vector of float) 0:8 Sequence -0:8 move second child to first child (temp 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}) -0:8 'flattenTemp' (temp 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}) -0:8 Function Call: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp 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}) -0:? 'd' (temp 4-component vector of float) -0:? 'vi' (temp 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}) -0:? 'e' (temp 4-component vector of float) -0:8 move second child to first child (temp 2-element array of 4-component vector of float) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 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}) +0:8 'flattenTemp' ( temp 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}) +0:8 Function Call: @main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; ( temp 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}) +0:? 'd' ( temp 4-component vector of float) +0:? 'vi' ( temp 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}) +0:? 'e' ( temp 4-component vector of float) +0:8 move second child to first child ( temp 2-element array of 4-component vector of float) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 0 (const int) -0:8 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:8 'flattenTemp' (temp 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}) +0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 0 (const int) -0:8 move second child to first child (temp 2-component vector of uint) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 2-component vector of uint) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 1 (const int) -0:8 coord: direct index for structure (temp 2-component vector of uint) -0:8 'flattenTemp' (temp 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}) +0:8 coord: direct index for structure ( temp 2-component vector of uint) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 1 (const int) -0:8 move second child to first child (temp 4-component vector of float) -0:8 b: direct index for structure (temp 4-component vector of float) -0:8 '@entryPointOutput' (out 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 move second child to first child ( temp 4-component vector of float) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:8 '@entryPointOutput' ( out 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 Constant: 0:8 2 (const int) -0:8 b: direct index for structure (temp 4-component vector of float) -0:8 'flattenTemp' (temp 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}) +0:8 b: direct index for structure ( temp 4-component vector of float) +0:8 'flattenTemp' ( temp 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}) 0:8 Constant: 0:8 2 (const int) 0:? Linker Objects -0:? '@entryPointOutput' (out 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:? 'd' (layout(location=0 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:? 'm[0]' (layout(location=1 ) in 4-component vector of float) -0:? 'm[1]' (layout(location=2 ) in 4-component vector of float) -0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) in 4-component vector of float) -0:? 'e' (layout(location=5 ) in 4-component vector of float) +0:? '@entryPointOutput' ( out 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:? 'd' (layout( location=0) in 4-component vector of float) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:? 'm[0]' (layout( location=1) in 4-component vector of float) +0:? 'm[1]' (layout( location=2) in 4-component vector of float) +0:? 'coord' (layout( location=3) in 2-component vector of uint) +0:? 'b' (layout( location=4) in 4-component vector of float) +0:? 'e' (layout( location=5) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.switch.frag.out b/Test/baseResults/hlsl.switch.frag.out index 96493f99..8ee9d7c4 100755 --- a/Test/baseResults/hlsl.switch.frag.out +++ b/Test/baseResults/hlsl.switch.frag.out @@ -2,16 +2,16 @@ hlsl.switch.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) -0:2 'c' (in int) -0:2 'd' (in int) +0:2 'input' ( in 4-component vector of float) +0:2 'c' ( in int) +0:2 'd' ( in int) 0:? Sequence -0:3 'c' (in int) +0:3 'c' ( in int) 0:7 switch 0:7 condition -0:7 'c' (in int) +0:7 'c' ( in int) 0:7 body 0:7 Sequence 0:9 default: @@ -19,34 +19,34 @@ gl_FragCoord origin is upper left 0:7 Branch: Break 0:12 switch 0:12 condition -0:12 'c' (in int) +0:12 'c' ( in int) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 1 (const int) 0:? Sequence -0:14 Pre-Increment (temp 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 Pre-Increment ( temp 4-component vector of float) +0:14 'input' ( in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence -0:17 Pre-Decrement (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) +0:17 Pre-Decrement ( temp 4-component vector of float) +0:17 'input' ( in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition -0:21 'c' (in int) +0:21 'c' ( in int) 0:21 body 0:21 Sequence 0:22 case: with expression 0:22 Constant: 0:22 1 (const int) 0:? Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'input' ( in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: @@ -54,15 +54,15 @@ gl_FragCoord origin is upper left 0:? Sequence 0:26 switch 0:26 condition -0:26 'd' (in int) +0:26 'd' ( in int) 0:26 body 0:26 Sequence 0:27 case: with expression 0:27 Constant: 0:27 2 (const int) 0:? Sequence -0:28 add second child into first child (temp 4-component vector of float) -0:28 'input' (in 4-component vector of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'input' ( in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break @@ -70,21 +70,21 @@ gl_FragCoord origin is upper left 0:30 Constant: 0:30 3 (const int) 0:? Sequence -0:31 add second child into first child (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'input' ( in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break 0:34 Branch: Break 0:35 default: 0:? Sequence -0:36 add second child into first child (temp 4-component vector of float) -0:36 'input' (in 4-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'input' ( in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition -0:39 'c' (in int) +0:39 'c' ( in int) 0:39 body 0:39 Sequence 0:40 case: with expression @@ -94,7 +94,7 @@ gl_FragCoord origin is upper left 0:39 Branch: Break 0:43 switch 0:43 condition -0:43 'c' (in int) +0:43 'c' ( in int) 0:43 body 0:43 Sequence 0:44 case: with expression @@ -107,8 +107,8 @@ gl_FragCoord origin is upper left 0:46 Constant: 0:46 3 (const int) 0:? Sequence -0:47 Pre-Increment (temp 4-component vector of float) -0:47 'input' (in 4-component vector of float) +0:47 Pre-Increment ( temp 4-component vector of float) +0:47 'input' ( in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: @@ -117,33 +117,33 @@ gl_FragCoord origin is upper left 0:50 Constant: 0:50 5 (const int) 0:? Sequence -0:51 Pre-Decrement (temp 4-component vector of float) -0:51 'input' (in 4-component vector of float) +0:51 Pre-Decrement ( temp 4-component vector of float) +0:51 'input' ( in 4-component vector of float) 0:54 Branch: Return with expression -0:54 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:54 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp int) -0:? 'c' (temp int) -0:? 'c' (layout(location=1 ) in int) -0:2 move second child to first child (temp int) -0:? 'd' (temp int) -0:? 'd' (layout(location=2 ) in int) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'c' (temp int) -0:? 'd' (temp int) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp int) +0:? 'c' ( temp int) +0:? 'c' (layout( location=1) in int) +0:2 move second child to first child ( temp int) +0:? 'd' ( temp int) +0:? 'd' (layout( location=2) in int) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'c' ( temp int) +0:? 'd' ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'c' (layout(location=1 ) in int) -0:? 'd' (layout(location=2 ) in int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'c' (layout( location=1) in int) +0:? 'd' (layout( location=2) in int) Linked fragment stage: @@ -152,16 +152,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) -0:2 'c' (in int) -0:2 'd' (in int) +0:2 'input' ( in 4-component vector of float) +0:2 'c' ( in int) +0:2 'd' ( in int) 0:? Sequence -0:3 'c' (in int) +0:3 'c' ( in int) 0:7 switch 0:7 condition -0:7 'c' (in int) +0:7 'c' ( in int) 0:7 body 0:7 Sequence 0:9 default: @@ -169,34 +169,34 @@ gl_FragCoord origin is upper left 0:7 Branch: Break 0:12 switch 0:12 condition -0:12 'c' (in int) +0:12 'c' ( in int) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 1 (const int) 0:? Sequence -0:14 Pre-Increment (temp 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 Pre-Increment ( temp 4-component vector of float) +0:14 'input' ( in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence -0:17 Pre-Decrement (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) +0:17 Pre-Decrement ( temp 4-component vector of float) +0:17 'input' ( in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition -0:21 'c' (in int) +0:21 'c' ( in int) 0:21 body 0:21 Sequence 0:22 case: with expression 0:22 Constant: 0:22 1 (const int) 0:? Sequence -0:23 Pre-Increment (temp 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 Pre-Increment ( temp 4-component vector of float) +0:23 'input' ( in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: @@ -204,15 +204,15 @@ gl_FragCoord origin is upper left 0:? Sequence 0:26 switch 0:26 condition -0:26 'd' (in int) +0:26 'd' ( in int) 0:26 body 0:26 Sequence 0:27 case: with expression 0:27 Constant: 0:27 2 (const int) 0:? Sequence -0:28 add second child into first child (temp 4-component vector of float) -0:28 'input' (in 4-component vector of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'input' ( in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break @@ -220,21 +220,21 @@ gl_FragCoord origin is upper left 0:30 Constant: 0:30 3 (const int) 0:? Sequence -0:31 add second child into first child (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'input' ( in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break 0:34 Branch: Break 0:35 default: 0:? Sequence -0:36 add second child into first child (temp 4-component vector of float) -0:36 'input' (in 4-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'input' ( in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition -0:39 'c' (in int) +0:39 'c' ( in int) 0:39 body 0:39 Sequence 0:40 case: with expression @@ -244,7 +244,7 @@ gl_FragCoord origin is upper left 0:39 Branch: Break 0:43 switch 0:43 condition -0:43 'c' (in int) +0:43 'c' ( in int) 0:43 body 0:43 Sequence 0:44 case: with expression @@ -257,8 +257,8 @@ gl_FragCoord origin is upper left 0:46 Constant: 0:46 3 (const int) 0:? Sequence -0:47 Pre-Increment (temp 4-component vector of float) -0:47 'input' (in 4-component vector of float) +0:47 Pre-Increment ( temp 4-component vector of float) +0:47 'input' ( in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: @@ -267,33 +267,33 @@ gl_FragCoord origin is upper left 0:50 Constant: 0:50 5 (const int) 0:? Sequence -0:51 Pre-Decrement (temp 4-component vector of float) -0:51 'input' (in 4-component vector of float) +0:51 Pre-Decrement ( temp 4-component vector of float) +0:51 'input' ( in 4-component vector of float) 0:54 Branch: Return with expression -0:54 'input' (in 4-component vector of float) -0:2 Function Definition: PixelShaderFunction( (temp void) +0:54 'input' ( in 4-component vector of float) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp int) -0:? 'c' (temp int) -0:? 'c' (layout(location=1 ) in int) -0:2 move second child to first child (temp int) -0:? 'd' (temp int) -0:? 'd' (layout(location=2 ) in int) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'c' (temp int) -0:? 'd' (temp int) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp int) +0:? 'c' ( temp int) +0:? 'c' (layout( location=1) in int) +0:2 move second child to first child ( temp int) +0:? 'd' ( temp int) +0:? 'd' (layout( location=2) in int) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'c' ( temp int) +0:? 'd' ( temp int) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 'c' (layout(location=1 ) in int) -0:? 'd' (layout(location=2 ) in int) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 'c' (layout( location=1) in int) +0:? 'd' (layout( location=2) in int) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.swizzle.frag.out b/Test/baseResults/hlsl.swizzle.frag.out index 54fc662e..4674b764 100755 --- a/Test/baseResults/hlsl.swizzle.frag.out +++ b/Test/baseResults/hlsl.swizzle.frag.out @@ -3,21 +3,21 @@ 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) +0:1 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 -0:4 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: -0:4 'input' (in 4-component vector of float) +0:4 'input' ( in 4-component vector of float) 0:? Sequence 0:5 Branch: Return with expression -0:5 component-wise multiply (temp 4-component vector of float) -0:5 vector swizzle (temp 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 component-wise multiply ( temp 4-component vector of float) +0:5 vector swizzle ( temp 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 Sequence 0:5 Constant: 0:5 3 (const int) @@ -27,13 +27,13 @@ gl_FragCoord origin is upper left 0:5 1 (const int) 0:5 Constant: 0:5 0 (const int) -0:5 Construct vec4 (temp 4-component vector of float) -0:5 direct index (temp float) -0:5 'AmbientColor' (global 4-component vector of float) +0:5 Construct vec4 ( temp 4-component vector of float) +0:5 direct index ( temp float) +0:5 'AmbientColor' ( global 4-component vector of float) 0:5 Constant: 0:5 2 (const int) 0:? Linker Objects -0:? 'AmbientColor' (global 4-component vector of float) +0:? 'AmbientColor' ( global 4-component vector of float) Linked fragment stage: @@ -44,21 +44,21 @@ 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) +0:1 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 -0:4 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: -0:4 'input' (in 4-component vector of float) +0:4 'input' ( in 4-component vector of float) 0:? Sequence 0:5 Branch: Return with expression -0:5 component-wise multiply (temp 4-component vector of float) -0:5 vector swizzle (temp 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 component-wise multiply ( temp 4-component vector of float) +0:5 vector swizzle ( temp 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:5 Sequence 0:5 Constant: 0:5 3 (const int) @@ -68,13 +68,13 @@ gl_FragCoord origin is upper left 0:5 1 (const int) 0:5 Constant: 0:5 0 (const int) -0:5 Construct vec4 (temp 4-component vector of float) -0:5 direct index (temp float) -0:5 'AmbientColor' (global 4-component vector of float) +0:5 Construct vec4 ( temp 4-component vector of float) +0:5 direct index ( temp float) +0:5 'AmbientColor' ( global 4-component vector of float) 0:5 Constant: 0:5 2 (const int) 0:? Linker Objects -0:? 'AmbientColor' (global 4-component vector of float) +0:? 'AmbientColor' ( global 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.templatetypes.frag.out b/Test/baseResults/hlsl.templatetypes.frag.out index 7764715a..11ea394b 100644 --- a/Test/baseResults/hlsl.templatetypes.frag.out +++ b/Test/baseResults/hlsl.templatetypes.frag.out @@ -2,158 +2,158 @@ hlsl.templatetypes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @PixelShaderFunction( (temp float) +0:3 Function Definition: @PixelShaderFunction( ( temp float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:4 'r00' (temp 4-component vector of float) +0:4 move second child to first child ( temp 4-component vector of float) +0:4 'r00' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'r01' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'r01' ( temp 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 5.000000 0:7 Sequence -0:7 move second child to first child (temp 1-component vector of bool) -0:7 'r12' (temp 1-component vector of bool) +0:7 move second child to first child ( temp 1-component vector of bool) +0:7 'r12' ( temp 1-component vector of bool) 0:7 Constant: 0:7 false (const bool) 0:8 Sequence -0:8 move second child to first child (temp 1-component vector of int) -0:8 'r13' (temp 1-component vector of int) +0:8 move second child to first child ( temp 1-component vector of int) +0:8 'r13' ( temp 1-component vector of int) 0:8 Constant: 0:8 1 (const int) 0:9 Sequence -0:9 move second child to first child (temp 1-component vector of float) -0:9 'r14' (temp 1-component vector of float) +0:9 move second child to first child ( temp 1-component vector of float) +0:9 'r14' ( temp 1-component vector of float) 0:9 Constant: 0:9 1.000000 0:10 Sequence -0:10 move second child to first child (temp 1-component vector of double) -0:10 'r15' (temp 1-component vector of double) +0:10 move second child to first child ( temp 1-component vector of double) +0:10 'r15' ( temp 1-component vector of double) 0:10 Constant: 0:10 1.000000 0:11 Sequence -0:11 move second child to first child (temp 1-component vector of uint) -0:11 'r16' (temp 1-component vector of uint) +0:11 move second child to first child ( temp 1-component vector of uint) +0:11 'r16' ( temp 1-component vector of uint) 0:11 Constant: 0:11 1 (const uint) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of bool) -0:13 'r20' (temp 2-component vector of bool) +0:13 move second child to first child ( temp 2-component vector of bool) +0:13 'r20' ( temp 2-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:14 Sequence -0:14 move second child to first child (temp 2-component vector of int) -0:14 'r21' (temp 2-component vector of int) +0:14 move second child to first child ( temp 2-component vector of int) +0:14 'r21' ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 'r22' (temp 2-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 'r22' ( temp 2-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:16 Sequence -0:16 move second child to first child (temp 2-component vector of double) -0:16 'r23' (temp 2-component vector of double) +0:16 move second child to first child ( temp 2-component vector of double) +0:16 'r23' ( temp 2-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of uint) -0:17 'r24' (temp 2-component vector of uint) +0:17 move second child to first child ( temp 2-component vector of uint) +0:17 'r24' ( temp 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of bool) -0:19 'r30' (temp 3-component vector of bool) +0:19 move second child to first child ( temp 3-component vector of bool) +0:19 'r30' ( temp 3-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:? true (const bool) 0:20 Sequence -0:20 move second child to first child (temp 3-component vector of int) -0:20 'r31' (temp 3-component vector of int) +0:20 move second child to first child ( temp 3-component vector of int) +0:20 'r31' ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:21 Sequence -0:21 move second child to first child (temp 3-component vector of float) -0:21 'r32' (temp 3-component vector of float) +0:21 move second child to first child ( temp 3-component vector of float) +0:21 'r32' ( temp 3-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:22 Sequence -0:22 move second child to first child (temp 3-component vector of double) -0:22 'r33' (temp 3-component vector of double) +0:22 move second child to first child ( temp 3-component vector of double) +0:22 'r33' ( temp 3-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:23 Sequence -0:23 move second child to first child (temp 3-component vector of uint) -0:23 'r34' (temp 3-component vector of uint) +0:23 move second child to first child ( temp 3-component vector of uint) +0:23 'r34' ( temp 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of bool) -0:25 'r40' (temp 4-component vector of bool) +0:25 move second child to first child ( temp 4-component vector of bool) +0:25 'r40' ( temp 4-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:? true (const bool) 0:? false (const bool) 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of int) -0:26 'r41' (temp 4-component vector of int) +0:26 move second child to first child ( temp 4-component vector of int) +0:26 'r41' ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'r42' (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'r42' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of double) -0:28 'r43' (temp 4-component vector of double) +0:28 move second child to first child ( temp 4-component vector of double) +0:28 'r43' ( temp 4-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'r44' (temp 4-component vector of uint) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'r44' ( temp 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:31 Sequence -0:31 move second child to first child (temp 4X4 matrix of float) -0:31 'r50' (temp 4X4 matrix of float) +0:31 move second child to first child ( temp 4X4 matrix of float) +0:31 'r50' ( temp 4X4 matrix of float) 0:? Constant: 0:? 0.000000 0:? 1.000000 @@ -172,8 +172,8 @@ gl_FragCoord origin is upper left 0:? 14.000000 0:? 15.000000 0:32 Sequence -0:32 move second child to first child (temp 4X4 matrix of float) -0:32 'r51' (temp 4X4 matrix of float) +0:32 move second child to first child ( temp 4X4 matrix of float) +0:32 'r51' ( temp 4X4 matrix of float) 0:? Constant: 0:? 0.000000 0:? 1.000000 @@ -192,8 +192,8 @@ gl_FragCoord origin is upper left 0:? 14.000000 0:? 15.000000 0:35 Sequence -0:35 move second child to first child (temp 2X3 matrix of float) -0:35 'r61' (temp 2X3 matrix of float) +0:35 move second child to first child ( temp 2X3 matrix of float) +0:35 'r61' ( temp 2X3 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -202,8 +202,8 @@ gl_FragCoord origin is upper left 0:? 5.000000 0:? 6.000000 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of float) -0:36 'r62' (temp 3X2 matrix of float) +0:36 move second child to first child ( temp 3X2 matrix of float) +0:36 'r62' ( temp 3X2 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -212,8 +212,8 @@ gl_FragCoord origin is upper left 0:? 5.000000 0:? 6.000000 0:39 Sequence -0:39 move second child to first child (temp 4X2 matrix of float) -0:39 'r65' (temp 4X2 matrix of float) +0:39 move second child to first child ( temp 4X2 matrix of float) +0:39 'r65' ( temp 4X2 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -224,8 +224,8 @@ gl_FragCoord origin is upper left 0:? 7.000000 0:? 8.000000 0:40 Sequence -0:40 move second child to first child (temp 4X3 matrix of float) -0:40 'r66' (temp 4X3 matrix of float) +0:40 move second child to first child ( temp 4X3 matrix of float) +0:40 'r66' ( temp 4X3 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -242,14 +242,14 @@ gl_FragCoord origin is upper left 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 -0:3 Function Definition: PixelShaderFunction( (temp void) +0:3 Function Definition: PixelShaderFunction( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:3 Function Call: @PixelShaderFunction( (temp float) +0:3 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:3 Function Call: @PixelShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) +0:? '@entryPointOutput' (layout( location=0) out float) Linked fragment stage: @@ -258,158 +258,158 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @PixelShaderFunction( (temp float) +0:3 Function Definition: @PixelShaderFunction( ( temp float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp 4-component vector of float) -0:4 'r00' (temp 4-component vector of float) +0:4 move second child to first child ( temp 4-component vector of float) +0:4 'r00' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:5 Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:5 'r01' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:5 'r01' ( temp 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 5.000000 0:7 Sequence -0:7 move second child to first child (temp 1-component vector of bool) -0:7 'r12' (temp 1-component vector of bool) +0:7 move second child to first child ( temp 1-component vector of bool) +0:7 'r12' ( temp 1-component vector of bool) 0:7 Constant: 0:7 false (const bool) 0:8 Sequence -0:8 move second child to first child (temp 1-component vector of int) -0:8 'r13' (temp 1-component vector of int) +0:8 move second child to first child ( temp 1-component vector of int) +0:8 'r13' ( temp 1-component vector of int) 0:8 Constant: 0:8 1 (const int) 0:9 Sequence -0:9 move second child to first child (temp 1-component vector of float) -0:9 'r14' (temp 1-component vector of float) +0:9 move second child to first child ( temp 1-component vector of float) +0:9 'r14' ( temp 1-component vector of float) 0:9 Constant: 0:9 1.000000 0:10 Sequence -0:10 move second child to first child (temp 1-component vector of double) -0:10 'r15' (temp 1-component vector of double) +0:10 move second child to first child ( temp 1-component vector of double) +0:10 'r15' ( temp 1-component vector of double) 0:10 Constant: 0:10 1.000000 0:11 Sequence -0:11 move second child to first child (temp 1-component vector of uint) -0:11 'r16' (temp 1-component vector of uint) +0:11 move second child to first child ( temp 1-component vector of uint) +0:11 'r16' ( temp 1-component vector of uint) 0:11 Constant: 0:11 1 (const uint) 0:13 Sequence -0:13 move second child to first child (temp 2-component vector of bool) -0:13 'r20' (temp 2-component vector of bool) +0:13 move second child to first child ( temp 2-component vector of bool) +0:13 'r20' ( temp 2-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:14 Sequence -0:14 move second child to first child (temp 2-component vector of int) -0:14 'r21' (temp 2-component vector of int) +0:14 move second child to first child ( temp 2-component vector of int) +0:14 'r21' ( temp 2-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 'r22' (temp 2-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 'r22' ( temp 2-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:16 Sequence -0:16 move second child to first child (temp 2-component vector of double) -0:16 'r23' (temp 2-component vector of double) +0:16 move second child to first child ( temp 2-component vector of double) +0:16 'r23' ( temp 2-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:17 Sequence -0:17 move second child to first child (temp 2-component vector of uint) -0:17 'r24' (temp 2-component vector of uint) +0:17 move second child to first child ( temp 2-component vector of uint) +0:17 'r24' ( temp 2-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:19 Sequence -0:19 move second child to first child (temp 3-component vector of bool) -0:19 'r30' (temp 3-component vector of bool) +0:19 move second child to first child ( temp 3-component vector of bool) +0:19 'r30' ( temp 3-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:? true (const bool) 0:20 Sequence -0:20 move second child to first child (temp 3-component vector of int) -0:20 'r31' (temp 3-component vector of int) +0:20 move second child to first child ( temp 3-component vector of int) +0:20 'r31' ( temp 3-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:21 Sequence -0:21 move second child to first child (temp 3-component vector of float) -0:21 'r32' (temp 3-component vector of float) +0:21 move second child to first child ( temp 3-component vector of float) +0:21 'r32' ( temp 3-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:22 Sequence -0:22 move second child to first child (temp 3-component vector of double) -0:22 'r33' (temp 3-component vector of double) +0:22 move second child to first child ( temp 3-component vector of double) +0:22 'r33' ( temp 3-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:23 Sequence -0:23 move second child to first child (temp 3-component vector of uint) -0:23 'r34' (temp 3-component vector of uint) +0:23 move second child to first child ( temp 3-component vector of uint) +0:23 'r34' ( temp 3-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of bool) -0:25 'r40' (temp 4-component vector of bool) +0:25 move second child to first child ( temp 4-component vector of bool) +0:25 'r40' ( temp 4-component vector of bool) 0:? Constant: 0:? false (const bool) 0:? true (const bool) 0:? true (const bool) 0:? false (const bool) 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of int) -0:26 'r41' (temp 4-component vector of int) +0:26 move second child to first child ( temp 4-component vector of int) +0:26 'r41' ( temp 4-component vector of int) 0:? Constant: 0:? 1 (const int) 0:? 2 (const int) 0:? 3 (const int) 0:? 4 (const int) 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'r42' (temp 4-component vector of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'r42' ( temp 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:28 Sequence -0:28 move second child to first child (temp 4-component vector of double) -0:28 'r43' (temp 4-component vector of double) +0:28 move second child to first child ( temp 4-component vector of double) +0:28 'r43' ( temp 4-component vector of double) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:29 Sequence -0:29 move second child to first child (temp 4-component vector of uint) -0:29 'r44' (temp 4-component vector of uint) +0:29 move second child to first child ( temp 4-component vector of uint) +0:29 'r44' ( temp 4-component vector of uint) 0:? Constant: 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3 (const uint) 0:? 4 (const uint) 0:31 Sequence -0:31 move second child to first child (temp 4X4 matrix of float) -0:31 'r50' (temp 4X4 matrix of float) +0:31 move second child to first child ( temp 4X4 matrix of float) +0:31 'r50' ( temp 4X4 matrix of float) 0:? Constant: 0:? 0.000000 0:? 1.000000 @@ -428,8 +428,8 @@ gl_FragCoord origin is upper left 0:? 14.000000 0:? 15.000000 0:32 Sequence -0:32 move second child to first child (temp 4X4 matrix of float) -0:32 'r51' (temp 4X4 matrix of float) +0:32 move second child to first child ( temp 4X4 matrix of float) +0:32 'r51' ( temp 4X4 matrix of float) 0:? Constant: 0:? 0.000000 0:? 1.000000 @@ -448,8 +448,8 @@ gl_FragCoord origin is upper left 0:? 14.000000 0:? 15.000000 0:35 Sequence -0:35 move second child to first child (temp 2X3 matrix of float) -0:35 'r61' (temp 2X3 matrix of float) +0:35 move second child to first child ( temp 2X3 matrix of float) +0:35 'r61' ( temp 2X3 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -458,8 +458,8 @@ gl_FragCoord origin is upper left 0:? 5.000000 0:? 6.000000 0:36 Sequence -0:36 move second child to first child (temp 3X2 matrix of float) -0:36 'r62' (temp 3X2 matrix of float) +0:36 move second child to first child ( temp 3X2 matrix of float) +0:36 'r62' ( temp 3X2 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -468,8 +468,8 @@ gl_FragCoord origin is upper left 0:? 5.000000 0:? 6.000000 0:39 Sequence -0:39 move second child to first child (temp 4X2 matrix of float) -0:39 'r65' (temp 4X2 matrix of float) +0:39 move second child to first child ( temp 4X2 matrix of float) +0:39 'r65' ( temp 4X2 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -480,8 +480,8 @@ gl_FragCoord origin is upper left 0:? 7.000000 0:? 8.000000 0:40 Sequence -0:40 move second child to first child (temp 4X3 matrix of float) -0:40 'r66' (temp 4X3 matrix of float) +0:40 move second child to first child ( temp 4X3 matrix of float) +0:40 'r66' ( temp 4X3 matrix of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 @@ -498,14 +498,14 @@ gl_FragCoord origin is upper left 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 -0:3 Function Definition: PixelShaderFunction( (temp void) +0:3 Function Definition: PixelShaderFunction( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:3 Function Call: @PixelShaderFunction( (temp float) +0:3 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:3 Function Call: @PixelShaderFunction( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) +0:? '@entryPointOutput' (layout( location=0) out float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.tx.bracket.frag.out b/Test/baseResults/hlsl.tx.bracket.frag.out index a2f3151a..1da45d2a 100644 --- a/Test/baseResults/hlsl.tx.bracket.frag.out +++ b/Test/baseResults/hlsl.tx.bracket.frag.out @@ -2,173 +2,173 @@ hlsl.tx.bracket.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: Fn1(vi4; (temp 4-component vector of int) +0:38 Function Definition: Fn1(vi4; ( temp 4-component vector of int) 0:38 Function Parameters: -0:38 'x' (in 4-component vector of int) +0:38 'x' ( in 4-component vector of int) 0:? Sequence 0:38 Branch: Return with expression -0:38 'x' (in 4-component vector of int) -0:39 Function Definition: Fn1(vu4; (temp 4-component vector of uint) +0:38 'x' ( in 4-component vector of int) +0:39 Function Definition: Fn1(vu4; ( temp 4-component vector of uint) 0:39 Function Parameters: -0:39 'x' (in 4-component vector of uint) +0:39 'x' ( in 4-component vector of uint) 0:? Sequence 0:39 Branch: Return with expression -0:39 'x' (in 4-component vector of uint) -0:40 Function Definition: Fn1(vf4; (temp 4-component vector of float) +0:39 'x' ( in 4-component vector of uint) +0:40 Function Definition: Fn1(vf4; ( temp 4-component vector of float) 0:40 Function Parameters: -0:40 'x' (in 4-component vector of float) +0:40 'x' ( in 4-component vector of float) 0:? Sequence 0:40 Branch: Return with expression -0:40 'x' (in 4-component vector of float) -0:42 Function Definition: SomeValue( (temp 4-component vector of float) +0:40 'x' ( in 4-component vector of float) +0:42 Function Definition: SomeValue( ( temp 4-component vector of float) 0:42 Function Parameters: 0:? Sequence 0:42 Branch: Return with expression -0:42 Convert int to float (temp 4-component vector of float) -0:42 c4: direct index for structure (layout(offset=32 ) uniform 4-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 Convert int to float ( temp 4-component vector of float) +0:42 c4: direct index for structure (layout( offset=32) uniform 4-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 3 (const uint) -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Function Parameters: 0:? Sequence -0:49 textureFetch (temp 4-component vector of float) -0:49 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:49 c1: direct index for structure (layout(offset=0 ) uniform 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 textureFetch ( temp 4-component vector of float) +0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:49 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) 0:49 Constant: 0:49 0 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'r00' (temp 4-component vector of float) -0:51 textureFetch (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 c1: direct index for structure (layout(offset=0 ) uniform 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 move second child to first child ( temp 4-component vector of float) +0:51 'r00' ( temp 4-component vector of float) +0:51 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'r01' (temp 4-component vector of int) -0:52 textureFetch (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -0:52 c1: direct index for structure (layout(offset=0 ) 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 move second child to first child ( temp 4-component vector of int) +0:52 'r01' ( temp 4-component vector of int) +0:52 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 c1: direct index for structure (layout( offset=0) 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 0 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'r02' (temp 4-component vector of uint) -0:53 textureFetch (temp 4-component vector of uint) -0:53 'g_tTex1du4' (uniform utexture1D) -0:53 c1: direct index for structure (layout(offset=0 ) 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 move second child to first child ( temp 4-component vector of uint) +0:53 'r02' ( temp 4-component vector of uint) +0:53 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 c1: direct index for structure (layout( offset=0) 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 0 (const uint) 0:53 Constant: 0:53 0 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of float) -0:56 'r10' (temp 4-component vector of float) -0:56 textureFetch (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 c2: direct index for structure (layout(offset=8 ) uniform 2-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 move second child to first child ( temp 4-component vector of float) +0:56 'r10' ( temp 4-component vector of float) +0:56 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 c2: direct index for structure (layout( offset=8) uniform 2-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 1 (const uint) 0:56 Constant: 0:56 0 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of int) -0:57 'r11' (temp 4-component vector of int) -0:57 textureFetch (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -0:57 c2: direct index for structure (layout(offset=8 ) 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 move second child to first child ( temp 4-component vector of int) +0:57 'r11' ( temp 4-component vector of int) +0:57 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 c2: direct index for structure (layout( offset=8) 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 1 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of uint) -0:58 'r12' (temp 4-component vector of uint) -0:58 textureFetch (temp 4-component vector of uint) -0:58 'g_tTex2du4' (uniform utexture2D) -0:58 c2: direct index for structure (layout(offset=8 ) 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 move second child to first child ( temp 4-component vector of uint) +0:58 'r12' ( temp 4-component vector of uint) +0:58 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 c2: direct index for structure (layout( offset=8) 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 1 (const uint) 0:58 Constant: 0:58 0 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of float) -0:61 'r20' (temp 4-component vector of float) -0:61 textureFetch (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of float) +0:61 'r20' ( temp 4-component vector of float) +0:61 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:61 Constant: 0:61 0 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of int) -0:62 'r21' (temp 4-component vector of int) -0:62 textureFetch (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of int) +0:62 'r21' ( temp 4-component vector of int) +0:62 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:62 Constant: 0:62 0 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of uint) -0:63 'r22' (temp 4-component vector of uint) -0:63 textureFetch (temp 4-component vector of uint) -0:63 'g_tTex3du4' (uniform utexture3D) -0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of uint) +0:63 'r22' ( temp 4-component vector of uint) +0:63 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:63 Constant: 0:63 0 (const int) -0:66 Function Call: Fn1(vf4; (temp 4-component vector of float) -0:66 textureFetch (temp 4-component vector of float) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:66 c1: direct index for structure (layout(offset=0 ) uniform int) -0:66 '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}) +0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float) +0:66 textureFetch ( temp 4-component vector of float) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:66 c1: direct index for structure (layout( offset=0) uniform int) +0:66 '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}) 0:66 Constant: 0:66 0 (const uint) 0:66 Constant: 0:66 0 (const int) -0:67 Function Call: Fn1(vi4; (temp 4-component vector of int) -0:67 textureFetch (temp 4-component vector of int) -0:67 'g_tTex1di4' (uniform itexture1D) -0:67 c1: direct index for structure (layout(offset=0 ) uniform int) -0:67 '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}) +0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int) +0:67 textureFetch ( temp 4-component vector of int) +0:67 'g_tTex1di4' ( uniform itexture1D) +0:67 c1: direct index for structure (layout( offset=0) uniform int) +0:67 '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}) 0:67 Constant: 0:67 0 (const uint) 0:67 Constant: 0:67 0 (const int) -0:68 Function Call: Fn1(vu4; (temp 4-component vector of uint) -0:68 textureFetch (temp 4-component vector of uint) -0:68 'g_tTex1du4' (uniform utexture1D) -0:68 c1: direct index for structure (layout(offset=0 ) uniform int) -0:68 '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}) +0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint) +0:68 textureFetch ( temp 4-component vector of uint) +0:68 'g_tTex1du4' ( uniform utexture1D) +0:68 c1: direct index for structure (layout( offset=0) uniform int) +0:68 '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}) 0:68 Constant: 0:68 0 (const uint) 0:68 Constant: 0:68 0 (const int) -0:70 move second child to first child (temp 4-component vector of float) -0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color}) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 Color: direct index for structure ( temp 4-component vector of float) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:70 Constant: 0:70 0 (const int) 0:70 Constant: @@ -177,36 +177,36 @@ gl_FragCoord origin is upper left 0:70 1.000000 0:70 1.000000 0:72 Branch: Return with expression -0:72 'psout' (temp structure{temp 4-component vector of float Color}) -0:45 Function Definition: main( (temp void) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -215,173 +215,173 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: Fn1(vi4; (temp 4-component vector of int) +0:38 Function Definition: Fn1(vi4; ( temp 4-component vector of int) 0:38 Function Parameters: -0:38 'x' (in 4-component vector of int) +0:38 'x' ( in 4-component vector of int) 0:? Sequence 0:38 Branch: Return with expression -0:38 'x' (in 4-component vector of int) -0:39 Function Definition: Fn1(vu4; (temp 4-component vector of uint) +0:38 'x' ( in 4-component vector of int) +0:39 Function Definition: Fn1(vu4; ( temp 4-component vector of uint) 0:39 Function Parameters: -0:39 'x' (in 4-component vector of uint) +0:39 'x' ( in 4-component vector of uint) 0:? Sequence 0:39 Branch: Return with expression -0:39 'x' (in 4-component vector of uint) -0:40 Function Definition: Fn1(vf4; (temp 4-component vector of float) +0:39 'x' ( in 4-component vector of uint) +0:40 Function Definition: Fn1(vf4; ( temp 4-component vector of float) 0:40 Function Parameters: -0:40 'x' (in 4-component vector of float) +0:40 'x' ( in 4-component vector of float) 0:? Sequence 0:40 Branch: Return with expression -0:40 'x' (in 4-component vector of float) -0:42 Function Definition: SomeValue( (temp 4-component vector of float) +0:40 'x' ( in 4-component vector of float) +0:42 Function Definition: SomeValue( ( temp 4-component vector of float) 0:42 Function Parameters: 0:? Sequence 0:42 Branch: Return with expression -0:42 Convert int to float (temp 4-component vector of float) -0:42 c4: direct index for structure (layout(offset=32 ) uniform 4-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 Convert int to float ( temp 4-component vector of float) +0:42 c4: direct index for structure (layout( offset=32) uniform 4-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 3 (const uint) -0:45 Function Definition: @main( (temp structure{temp 4-component vector of float Color}) +0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Function Parameters: 0:? Sequence -0:49 textureFetch (temp 4-component vector of float) -0:49 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:49 c1: direct index for structure (layout(offset=0 ) uniform 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 textureFetch ( temp 4-component vector of float) +0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:49 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) 0:49 Constant: 0:49 0 (const int) 0:51 Sequence -0:51 move second child to first child (temp 4-component vector of float) -0:51 'r00' (temp 4-component vector of float) -0:51 textureFetch (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 c1: direct index for structure (layout(offset=0 ) uniform 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 move second child to first child ( temp 4-component vector of float) +0:51 'r00' ( temp 4-component vector of float) +0:51 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 c1: direct index for structure (layout( offset=0) uniform 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 0 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'r01' (temp 4-component vector of int) -0:52 textureFetch (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -0:52 c1: direct index for structure (layout(offset=0 ) 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 move second child to first child ( temp 4-component vector of int) +0:52 'r01' ( temp 4-component vector of int) +0:52 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 c1: direct index for structure (layout( offset=0) 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 0 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence -0:53 move second child to first child (temp 4-component vector of uint) -0:53 'r02' (temp 4-component vector of uint) -0:53 textureFetch (temp 4-component vector of uint) -0:53 'g_tTex1du4' (uniform utexture1D) -0:53 c1: direct index for structure (layout(offset=0 ) 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 move second child to first child ( temp 4-component vector of uint) +0:53 'r02' ( temp 4-component vector of uint) +0:53 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 c1: direct index for structure (layout( offset=0) 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 0 (const uint) 0:53 Constant: 0:53 0 (const int) 0:56 Sequence -0:56 move second child to first child (temp 4-component vector of float) -0:56 'r10' (temp 4-component vector of float) -0:56 textureFetch (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 c2: direct index for structure (layout(offset=8 ) uniform 2-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 move second child to first child ( temp 4-component vector of float) +0:56 'r10' ( temp 4-component vector of float) +0:56 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 c2: direct index for structure (layout( offset=8) uniform 2-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 1 (const uint) 0:56 Constant: 0:56 0 (const int) 0:57 Sequence -0:57 move second child to first child (temp 4-component vector of int) -0:57 'r11' (temp 4-component vector of int) -0:57 textureFetch (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -0:57 c2: direct index for structure (layout(offset=8 ) 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 move second child to first child ( temp 4-component vector of int) +0:57 'r11' ( temp 4-component vector of int) +0:57 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 c2: direct index for structure (layout( offset=8) 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 1 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence -0:58 move second child to first child (temp 4-component vector of uint) -0:58 'r12' (temp 4-component vector of uint) -0:58 textureFetch (temp 4-component vector of uint) -0:58 'g_tTex2du4' (uniform utexture2D) -0:58 c2: direct index for structure (layout(offset=8 ) 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 move second child to first child ( temp 4-component vector of uint) +0:58 'r12' ( temp 4-component vector of uint) +0:58 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 c2: direct index for structure (layout( offset=8) 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 1 (const uint) 0:58 Constant: 0:58 0 (const int) 0:61 Sequence -0:61 move second child to first child (temp 4-component vector of float) -0:61 'r20' (temp 4-component vector of float) -0:61 textureFetch (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of float) +0:61 'r20' ( temp 4-component vector of float) +0:61 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:61 Constant: 0:61 0 (const int) 0:62 Sequence -0:62 move second child to first child (temp 4-component vector of int) -0:62 'r21' (temp 4-component vector of int) -0:62 textureFetch (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of int) +0:62 'r21' ( temp 4-component vector of int) +0:62 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:62 Constant: 0:62 0 (const int) 0:63 Sequence -0:63 move second child to first child (temp 4-component vector of uint) -0:63 'r22' (temp 4-component vector of uint) -0:63 textureFetch (temp 4-component vector of uint) -0:63 'g_tTex3du4' (uniform utexture3D) -0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-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 move second child to first child ( temp 4-component vector of uint) +0:63 'r22' ( temp 4-component vector of uint) +0:63 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 c3: direct index for structure (layout( offset=16) uniform 3-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 2 (const uint) 0:63 Constant: 0:63 0 (const int) -0:66 Function Call: Fn1(vf4; (temp 4-component vector of float) -0:66 textureFetch (temp 4-component vector of float) -0:66 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:66 c1: direct index for structure (layout(offset=0 ) uniform int) -0:66 '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}) +0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float) +0:66 textureFetch ( temp 4-component vector of float) +0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:66 c1: direct index for structure (layout( offset=0) uniform int) +0:66 '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}) 0:66 Constant: 0:66 0 (const uint) 0:66 Constant: 0:66 0 (const int) -0:67 Function Call: Fn1(vi4; (temp 4-component vector of int) -0:67 textureFetch (temp 4-component vector of int) -0:67 'g_tTex1di4' (uniform itexture1D) -0:67 c1: direct index for structure (layout(offset=0 ) uniform int) -0:67 '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}) +0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int) +0:67 textureFetch ( temp 4-component vector of int) +0:67 'g_tTex1di4' ( uniform itexture1D) +0:67 c1: direct index for structure (layout( offset=0) uniform int) +0:67 '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}) 0:67 Constant: 0:67 0 (const uint) 0:67 Constant: 0:67 0 (const int) -0:68 Function Call: Fn1(vu4; (temp 4-component vector of uint) -0:68 textureFetch (temp 4-component vector of uint) -0:68 'g_tTex1du4' (uniform utexture1D) -0:68 c1: direct index for structure (layout(offset=0 ) uniform int) -0:68 '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}) +0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint) +0:68 textureFetch ( temp 4-component vector of uint) +0:68 'g_tTex1du4' ( uniform utexture1D) +0:68 c1: direct index for structure (layout( offset=0) uniform int) +0:68 '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}) 0:68 Constant: 0:68 0 (const uint) 0:68 Constant: 0:68 0 (const int) -0:70 move second child to first child (temp 4-component vector of float) -0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color}) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 Color: direct index for structure ( temp 4-component vector of float) +0:70 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:70 Constant: 0:70 0 (const int) 0:70 Constant: @@ -390,36 +390,36 @@ gl_FragCoord origin is upper left 0:70 1.000000 0:70 1.000000 0:72 Branch: Return with expression -0:72 'psout' (temp structure{temp 4-component vector of float Color}) -0:45 Function Definition: main( (temp void) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color}) +0:45 Function Definition: main( ( temp void) 0:45 Function Parameters: 0:? Sequence 0:45 Sequence -0:45 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 Function Call: @main( (temp structure{temp 4-component vector of float Color}) +0:45 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:45 Color: direct index for structure ( temp 4-component vector of float) +0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:45 Constant: 0:45 0 (const int) 0:? Linker Objects -0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:? 'g_tTex1di4' (uniform itexture1D) -0:? 'g_tTex1du4' (uniform utexture1D) -0:? 'g_tTex2df4' (uniform texture2D) -0:? 'g_tTex2di4' (uniform itexture2D) -0:? 'g_tTex2du4' (uniform utexture2D) -0:? 'g_tTex3df4' (uniform texture3D) -0:? 'g_tTex3di4' (uniform itexture3D) -0:? 'g_tTex3du4' (uniform utexture3D) -0:? 'g_tTex1df4a' (uniform texture1DArray) -0:? 'g_tTex1di4a' (uniform itexture1DArray) -0:? 'g_tTex1du4a' (uniform utexture1DArray) -0:? 'g_tTex2df4a' (uniform texture2DArray) -0:? 'g_tTex2di4a' (uniform itexture2DArray) -0:? 'g_tTex2du4a' (uniform utexture2DArray) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'g_sSamp' (layout( binding=0) uniform sampler) +0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:? 'g_tTex1di4' ( uniform itexture1D) +0:? 'g_tTex1du4' ( uniform utexture1D) +0:? 'g_tTex2df4' ( uniform texture2D) +0:? 'g_tTex2di4' ( uniform itexture2D) +0:? 'g_tTex2du4' ( uniform utexture2D) +0:? 'g_tTex3df4' ( uniform texture3D) +0:? 'g_tTex3di4' ( uniform itexture3D) +0:? 'g_tTex3du4' ( uniform utexture3D) +0:? 'g_tTex1df4a' ( uniform texture1DArray) +0:? 'g_tTex1di4a' ( uniform itexture1DArray) +0:? 'g_tTex1du4a' ( uniform utexture1DArray) +0:? 'g_tTex2df4a' ( uniform texture2DArray) +0:? 'g_tTex2di4a' ( uniform itexture2DArray) +0:? 'g_tTex2du4a' ( uniform utexture2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.type.half.frag.out b/Test/baseResults/hlsl.type.half.frag.out index 3f18cbaf..104c7394 100644 --- a/Test/baseResults/hlsl.type.half.frag.out +++ b/Test/baseResults/hlsl.type.half.frag.out @@ -2,35 +2,35 @@ hlsl.type.half.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @main( (temp 4-component vector of float) +0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp mediump float) -0:4 'h0' (temp mediump float) +0:4 move second child to first child ( temp mediump float) +0:4 'h0' ( temp mediump float) 0:4 Constant: 0:4 0.000000 0:5 Sequence -0:5 move second child to first child (temp mediump 1-component vector of float) -0:5 'h1' (temp mediump 1-component vector of float) +0:5 move second child to first child ( temp mediump 1-component vector of float) +0:5 'h1' ( temp mediump 1-component vector of float) 0:5 Constant: 0:5 1.000000 0:6 Sequence -0:6 move second child to first child (temp mediump 2-component vector of float) -0:6 'h2' (temp mediump 2-component vector of float) +0:6 move second child to first child ( temp mediump 2-component vector of float) +0:6 'h2' ( temp mediump 2-component vector of float) 0:6 Constant: 0:6 2.000000 0:6 2.000000 0:7 Sequence -0:7 move second child to first child (temp mediump 3-component vector of float) -0:7 'h3' (temp mediump 3-component vector of float) +0:7 move second child to first child ( temp mediump 3-component vector of float) +0:7 'h3' ( temp mediump 3-component vector of float) 0:7 Constant: 0:7 3.000000 0:7 3.000000 0:7 3.000000 0:8 Sequence -0:8 move second child to first child (temp mediump 4-component vector of float) -0:8 'h4' (temp mediump 4-component vector of float) +0:8 move second child to first child ( temp mediump 4-component vector of float) +0:8 'h4' ( temp mediump 4-component vector of float) 0:8 Constant: 0:8 4.000000 0:8 4.000000 @@ -42,14 +42,14 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 0.000000 0:10 0.000000 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 Function Call: @main( (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -58,35 +58,35 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: @main( (temp 4-component vector of float) +0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence -0:4 move second child to first child (temp mediump float) -0:4 'h0' (temp mediump float) +0:4 move second child to first child ( temp mediump float) +0:4 'h0' ( temp mediump float) 0:4 Constant: 0:4 0.000000 0:5 Sequence -0:5 move second child to first child (temp mediump 1-component vector of float) -0:5 'h1' (temp mediump 1-component vector of float) +0:5 move second child to first child ( temp mediump 1-component vector of float) +0:5 'h1' ( temp mediump 1-component vector of float) 0:5 Constant: 0:5 1.000000 0:6 Sequence -0:6 move second child to first child (temp mediump 2-component vector of float) -0:6 'h2' (temp mediump 2-component vector of float) +0:6 move second child to first child ( temp mediump 2-component vector of float) +0:6 'h2' ( temp mediump 2-component vector of float) 0:6 Constant: 0:6 2.000000 0:6 2.000000 0:7 Sequence -0:7 move second child to first child (temp mediump 3-component vector of float) -0:7 'h3' (temp mediump 3-component vector of float) +0:7 move second child to first child ( temp mediump 3-component vector of float) +0:7 'h3' ( temp mediump 3-component vector of float) 0:7 Constant: 0:7 3.000000 0:7 3.000000 0:7 3.000000 0:8 Sequence -0:8 move second child to first child (temp mediump 4-component vector of float) -0:8 'h4' (temp mediump 4-component vector of float) +0:8 move second child to first child ( temp mediump 4-component vector of float) +0:8 'h4' ( temp mediump 4-component vector of float) 0:8 Constant: 0:8 4.000000 0:8 4.000000 @@ -98,14 +98,14 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 0.000000 0:10 0.000000 -0:3 Function Definition: main( (temp void) +0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 Function Call: @main( (temp 4-component vector of float) +0:3 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.type.identifier.frag.out b/Test/baseResults/hlsl.type.identifier.frag.out index d159605a..e8a763c9 100644 --- a/Test/baseResults/hlsl.type.identifier.frag.out +++ b/Test/baseResults/hlsl.type.identifier.frag.out @@ -2,114 +2,114 @@ hlsl.type.identifier.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: fn(f1; (temp float) +0:6 Function Definition: fn(f1; ( temp float) 0:6 Function Parameters: -0:6 'float' (in float) +0:6 'float' ( in float) 0:? Sequence 0:6 Branch: Return with expression -0:6 'float' (in float) -0:9 Function Definition: @main( (temp 4-component vector of float) +0:6 'float' ( in float) +0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp float) -0:10 'float' (temp float) +0:10 move second child to first child ( temp float) +0:10 'float' ( temp float) 0:10 Constant: 0:10 7.000000 0:11 Sequence -0:11 move second child to first child (temp 2-element array of bool) -0:11 'bool' (temp 2-element array of bool) -0:11 Construct bool (temp 2-element array of bool) -0:11 Convert float to bool (temp bool) -0:11 'float' (temp float) -0:11 Convert float to bool (temp bool) -0:11 'float' (temp float) +0:11 move second child to first child ( temp 2-element array of bool) +0:11 'bool' ( temp 2-element array of bool) +0:11 Construct bool ( temp 2-element array of bool) +0:11 Convert float to bool ( temp bool) +0:11 'float' ( temp float) +0:11 Convert float to bool ( temp bool) +0:11 'float' ( temp float) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'int' (temp int) -0:12 Convert bool to int (temp int) -0:12 direct index (temp bool) -0:12 'bool' (temp 2-element array of bool) +0:12 move second child to first child ( temp int) +0:12 'int' ( temp int) +0:12 Convert bool to int ( temp int) +0:12 direct index ( temp bool) +0:12 'bool' ( temp 2-element array of bool) 0:12 Constant: 0:12 1 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'uint' (temp uint) -0:13 Convert float to uint (temp uint) -0:13 add (temp float) -0:13 'float' (temp float) -0:13 Convert int to float (temp float) -0:13 'int' (temp int) +0:13 move second child to first child ( temp uint) +0:13 'uint' ( temp uint) +0:13 Convert float to uint ( temp uint) +0:13 add ( temp float) +0:13 'float' ( temp float) +0:13 Convert int to float ( temp float) +0:13 'int' ( temp int) 0:14 Sequence -0:14 move second child to first child (temp mediump float) -0:14 'min16float' (temp mediump float) -0:14 Convert uint to float (temp mediump float) -0:14 'uint' (temp mediump uint) +0:14 move second child to first child ( temp mediump float) +0:14 'min16float' ( temp mediump float) +0:14 Convert uint to float ( temp mediump float) +0:14 'uint' ( temp mediump uint) 0:15 Sequence -0:15 move second child to first child (temp mediump float) -0:15 'min10float' (temp mediump float) -0:15 'min16float' (temp mediump float) +0:15 move second child to first child ( temp mediump float) +0:15 'min10float' ( temp mediump float) +0:15 'min16float' ( temp mediump float) 0:16 Sequence -0:16 move second child to first child (temp mediump float) -0:16 'half' (temp mediump float) +0:16 move second child to first child ( temp mediump float) +0:16 'half' ( temp mediump float) 0:16 Constant: 0:16 0.500000 0:? Sequence -0:20 move second child to first child (temp float) -0:20 float: direct index for structure (temp float) -0:20 'float' (temp structure{temp float float}) +0:20 move second child to first child ( temp float) +0:20 float: direct index for structure ( temp float) +0:20 'float' ( temp structure{ temp float float}) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 42.000000 -0:23 move second child to first child (temp bool) -0:23 direct index (temp bool) -0:23 'bool' (temp 2-element array of bool) +0:23 move second child to first child ( temp bool) +0:23 direct index ( temp bool) +0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp bool) -0:23 'bool' (temp 2-element array of bool) +0:23 direct index ( temp bool) +0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 1 (const int) -0:25 move second child to first child (temp mediump float) -0:25 'float' (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 'float' (temp mediump float) -0:25 Convert int to float (temp mediump float) -0:25 'int' (temp mediump int) -0:25 Convert uint to float (temp mediump float) -0:25 'uint' (temp mediump uint) -0:25 'min16float' (temp mediump float) -0:25 'min10float' (temp mediump float) -0:25 Test condition and select (temp mediump float) +0:25 move second child to first child ( temp mediump float) +0:25 'float' ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 'float' ( temp mediump float) +0:25 Convert int to float ( temp mediump float) +0:25 'int' ( temp mediump int) +0:25 Convert uint to float ( temp mediump float) +0:25 'uint' ( temp mediump uint) +0:25 'min16float' ( temp mediump float) +0:25 'min10float' ( temp mediump float) +0:25 Test condition and select ( temp mediump float) 0:25 Condition -0:25 direct index (temp bool) -0:25 'bool' (temp 2-element array of bool) +0:25 direct index ( temp bool) +0:25 'bool' ( temp 2-element array of bool) 0:25 Constant: 0:25 0 (const int) 0:25 true case -0:25 Convert int to float (temp mediump float) -0:25 'int' (temp mediump int) +0:25 Convert int to float ( temp mediump float) +0:25 'int' ( temp mediump int) 0:25 false case -0:25 'float' (temp mediump float) -0:25 Function Call: fn(f1; (temp mediump float) -0:25 'float' (temp mediump float) +0:25 'float' ( temp mediump float) +0:25 Function Call: fn(f1; ( temp mediump float) +0:25 'float' ( temp mediump float) 0:27 Branch: Return with expression -0:27 Construct vec4 (temp 4-component vector of float) -0:27 'float' (temp float) -0:9 Function Definition: main( (temp void) +0:27 Construct vec4 ( temp 4-component vector of float) +0:27 'float' ( temp float) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:9 Function Call: @main( (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: @@ -118,114 +118,114 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: fn(f1; (temp float) +0:6 Function Definition: fn(f1; ( temp float) 0:6 Function Parameters: -0:6 'float' (in float) +0:6 'float' ( in float) 0:? Sequence 0:6 Branch: Return with expression -0:6 'float' (in float) -0:9 Function Definition: @main( (temp 4-component vector of float) +0:6 'float' ( in float) +0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp float) -0:10 'float' (temp float) +0:10 move second child to first child ( temp float) +0:10 'float' ( temp float) 0:10 Constant: 0:10 7.000000 0:11 Sequence -0:11 move second child to first child (temp 2-element array of bool) -0:11 'bool' (temp 2-element array of bool) -0:11 Construct bool (temp 2-element array of bool) -0:11 Convert float to bool (temp bool) -0:11 'float' (temp float) -0:11 Convert float to bool (temp bool) -0:11 'float' (temp float) +0:11 move second child to first child ( temp 2-element array of bool) +0:11 'bool' ( temp 2-element array of bool) +0:11 Construct bool ( temp 2-element array of bool) +0:11 Convert float to bool ( temp bool) +0:11 'float' ( temp float) +0:11 Convert float to bool ( temp bool) +0:11 'float' ( temp float) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'int' (temp int) -0:12 Convert bool to int (temp int) -0:12 direct index (temp bool) -0:12 'bool' (temp 2-element array of bool) +0:12 move second child to first child ( temp int) +0:12 'int' ( temp int) +0:12 Convert bool to int ( temp int) +0:12 direct index ( temp bool) +0:12 'bool' ( temp 2-element array of bool) 0:12 Constant: 0:12 1 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'uint' (temp uint) -0:13 Convert float to uint (temp uint) -0:13 add (temp float) -0:13 'float' (temp float) -0:13 Convert int to float (temp float) -0:13 'int' (temp int) +0:13 move second child to first child ( temp uint) +0:13 'uint' ( temp uint) +0:13 Convert float to uint ( temp uint) +0:13 add ( temp float) +0:13 'float' ( temp float) +0:13 Convert int to float ( temp float) +0:13 'int' ( temp int) 0:14 Sequence -0:14 move second child to first child (temp mediump float) -0:14 'min16float' (temp mediump float) -0:14 Convert uint to float (temp mediump float) -0:14 'uint' (temp mediump uint) +0:14 move second child to first child ( temp mediump float) +0:14 'min16float' ( temp mediump float) +0:14 Convert uint to float ( temp mediump float) +0:14 'uint' ( temp mediump uint) 0:15 Sequence -0:15 move second child to first child (temp mediump float) -0:15 'min10float' (temp mediump float) -0:15 'min16float' (temp mediump float) +0:15 move second child to first child ( temp mediump float) +0:15 'min10float' ( temp mediump float) +0:15 'min16float' ( temp mediump float) 0:16 Sequence -0:16 move second child to first child (temp mediump float) -0:16 'half' (temp mediump float) +0:16 move second child to first child ( temp mediump float) +0:16 'half' ( temp mediump float) 0:16 Constant: 0:16 0.500000 0:? Sequence -0:20 move second child to first child (temp float) -0:20 float: direct index for structure (temp float) -0:20 'float' (temp structure{temp float float}) +0:20 move second child to first child ( temp float) +0:20 float: direct index for structure ( temp float) +0:20 'float' ( temp structure{ temp float float}) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 42.000000 -0:23 move second child to first child (temp bool) -0:23 direct index (temp bool) -0:23 'bool' (temp 2-element array of bool) +0:23 move second child to first child ( temp bool) +0:23 direct index ( temp bool) +0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 0 (const int) -0:23 direct index (temp bool) -0:23 'bool' (temp 2-element array of bool) +0:23 direct index ( temp bool) +0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 1 (const int) -0:25 move second child to first child (temp mediump float) -0:25 'float' (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 add (temp mediump float) -0:25 'float' (temp mediump float) -0:25 Convert int to float (temp mediump float) -0:25 'int' (temp mediump int) -0:25 Convert uint to float (temp mediump float) -0:25 'uint' (temp mediump uint) -0:25 'min16float' (temp mediump float) -0:25 'min10float' (temp mediump float) -0:25 Test condition and select (temp mediump float) +0:25 move second child to first child ( temp mediump float) +0:25 'float' ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 add ( temp mediump float) +0:25 'float' ( temp mediump float) +0:25 Convert int to float ( temp mediump float) +0:25 'int' ( temp mediump int) +0:25 Convert uint to float ( temp mediump float) +0:25 'uint' ( temp mediump uint) +0:25 'min16float' ( temp mediump float) +0:25 'min10float' ( temp mediump float) +0:25 Test condition and select ( temp mediump float) 0:25 Condition -0:25 direct index (temp bool) -0:25 'bool' (temp 2-element array of bool) +0:25 direct index ( temp bool) +0:25 'bool' ( temp 2-element array of bool) 0:25 Constant: 0:25 0 (const int) 0:25 true case -0:25 Convert int to float (temp mediump float) -0:25 'int' (temp mediump int) +0:25 Convert int to float ( temp mediump float) +0:25 'int' ( temp mediump int) 0:25 false case -0:25 'float' (temp mediump float) -0:25 Function Call: fn(f1; (temp mediump float) -0:25 'float' (temp mediump float) +0:25 'float' ( temp mediump float) +0:25 Function Call: fn(f1; ( temp mediump float) +0:25 'float' ( temp mediump float) 0:27 Branch: Return with expression -0:27 Construct vec4 (temp 4-component vector of float) -0:27 'float' (temp float) -0:9 Function Definition: main( (temp void) +0:27 Construct vec4 ( temp 4-component vector of float) +0:27 'float' ( temp float) +0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:9 Function Call: @main( (temp 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.typeGraphCopy.vert.out b/Test/baseResults/hlsl.typeGraphCopy.vert.out index 20895355..2ab6c216 100755 --- a/Test/baseResults/hlsl.typeGraphCopy.vert.out +++ b/Test/baseResults/hlsl.typeGraphCopy.vert.out @@ -1,15 +1,15 @@ hlsl.typeGraphCopy.vert Shader version: 450 0:? Sequence -0:22 Function Definition: @main( (temp float) +0:22 Function Definition: @main( ( temp float) 0:22 Function Parameters: 0:? Sequence 0:23 Branch: Return with expression -0:23 b: direct index for structure (temp float) -0:23 s2: direct index for structure (temp structure{temp int a, temp float b}) -0:23 t3: direct index for structure (temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2}) -0:23 foo: direct index for structure (layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3}) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3} foo}) +0:23 b: direct index for structure ( temp float) +0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b}) +0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2}) +0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:23 Constant: 0:23 0 (const uint) 0:23 Constant: @@ -18,15 +18,15 @@ Shader version: 450 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) -0:22 Function Definition: main( (temp void) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence -0:22 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:22 Function Call: @main( (temp float) +0:22 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:22 Function Call: @main( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3} foo}) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) Linked vertex stage: @@ -34,15 +34,15 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:22 Function Definition: @main( (temp float) +0:22 Function Definition: @main( ( temp float) 0:22 Function Parameters: 0:? Sequence 0:23 Branch: Return with expression -0:23 b: direct index for structure (temp float) -0:23 s2: direct index for structure (temp structure{temp int a, temp float b}) -0:23 t3: direct index for structure (temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2}) -0:23 foo: direct index for structure (layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3}) -0:23 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3} foo}) +0:23 b: direct index for structure ( temp float) +0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b}) +0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2}) +0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) +0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:23 Constant: 0:23 0 (const uint) 0:23 Constant: @@ -51,15 +51,15 @@ Shader version: 450 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) -0:22 Function Definition: main( (temp void) +0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence -0:22 move second child to first child (temp float) -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:22 Function Call: @main( (temp float) +0:22 move second child to first child ( temp float) +0:? '@entryPointOutput' (layout( location=0) out float) +0:22 Function Call: @main( ( temp float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out float) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t1, temp structure{temp int a, temp float b} t2, temp structure{temp structure{temp int a, temp float b} s1, temp structure{temp int a, temp float b} s2} t3} foo}) +0:? '@entryPointOutput' (layout( location=0) out float) +0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.typedef.frag.out b/Test/baseResults/hlsl.typedef.frag.out index 565f45fd..6edb191d 100755 --- a/Test/baseResults/hlsl.typedef.frag.out +++ b/Test/baseResults/hlsl.typedef.frag.out @@ -2,38 +2,38 @@ hlsl.typedef.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float) 0:4 Function Parameters: -0:4 'input' (in 4-component vector of float) -0:4 'ii' (in int) +0:4 'input' ( in 4-component vector of float) +0:4 'ii' ( in int) 0:? Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'a1' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'a1' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'i' (temp int) +0:7 move second child to first child ( temp int) +0:7 'i' ( temp int) 0:7 Constant: 0:7 2 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'j' (temp int) -0:9 'ii' (in int) +0:9 move second child to first child ( temp int) +0:9 'j' ( temp int) +0:9 'ii' ( in int) 0:10 Branch: Return with expression -0:10 add (temp 4-component vector of float) -0:10 component-wise multiply (temp 4-component vector of float) -0:10 'input' (in 4-component vector of float) -0:10 'a1' (temp 4-component vector of float) -0:10 Construct vec4 (uniform 4-component vector of float) -0:10 Convert int to float (temp float) -0:10 add (temp int) -0:10 'i' (temp int) -0:10 'j' (temp int) +0:10 add ( temp 4-component vector of float) +0:10 component-wise multiply ( temp 4-component vector of float) +0:10 'input' ( in 4-component vector of float) +0:10 'a1' ( temp 4-component vector of float) +0:10 Construct vec4 ( uniform 4-component vector of float) +0:10 Convert int to float ( temp float) +0:10 add ( temp int) +0:10 'i' ( temp int) +0:10 'j' ( temp int) 0:? Linker Objects @@ -44,38 +44,38 @@ WARNING: Linking fragment stage: Entry point not found Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float) 0:4 Function Parameters: -0:4 'input' (in 4-component vector of float) -0:4 'ii' (in int) +0:4 'input' ( in 4-component vector of float) +0:4 'ii' ( in int) 0:? Sequence 0:6 Sequence -0:6 move second child to first child (temp 4-component vector of float) -0:6 'a1' (temp 4-component vector of float) +0:6 move second child to first child ( temp 4-component vector of float) +0:6 'a1' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'i' (temp int) +0:7 move second child to first child ( temp int) +0:7 'i' ( temp int) 0:7 Constant: 0:7 2 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'j' (temp int) -0:9 'ii' (in int) +0:9 move second child to first child ( temp int) +0:9 'j' ( temp int) +0:9 'ii' ( in int) 0:10 Branch: Return with expression -0:10 add (temp 4-component vector of float) -0:10 component-wise multiply (temp 4-component vector of float) -0:10 'input' (in 4-component vector of float) -0:10 'a1' (temp 4-component vector of float) -0:10 Construct vec4 (uniform 4-component vector of float) -0:10 Convert int to float (temp float) -0:10 add (temp int) -0:10 'i' (temp int) -0:10 'j' (temp int) +0:10 add ( temp 4-component vector of float) +0:10 component-wise multiply ( temp 4-component vector of float) +0:10 'input' ( in 4-component vector of float) +0:10 'a1' ( temp 4-component vector of float) +0:10 Construct vec4 ( uniform 4-component vector of float) +0:10 Convert int to float ( temp float) +0:10 add ( temp int) +0:10 'i' ( temp int) +0:10 'j' ( temp int) 0:? Linker Objects // Module Version 10000 diff --git a/Test/baseResults/hlsl.void.frag.out b/Test/baseResults/hlsl.void.frag.out index 335349f4..584f3784 100755 --- a/Test/baseResults/hlsl.void.frag.out +++ b/Test/baseResults/hlsl.void.frag.out @@ -2,27 +2,27 @@ hlsl.void.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Function Definition: foo1( (temp void) +0:1 Function Definition: foo1( ( temp void) 0:1 Function Parameters: -0:2 Function Definition: foo2( (temp void) +0:2 Function Definition: foo2( ( temp void) 0:2 Function Parameters: -0:5 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:5 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:5 Function Parameters: -0:5 'input' (in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:? Sequence -0:6 Function Call: foo1( (temp void) -0:7 Function Call: foo2( (temp void) +0:6 Function Call: foo1( ( temp void) +0:7 Function Call: foo2( ( temp void) 0:8 Branch: Return -0:5 Function Definition: PixelShaderFunction( (temp void) +0:5 Function Definition: PixelShaderFunction( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:5 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:5 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -31,27 +31,27 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Function Definition: foo1( (temp void) +0:1 Function Definition: foo1( ( temp void) 0:1 Function Parameters: -0:2 Function Definition: foo2( (temp void) +0:2 Function Definition: foo2( ( temp void) 0:2 Function Parameters: -0:5 Function Definition: @PixelShaderFunction(vf4; (temp void) +0:5 Function Definition: @PixelShaderFunction(vf4; ( temp void) 0:5 Function Parameters: -0:5 'input' (in 4-component vector of float) +0:5 'input' ( in 4-component vector of float) 0:? Sequence -0:6 Function Call: foo1( (temp void) -0:7 Function Call: foo2( (temp void) +0:6 Function Call: foo1( ( temp void) +0:7 Function Call: foo2( ( temp void) 0:8 Branch: Return -0:5 Function Definition: PixelShaderFunction( (temp void) +0:5 Function Definition: PixelShaderFunction( ( temp void) 0:5 Function Parameters: 0:? Sequence -0:5 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:5 Function Call: @PixelShaderFunction(vf4; (temp void) -0:? 'input' (temp 4-component vector of float) +0:5 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:5 Function Call: @PixelShaderFunction(vf4; ( temp void) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.whileLoop.frag.out b/Test/baseResults/hlsl.whileLoop.frag.out index 67c80c83..2f68da11 100755 --- a/Test/baseResults/hlsl.whileLoop.frag.out +++ b/Test/baseResults/hlsl.whileLoop.frag.out @@ -2,20 +2,20 @@ hlsl.whileLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition -0:3 any (temp bool) -0:3 NotEqual (temp 4-component vector of bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 any ( temp bool) +0:3 NotEqual ( temp 4-component vector of bool) +0:3 'input' ( in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Branch: Return with expression -0:3 'input' (in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: @@ -31,19 +31,19 @@ gl_FragCoord origin is upper left 0:6 Constant: 0:6 false (const bool) 0:6 No loop body -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -52,20 +52,20 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition -0:3 any (temp bool) -0:3 NotEqual (temp 4-component vector of bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 any ( temp bool) +0:3 NotEqual ( temp 4-component vector of bool) +0:3 'input' ( in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Branch: Return with expression -0:3 'input' (in 4-component vector of float) +0:3 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: @@ -81,19 +81,19 @@ gl_FragCoord origin is upper left 0:6 Constant: 0:6 false (const bool) 0:6 No loop body -0:2 Function Definition: PixelShaderFunction( (temp void) +0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence -0:2 move second child to first child (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:2 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) -0:? 'input' (temp 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/length.frag.out b/Test/baseResults/length.frag.out index 1c425607..bfd5bf0e 100644 --- a/Test/baseResults/length.frag.out +++ b/Test/baseResults/length.frag.out @@ -1,31 +1,31 @@ length.frag Shader version: 120 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 't' (temp 2-component vector of float) -0:15 add (temp 2-component vector of float) -0:15 direct index (smooth temp 2-component vector of float) -0:15 'v' (smooth in 2-element array of 2-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 't' ( temp 2-component vector of float) +0:15 add ( temp 2-component vector of float) +0:15 direct index ( smooth temp 2-component vector of float) +0:15 'v' ( smooth in 2-element array of 2-component vector of float) 0:15 Constant: 0:15 0 (const int) -0:15 direct index (smooth temp 2-component vector of float) -0:15 'v' (smooth in 2-element array of 2-component vector of float) +0:15 direct index ( smooth temp 2-component vector of float) +0:15 'v' ( smooth in 2-element array of 2-component vector of float) 0:15 Constant: 0:15 1 (const int) -0:17 move second child to first child (temp 4-component vector of float) -0:17 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:17 Constant: 0:17 30.000000 0:17 30.000000 0:17 30.000000 0:17 30.000000 0:? Linker Objects -0:? 'u' (uniform 3-element array of 4-component vector of float) -0:? 'v' (smooth in 2-element array of 2-component vector of float) +0:? 'u' ( uniform 3-element array of 4-component vector of float) +0:? 'v' ( smooth in 2-element array of 2-component vector of float) Linked fragment stage: @@ -33,29 +33,29 @@ Linked fragment stage: Shader version: 120 0:? Sequence -0:11 Function Definition: main( (global void) +0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:? Sequence 0:15 Sequence -0:15 move second child to first child (temp 2-component vector of float) -0:15 't' (temp 2-component vector of float) -0:15 add (temp 2-component vector of float) -0:15 direct index (smooth temp 2-component vector of float) -0:15 'v' (smooth in 2-element array of 2-component vector of float) +0:15 move second child to first child ( temp 2-component vector of float) +0:15 't' ( temp 2-component vector of float) +0:15 add ( temp 2-component vector of float) +0:15 direct index ( smooth temp 2-component vector of float) +0:15 'v' ( smooth in 2-element array of 2-component vector of float) 0:15 Constant: 0:15 0 (const int) -0:15 direct index (smooth temp 2-component vector of float) -0:15 'v' (smooth in 2-element array of 2-component vector of float) +0:15 direct index ( smooth temp 2-component vector of float) +0:15 'v' ( smooth in 2-element array of 2-component vector of float) 0:15 Constant: 0:15 1 (const int) -0:17 move second child to first child (temp 4-component vector of float) -0:17 'gl_FragColor' (fragColor 4-component vector of float FragColor) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:17 Constant: 0:17 30.000000 0:17 30.000000 0:17 30.000000 0:17 30.000000 0:? Linker Objects -0:? 'u' (uniform 3-element array of 4-component vector of float) -0:? 'v' (smooth in 2-element array of 2-component vector of float) +0:? 'u' ( uniform 3-element array of 4-component vector of float) +0:? 'v' ( smooth in 2-element array of 2-component vector of float) diff --git a/Test/baseResults/lineContinuation.vert.out b/Test/baseResults/lineContinuation.vert.out index d91ffa31..92904154 100644 --- a/Test/baseResults/lineContinuation.vert.out +++ b/Test/baseResults/lineContinuation.vert.out @@ -25,143 +25,143 @@ ERROR: 19 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:20 Construct vec4 (temp highp 4-component vector of float) -0:20 'foo' (global highp float) -0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:20 Construct vec4 ( temp highp 4-component vector of float) +0:20 'foo' ( global highp float) +0:22 Function Definition: foo2(vf4; ( global highp 4-component vector of float) 0:22 Function Parameters: -0:22 'a' (in highp 4-component vector of float) +0:22 'a' ( in highp 4-component vector of float) 0:24 Sequence 0:24 Sequence -0:24 move second child to first child (temp highp 4-component vector of float) -0:24 'b' (temp highp 4-component vector of float) -0:24 'a' (in highp 4-component vector of float) +0:24 move second child to first child ( temp highp 4-component vector of float) +0:24 'b' ( temp highp 4-component vector of float) +0:24 'a' ( in highp 4-component vector of float) 0:25 Branch: Return with expression -0:25 'b' (temp highp 4-component vector of float) +0:25 'b' ( temp highp 4-component vector of float) 0:47 Sequence -0:47 move second child to first child (temp highp int) -0:47 'q1' (global highp int) +0:47 move second child to first child ( temp highp int) +0:47 'q1' ( global highp int) 0:47 Constant: 0:47 1 (const int) 0:48 Sequence -0:48 move second child to first child (temp highp int) -0:48 'q2' (global highp int) +0:48 move second child to first child ( temp highp int) +0:48 'q2' ( global highp int) 0:48 Constant: 0:48 1 (const int) 0:49 Sequence -0:49 move second child to first child (temp highp int) -0:49 'q3' (global highp int) +0:49 move second child to first child ( temp highp int) +0:49 'q3' ( global highp int) 0:49 Constant: 0:49 1 (const int) 0:50 Sequence -0:50 move second child to first child (temp highp int) -0:50 'q4' (global highp int) +0:50 move second child to first child ( temp highp int) +0:50 'q4' ( global highp int) 0:50 Constant: 0:50 1 (const int) 0:74 Sequence -0:74 move second child to first child (temp highp float) -0:74 'funkyf' (global highp float) +0:74 move second child to first child ( temp highp float) +0:74 'funkyf' ( global highp float) 0:75 Constant: 0:75 12300000000000000.000000 0:85 Sequence -0:84 move second child to first child (temp highp int) -0:84 'funkyh' (global highp int) +0:84 move second child to first child ( temp highp int) +0:84 'funkyh' ( global highp int) 0:86 Constant: 0:86 244 (const int) 0:91 Sequence -0:91 move second child to first child (temp highp int) -0:91 'funkyo' (global highp int) +0:91 move second child to first child ( temp highp int) +0:91 'funkyo' ( global highp int) 0:92 Constant: 0:92 34 (const int) 0:96 Sequence -0:96 move second child to first child (temp highp int) -0:96 'c' (global highp int) +0:96 move second child to first child ( temp highp int) +0:96 'c' ( global highp int) 0:97 Constant: 0:97 11 (const int) 0:98 Sequence -0:98 move second child to first child (temp highp int) -0:98 'd' (global highp int) +0:98 move second child to first child ( temp highp int) +0:98 'd' ( global highp int) 0:98 Constant: 0:98 12 (const int) 0:107 Sequence -0:107 move second child to first child (temp highp int) -0:107 'bar103' (global highp int) +0:107 move second child to first child ( temp highp int) +0:107 'bar103' ( global highp int) 0:107 Constant: 0:107 17 (const int) 0:113 Sequence -0:113 move second child to first child (temp highp int) -0:113 'bar104' (global highp int) +0:113 move second child to first child ( temp highp int) +0:113 'bar104' ( global highp int) 0:113 Constant: 0:113 19 (const int) 0:119 Sequence -0:119 move second child to first child (temp highp int) -0:119 'bar105' (global highp int) +0:119 move second child to first child ( temp highp int) +0:119 'bar105' ( global highp int) 0:119 Constant: 0:119 19 (const int) 0:122 Sequence -0:122 move second child to first child (temp highp int) -0:122 'bar106' (global highp int) +0:122 move second child to first child ( temp highp int) +0:122 'bar106' ( global highp int) 0:122 Constant: 0:122 12 (const int) 0:123 Sequence -0:123 move second child to first child (temp highp int) -0:123 'bar107' (global highp int) +0:123 move second child to first child ( temp highp int) +0:123 'bar107' ( global highp int) 0:128 Constant: 0:128 5 (const int) -0:131 Function Definition: foo203209409( (global void) +0:131 Function Definition: foo203209409( ( global void) 0:131 Function Parameters: 0:134 Sequence -0:134 add second child into first child (temp highp int) -0:133 'bar107' (global highp int) +0:134 add second child into first child ( temp highp int) +0:133 'bar107' ( global highp int) 0:134 Constant: 0:134 37 (const int) -0:135 multiply second child into first child (temp highp int) -0:135 'bar107' (global highp int) +0:135 multiply second child into first child ( temp highp int) +0:135 'bar107' ( global highp int) 0:136 Constant: 0:136 38 (const int) -0:137 divide second child into first child (temp highp int) -0:137 'bar107' (global highp int) +0:137 divide second child into first child ( temp highp int) +0:137 'bar107' ( global highp int) 0:138 Constant: 0:138 39 (const int) -0:139 add (temp highp int) -0:139 'bar107' (global highp int) +0:139 add ( temp highp int) +0:139 'bar107' ( global highp int) 0:140 Constant: 0:140 41 (const int) 0:? Linker Objects -0:? 'foo' (global highp float) -0:? 'goodDecl' (global highp int) -0:? 'a1' (const highp int) +0:? 'foo' ( global highp float) +0:? 'goodDecl' ( global highp int) +0:? 'a1' ( const highp int) 0:? 4 (const int) -0:? 'a2' (const highp int) +0:? 'a2' ( const highp int) 0:? 3 (const int) -0:? 'a3' (const highp int) +0:? 'a3' ( const highp int) 0:? 4 (const int) -0:? 'a4' (const highp int) +0:? 'a4' ( const highp int) 0:? 3 (const int) -0:? 'q1' (global highp int) -0:? 'q2' (global highp int) -0:? 'q3' (global highp int) -0:? 'q4' (global highp int) -0:? 'abdece' (const highp int) +0:? 'q1' ( global highp int) +0:? 'q2' ( global highp int) +0:? 'q3' ( global highp int) +0:? 'q4' ( global highp int) +0:? 'abdece' ( const highp int) 0:? 10 (const int) -0:? 'aoeuntaoehu' (const highp int) +0:? 'aoeuntaoehu' ( const highp int) 0:? 10 (const int) -0:? 'funkyf' (global highp float) -0:? 'funkyh' (global highp int) -0:? 'funkyo' (global highp int) -0:? 'c' (global highp int) -0:? 'd' (global highp int) -0:? 'bar103' (global highp int) -0:? 'bar104' (global highp int) -0:? 'bar105' (global highp int) -0:? 'bar106' (global highp int) -0:? 'bar107' (global highp int) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'funkyf' ( global highp float) +0:? 'funkyh' ( global highp int) +0:? 'funkyo' ( global highp int) +0:? 'c' ( global highp int) +0:? 'd' ( global highp int) +0:? 'bar103' ( global highp int) +0:? 'bar104' ( global highp int) +0:? 'bar105' ( global highp int) +0:? 'bar106' ( global highp int) +0:? 'bar107' ( global highp int) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -169,112 +169,112 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:20 Construct vec4 (temp highp 4-component vector of float) -0:20 'foo' (global highp float) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:20 Construct vec4 ( temp highp 4-component vector of float) +0:20 'foo' ( global highp float) 0:47 Sequence -0:47 move second child to first child (temp highp int) -0:47 'q1' (global highp int) +0:47 move second child to first child ( temp highp int) +0:47 'q1' ( global highp int) 0:47 Constant: 0:47 1 (const int) 0:48 Sequence -0:48 move second child to first child (temp highp int) -0:48 'q2' (global highp int) +0:48 move second child to first child ( temp highp int) +0:48 'q2' ( global highp int) 0:48 Constant: 0:48 1 (const int) 0:49 Sequence -0:49 move second child to first child (temp highp int) -0:49 'q3' (global highp int) +0:49 move second child to first child ( temp highp int) +0:49 'q3' ( global highp int) 0:49 Constant: 0:49 1 (const int) 0:50 Sequence -0:50 move second child to first child (temp highp int) -0:50 'q4' (global highp int) +0:50 move second child to first child ( temp highp int) +0:50 'q4' ( global highp int) 0:50 Constant: 0:50 1 (const int) 0:74 Sequence -0:74 move second child to first child (temp highp float) -0:74 'funkyf' (global highp float) +0:74 move second child to first child ( temp highp float) +0:74 'funkyf' ( global highp float) 0:75 Constant: 0:75 12300000000000000.000000 0:85 Sequence -0:84 move second child to first child (temp highp int) -0:84 'funkyh' (global highp int) +0:84 move second child to first child ( temp highp int) +0:84 'funkyh' ( global highp int) 0:86 Constant: 0:86 244 (const int) 0:91 Sequence -0:91 move second child to first child (temp highp int) -0:91 'funkyo' (global highp int) +0:91 move second child to first child ( temp highp int) +0:91 'funkyo' ( global highp int) 0:92 Constant: 0:92 34 (const int) 0:96 Sequence -0:96 move second child to first child (temp highp int) -0:96 'c' (global highp int) +0:96 move second child to first child ( temp highp int) +0:96 'c' ( global highp int) 0:97 Constant: 0:97 11 (const int) 0:98 Sequence -0:98 move second child to first child (temp highp int) -0:98 'd' (global highp int) +0:98 move second child to first child ( temp highp int) +0:98 'd' ( global highp int) 0:98 Constant: 0:98 12 (const int) 0:107 Sequence -0:107 move second child to first child (temp highp int) -0:107 'bar103' (global highp int) +0:107 move second child to first child ( temp highp int) +0:107 'bar103' ( global highp int) 0:107 Constant: 0:107 17 (const int) 0:113 Sequence -0:113 move second child to first child (temp highp int) -0:113 'bar104' (global highp int) +0:113 move second child to first child ( temp highp int) +0:113 'bar104' ( global highp int) 0:113 Constant: 0:113 19 (const int) 0:119 Sequence -0:119 move second child to first child (temp highp int) -0:119 'bar105' (global highp int) +0:119 move second child to first child ( temp highp int) +0:119 'bar105' ( global highp int) 0:119 Constant: 0:119 19 (const int) 0:122 Sequence -0:122 move second child to first child (temp highp int) -0:122 'bar106' (global highp int) +0:122 move second child to first child ( temp highp int) +0:122 'bar106' ( global highp int) 0:122 Constant: 0:122 12 (const int) 0:123 Sequence -0:123 move second child to first child (temp highp int) -0:123 'bar107' (global highp int) +0:123 move second child to first child ( temp highp int) +0:123 'bar107' ( global highp int) 0:128 Constant: 0:128 5 (const int) 0:? Linker Objects -0:? 'foo' (global highp float) -0:? 'goodDecl' (global highp int) -0:? 'a1' (const highp int) +0:? 'foo' ( global highp float) +0:? 'goodDecl' ( global highp int) +0:? 'a1' ( const highp int) 0:? 4 (const int) -0:? 'a2' (const highp int) +0:? 'a2' ( const highp int) 0:? 3 (const int) -0:? 'a3' (const highp int) +0:? 'a3' ( const highp int) 0:? 4 (const int) -0:? 'a4' (const highp int) +0:? 'a4' ( const highp int) 0:? 3 (const int) -0:? 'q1' (global highp int) -0:? 'q2' (global highp int) -0:? 'q3' (global highp int) -0:? 'q4' (global highp int) -0:? 'abdece' (const highp int) +0:? 'q1' ( global highp int) +0:? 'q2' ( global highp int) +0:? 'q3' ( global highp int) +0:? 'q4' ( global highp int) +0:? 'abdece' ( const highp int) 0:? 10 (const int) -0:? 'aoeuntaoehu' (const highp int) +0:? 'aoeuntaoehu' ( const highp int) 0:? 10 (const int) -0:? 'funkyf' (global highp float) -0:? 'funkyh' (global highp int) -0:? 'funkyo' (global highp int) -0:? 'c' (global highp int) -0:? 'd' (global highp int) -0:? 'bar103' (global highp int) -0:? 'bar104' (global highp int) -0:? 'bar105' (global highp int) -0:? 'bar106' (global highp int) -0:? 'bar107' (global highp int) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'funkyf' ( global highp float) +0:? 'funkyh' ( global highp int) +0:? 'funkyo' ( global highp int) +0:? 'c' ( global highp int) +0:? 'd' ( global highp int) +0:? 'bar103' ( global highp int) +0:? 'bar104' ( global highp int) +0:? 'bar105' ( global highp int) +0:? 'bar106' ( global highp int) +0:? 'bar107' ( global highp int) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/lineContinuation100.vert.out b/Test/baseResults/lineContinuation100.vert.out index 1fb309b3..c86b52bf 100644 --- a/Test/baseResults/lineContinuation100.vert.out +++ b/Test/baseResults/lineContinuation100.vert.out @@ -25,57 +25,57 @@ ERROR: 20 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:20 Construct vec4 (temp highp 4-component vector of float) -0:20 'foo' (global highp float) -0:22 Function Definition: foo2(vf4; (global highp 4-component vector of float) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:20 Construct vec4 ( temp highp 4-component vector of float) +0:20 'foo' ( global highp float) +0:22 Function Definition: foo2(vf4; ( global highp 4-component vector of float) 0:22 Function Parameters: -0:22 'a' (in highp 4-component vector of float) +0:22 'a' ( in highp 4-component vector of float) 0:24 Sequence 0:24 Sequence -0:24 move second child to first child (temp highp 4-component vector of float) -0:24 'b' (temp highp 4-component vector of float) -0:24 'a' (in highp 4-component vector of float) +0:24 move second child to first child ( temp highp 4-component vector of float) +0:24 'b' ( temp highp 4-component vector of float) +0:24 'a' ( in highp 4-component vector of float) 0:25 Branch: Return with expression -0:25 'b' (temp highp 4-component vector of float) +0:25 'b' ( temp highp 4-component vector of float) 0:45 Sequence -0:45 move second child to first child (temp highp int) -0:45 'q1' (global highp int) +0:45 move second child to first child ( temp highp int) +0:45 'q1' ( global highp int) 0:45 Constant: 0:45 1 (const int) 0:46 Sequence -0:46 move second child to first child (temp highp int) -0:46 'q2' (global highp int) +0:46 move second child to first child ( temp highp int) +0:46 'q2' ( global highp int) 0:46 Constant: 0:46 1 (const int) 0:47 Sequence -0:47 move second child to first child (temp highp int) -0:47 'q3' (global highp int) +0:47 move second child to first child ( temp highp int) +0:47 'q3' ( global highp int) 0:47 Constant: 0:47 1 (const int) 0:48 Sequence -0:48 move second child to first child (temp highp int) -0:48 'q4' (global highp int) +0:48 move second child to first child ( temp highp int) +0:48 'q4' ( global highp int) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'foo' (global highp float) -0:? 'a1' (const highp int) +0:? 'foo' ( global highp float) +0:? 'a1' ( const highp int) 0:? 4 (const int) -0:? 'a2' (const highp int) +0:? 'a2' ( const highp int) 0:? 3 (const int) -0:? 'a3' (const highp int) +0:? 'a3' ( const highp int) 0:? 4 (const int) -0:? 'a4' (const highp int) +0:? 'a4' ( const highp int) 0:? 3 (const int) -0:? 'q1' (global highp int) -0:? 'q2' (global highp int) -0:? 'q3' (global highp int) -0:? 'q4' (global highp int) +0:? 'q1' ( global highp int) +0:? 'q2' ( global highp int) +0:? 'q3' ( global highp int) +0:? 'q4' ( global highp int) Linked vertex stage: @@ -83,45 +83,45 @@ Linked vertex stage: Shader version: 100 ERROR: node is still EOpNull! -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:20 Construct vec4 (temp highp 4-component vector of float) -0:20 'foo' (global highp float) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:20 Construct vec4 ( temp highp 4-component vector of float) +0:20 'foo' ( global highp float) 0:45 Sequence -0:45 move second child to first child (temp highp int) -0:45 'q1' (global highp int) +0:45 move second child to first child ( temp highp int) +0:45 'q1' ( global highp int) 0:45 Constant: 0:45 1 (const int) 0:46 Sequence -0:46 move second child to first child (temp highp int) -0:46 'q2' (global highp int) +0:46 move second child to first child ( temp highp int) +0:46 'q2' ( global highp int) 0:46 Constant: 0:46 1 (const int) 0:47 Sequence -0:47 move second child to first child (temp highp int) -0:47 'q3' (global highp int) +0:47 move second child to first child ( temp highp int) +0:47 'q3' ( global highp int) 0:47 Constant: 0:47 1 (const int) 0:48 Sequence -0:48 move second child to first child (temp highp int) -0:48 'q4' (global highp int) +0:48 move second child to first child ( temp highp int) +0:48 'q4' ( global highp int) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects -0:? 'foo' (global highp float) -0:? 'a1' (const highp int) +0:? 'foo' ( global highp float) +0:? 'a1' ( const highp int) 0:? 4 (const int) -0:? 'a2' (const highp int) +0:? 'a2' ( const highp int) 0:? 3 (const int) -0:? 'a3' (const highp int) +0:? 'a3' ( const highp int) 0:? 4 (const int) -0:? 'a4' (const highp int) +0:? 'a4' ( const highp int) 0:? 3 (const int) -0:? 'q1' (global highp int) -0:? 'q2' (global highp int) -0:? 'q3' (global highp int) -0:? 'q4' (global highp int) +0:? 'q1' ( global highp int) +0:? 'q2' ( global highp int) +0:? 'q3' ( global highp int) +0:? 'q4' ( global highp int) diff --git a/Test/baseResults/link1.frag.out b/Test/baseResults/link1.frag.out index 51d7475a..2ea63ad5 100644 --- a/Test/baseResults/link1.frag.out +++ b/Test/baseResults/link1.frag.out @@ -2,79 +2,79 @@ link1.frag Shader version: 130 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'a' (global 4-component vector of float) -0:8 vector-scale (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'a' ( global 4-component vector of float) +0:8 vector-scale ( temp 4-component vector of float) 0:8 Constant: 0:8 8.000000 -0:8 'uv4' (uniform 4-component vector of float) -0:13 Function Definition: main( (global void) +0:8 'uv4' ( uniform 4-component vector of float) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'b' (global 4-component vector of float) -0:17 vector-scale (temp 4-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'b' ( global 4-component vector of float) +0:17 vector-scale ( temp 4-component vector of float) 0:17 Constant: 0:17 8.000000 -0:17 'a' (global 4-component vector of float) -0:19 Function Definition: foo(mf22; (global 2-component vector of int) +0:17 'a' ( global 4-component vector of float) +0:19 Function Definition: foo(mf22; ( global 2-component vector of int) 0:19 Function Parameters: -0:19 'm' (in 2X2 matrix of float) +0:19 'm' ( in 2X2 matrix of float) 0:21 Sequence 0:21 Branch: Return with expression -0:21 Convert float to int (temp 2-component vector of int) -0:21 direct index (temp 2-component vector of float) -0:21 'm' (in 2X2 matrix of float) +0:21 Convert float to int ( temp 2-component vector of int) +0:21 direct index ( temp 2-component vector of float) +0:21 'm' ( in 2X2 matrix of float) 0:21 Constant: 0:21 0 (const int) 0:24 Sequence -0:24 move second child to first child (temp 4-component vector of float) -0:24 'c' (global 4-component vector of float) -0:24 component-wise multiply (temp 4-component vector of float) -0:24 'b' (global 4-component vector of float) -0:24 'b' (global 4-component vector of float) +0:24 move second child to first child ( temp 4-component vector of float) +0:24 'c' ( global 4-component vector of float) +0:24 component-wise multiply ( temp 4-component vector of float) +0:24 'b' ( global 4-component vector of float) +0:24 'b' ( global 4-component vector of float) 0:? Linker Objects -0:? 'uv4' (uniform 4-component vector of float) -0:? 'glass' (uniform 3-component vector of float) -0:? 'ci' (const int) +0:? 'uv4' ( uniform 4-component vector of float) +0:? 'glass' ( uniform 3-component vector of float) +0:? 'ci' ( const int) 0:? 8 (const int) -0:? 'a' (global 4-component vector of float) -0:? 'iv3' (smooth in 3-component vector of float) -0:? 'cup' (smooth in 4-component vector of float) -0:? 'b' (global 4-component vector of float) -0:? 'c' (global 4-component vector of float) -0:? 'cv3' (const 3-component vector of float) +0:? 'a' ( global 4-component vector of float) +0:? 'iv3' ( smooth in 3-component vector of float) +0:? 'cup' ( smooth in 4-component vector of float) +0:? 'b' ( global 4-component vector of float) +0:? 'c' ( global 4-component vector of float) +0:? 'cv3' ( const 3-component vector of float) 0:? 43.000000 0:? 0.340000 0:? 9.900000 -0:? 'cv3n' (const 3-component vector of float) +0:? 'cv3n' ( const 3-component vector of float) 0:? 43.000000 0:? 0.340000 0:? 9.900000 -0:? 'cv3e' (const 3-component vector of float) +0:? 'cv3e' ( const 3-component vector of float) 0:? 43.000000 0:? 0.340000 0:? 9.900000 -0:? 'um2' (uniform 2X2 matrix of float) +0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 -0:? 'um2n' (uniform 2X2 matrix of float) +0:? 'um2n' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 -0:? 'um2e' (uniform 2X2 matrix of float) +0:? 'um2e' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 -0:? 's' (uniform structure{global int a, global float b}) +0:? 's' ( uniform structure{ global int a, global float b}) 0:? 82 (const int) 0:? 3.900000 -0:? 'sn' (uniform structure{global int a, global float b}) -0:? 'se' (uniform structure{global int a, global float b}) +0:? 'sn' ( uniform structure{ global int a, global float b}) +0:? 'se' ( uniform structure{ global int a, global float b}) 0:? 82 (const int) 0:? 3.900000 @@ -84,20 +84,20 @@ Requested GL_OES_standard_derivatives Requested GL_OES_texture_3D 0:? Sequence 0:8 Sequence -0:8 move second child to first child (temp 4-component vector of float) -0:8 'd' (global 4-component vector of float) -0:8 vector-scale (temp 4-component vector of float) +0:8 move second child to first child ( temp 4-component vector of float) +0:8 'd' ( global 4-component vector of float) +0:8 vector-scale ( temp 4-component vector of float) 0:8 Constant: 0:8 8.000000 -0:8 'uv4' (uniform 4-component vector of float) +0:8 'uv4' ( uniform 4-component vector of float) 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'e' (global 4-component vector of float) -0:13 vector-scale (temp 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'e' ( global 4-component vector of float) +0:13 vector-scale ( temp 4-component vector of float) 0:13 Constant: 0:13 8.000000 -0:13 'd' (global 4-component vector of float) -0:15 Function Definition: foo( (global 2-component vector of int) +0:13 'd' ( global 4-component vector of float) +0:15 Function Definition: foo( ( global 2-component vector of int) 0:15 Function Parameters: 0:17 Sequence 0:17 Branch: Return with expression @@ -105,47 +105,47 @@ Requested GL_OES_texture_3D 0:17 2 (const int) 0:17 2 (const int) 0:20 Sequence -0:20 move second child to first child (temp 4-component vector of float) -0:20 'f' (global 4-component vector of float) -0:20 component-wise multiply (temp 4-component vector of float) -0:20 'e' (global 4-component vector of float) -0:20 'e' (global 4-component vector of float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'f' ( global 4-component vector of float) +0:20 component-wise multiply ( temp 4-component vector of float) +0:20 'e' ( global 4-component vector of float) +0:20 'e' ( global 4-component vector of float) 0:? Linker Objects -0:? 'uv4' (uniform 4-component vector of float) -0:? 'glass' (uniform 2-component vector of float) -0:? 'ci' (const int) +0:? 'uv4' ( uniform 4-component vector of float) +0:? 'glass' ( uniform 2-component vector of float) +0:? 'ci' ( const int) 0:? 8 (const int) -0:? 'd' (global 4-component vector of float) -0:? 'iv3' (smooth in 3-component vector of float) -0:? 'cup' (flat in 4-component vector of float) -0:? 'e' (global 4-component vector of float) -0:? 'f' (global 4-component vector of float) -0:? 'cv3' (const 3-component vector of float) +0:? 'd' ( global 4-component vector of float) +0:? 'iv3' ( smooth in 3-component vector of float) +0:? 'cup' ( flat in 4-component vector of float) +0:? 'e' ( global 4-component vector of float) +0:? 'f' ( global 4-component vector of float) +0:? 'cv3' ( const 3-component vector of float) 0:? 43.000000 0:? 0.340000 0:? 9.900000 -0:? 'cv3e' (const 3-component vector of float) +0:? 'cv3e' ( const 3-component vector of float) 0:? 43.000000 0:? 0.340000 0:? 2.900000 -0:? 'um2' (uniform 2X2 matrix of float) +0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 -0:? 'um2n' (uniform 2X2 matrix of float) -0:? 'um2e' (uniform 2X2 matrix of float) +0:? 'um2n' ( uniform 2X2 matrix of float) +0:? 'um2e' ( uniform 2X2 matrix of float) 0:? 3.000000 0:? 0.000000 0:? 0.000000 0:? 3.000000 -0:? 's' (uniform structure{global int a, global float b}) +0:? 's' ( uniform structure{ global int a, global float b}) 0:? 82 (const int) 0:? 3.900000 -0:? 'sn' (uniform structure{global int a, global float b}) +0:? 'sn' ( uniform structure{ global int a, global float b}) 0:? 82 (const int) 0:? 3.900000 -0:? 'se' (uniform structure{global int a, global float b}) +0:? 'se' ( uniform structure{ global int a, global float b}) 0:? 81 (const int) 0:? 3.900000 @@ -156,7 +156,7 @@ Requested GL_OES_standard_derivatives Requested GL_OES_texture_3D 0:? Sequence 0:? Linker Objects -0:? 'iv3' (smooth in highp 2-component vector of float) +0:? 'iv3' ( smooth in highp 2-component vector of float) ERROR: Cannot mix ES profile with non-ES profile shaders diff --git a/Test/baseResults/link1.vk.frag.out b/Test/baseResults/link1.vk.frag.out index 2688e634..436f5e21 100644 --- a/Test/baseResults/link1.vk.frag.out +++ b/Test/baseResults/link1.vk.frag.out @@ -4,14 +4,14 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp highp 4-component vector of float) -0:9 'color' (out highp 4-component vector of float) -0:9 Function Call: getColor( (global highp 4-component vector of float) +0:9 move second child to first child ( temp highp 4-component vector of float) +0:9 'color' ( out highp 4-component vector of float) +0:9 Function Call: getColor( ( global highp 4-component vector of float) 0:? Linker Objects -0:? 'color' (out highp 4-component vector of float) +0:? 'color' ( out highp 4-component vector of float) link2.vk.frag Warning, version 450 is not yet complete; most version-specific features are present, but some are missing. @@ -19,17 +19,17 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: getColor( (global highp 4-component vector of float) +0:5 Function Definition: getColor( ( global highp 4-component vector of float) 0:5 Function Parameters: 0:7 Sequence 0:7 Branch: Return with expression -0:7 texture (global highp 4-component vector of float) -0:7 's2D' (uniform highp sampler2D) +0:7 texture ( global highp 4-component vector of float) +0:7 's2D' ( uniform highp sampler2D) 0:7 Constant: 0:7 0.500000 0:7 0.500000 0:? Linker Objects -0:? 's2D' (uniform highp sampler2D) +0:? 's2D' ( uniform highp sampler2D) Linked fragment stage: @@ -38,23 +38,23 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 move second child to first child (temp highp 4-component vector of float) -0:9 'color' (out highp 4-component vector of float) -0:9 Function Call: getColor( (global highp 4-component vector of float) -0:5 Function Definition: getColor( (global highp 4-component vector of float) +0:9 move second child to first child ( temp highp 4-component vector of float) +0:9 'color' ( out highp 4-component vector of float) +0:9 Function Call: getColor( ( global highp 4-component vector of float) +0:5 Function Definition: getColor( ( global highp 4-component vector of float) 0:5 Function Parameters: 0:7 Sequence 0:7 Branch: Return with expression -0:7 texture (global highp 4-component vector of float) -0:7 's2D' (uniform highp sampler2D) +0:7 texture ( global highp 4-component vector of float) +0:7 's2D' ( uniform highp sampler2D) 0:7 Constant: 0:7 0.500000 0:7 0.500000 0:? Linker Objects -0:? 'color' (out highp 4-component vector of float) -0:? 's2D' (uniform highp sampler2D) +0:? 'color' ( out highp 4-component vector of float) +0:? 's2D' ( uniform highp sampler2D) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/localAggregates.frag.out b/Test/baseResults/localAggregates.frag.out index 2e8ae76c..ca445bcc 100644 --- a/Test/baseResults/localAggregates.frag.out +++ b/Test/baseResults/localAggregates.frag.out @@ -4,21 +4,21 @@ WARNING: 0:5: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:34 Function Definition: main( (global void) +0:34 Function Definition: main( ( global void) 0:34 Function Parameters: 0:? Sequence -0:41 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:41 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:41 Constant: 0:41 0 (const int) -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition -0:43 Compare Greater Than (temp bool) -0:43 i: direct index for structure (global int) -0:43 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:43 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:43 Compare Greater Than ( temp bool) +0:43 i: direct index for structure ( global int) +0:43 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:43 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:43 Constant: 0:43 0 (const int) 0:43 Constant: @@ -27,183 +27,183 @@ Shader version: 130 0:43 0 (const int) 0:43 true case 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 f: direct index for structure (global float) -0:44 s1_1: direct index for structure (global structure{global int i, global float f}) -0:44 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:44 move second child to first child ( temp float) +0:44 f: direct index for structure ( global float) +0:44 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:44 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 1.000000 -0:45 move second child to first child (temp float) -0:45 direct index (temp float) -0:45 'localFArray' (temp 16-element array of float) +0:45 move second child to first child ( temp float) +0:45 direct index ( temp float) +0:45 'localFArray' ( temp 16-element array of float) 0:45 Constant: 0:45 4 (const int) -0:45 direct index (temp float) -0:45 'coord' (smooth in 2-component vector of float) +0:45 direct index ( temp float) +0:45 'coord' ( smooth in 2-component vector of float) 0:45 Constant: 0:45 0 (const int) -0:46 move second child to first child (temp int) -0:46 direct index (temp int) -0:46 'localIArray' (temp 8-element array of int) +0:46 move second child to first child ( temp int) +0:46 direct index ( temp int) +0:46 'localIArray' ( temp 8-element array of int) 0:46 Constant: 0:46 2 (const int) -0:46 i: direct index for structure (global int) -0:46 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:46 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:46 i: direct index for structure ( global int) +0:46 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:46 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 0 (const int) 0:43 false case 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 f: direct index for structure (global float) -0:48 s1_1: direct index for structure (global structure{global int i, global float f}) -0:48 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:48 move second child to first child ( temp float) +0:48 f: direct index for structure ( global float) +0:48 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:48 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:48 Constant: 0:48 2 (const int) 0:48 Constant: 0:48 1 (const int) -0:48 direct index (temp float) -0:48 'coord' (smooth in 2-component vector of float) +0:48 direct index ( temp float) +0:48 'coord' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:49 move second child to first child (temp float) -0:49 direct index (temp float) -0:49 'localFArray' (temp 16-element array of float) +0:49 move second child to first child ( temp float) +0:49 direct index ( temp float) +0:49 'localFArray' ( temp 16-element array of float) 0:49 Constant: 0:49 4 (const int) 0:49 Constant: 0:49 1.000000 -0:50 move second child to first child (temp int) -0:50 direct index (temp int) -0:50 'localIArray' (temp 8-element array of int) +0:50 move second child to first child ( temp int) +0:50 direct index ( temp int) +0:50 'localIArray' ( temp 8-element array of int) 0:50 Constant: 0:50 2 (const int) 0:50 Constant: 0:50 0 (const int) -0:53 Test condition and select (temp void) +0:53 Test condition and select ( temp void) 0:53 Condition -0:53 Compare Equal (temp bool) -0:53 direct index (temp int) -0:53 'localIArray' (temp 8-element array of int) +0:53 Compare Equal ( temp bool) +0:53 direct index ( temp int) +0:53 'localIArray' ( temp 8-element array of int) 0:53 Constant: 0:53 2 (const int) 0:53 Constant: 0:53 0 (const int) 0:53 true case -0:54 Pre-Increment (temp float) -0:54 direct index (temp float) -0:54 'localFArray' (temp 16-element array of float) +0:54 Pre-Increment ( temp float) +0:54 direct index ( temp float) +0:54 'localFArray' ( temp 16-element array of float) 0:54 Constant: 0:54 4 (const int) 0:57 Sequence -0:57 move second child to first child (temp int) -0:57 'x' (temp int) +0:57 move second child to first child ( temp int) +0:57 'x' ( temp int) 0:57 Constant: 0:57 5 (const int) -0:58 move second child to first child (temp float) -0:58 indirect index (temp float) -0:58 'localArray' (temp 16-element array of float) -0:58 'x' (temp int) -0:58 direct index (temp float) -0:58 'coord' (smooth in 2-component vector of float) +0:58 move second child to first child ( temp float) +0:58 indirect index ( temp float) +0:58 'localArray' ( temp 16-element array of float) +0:58 'x' ( temp int) +0:58 direct index ( temp float) +0:58 'coord' ( smooth in 2-component vector of float) 0:58 Constant: 0:58 0 (const int) 0:62 Sequence 0:62 Sequence -0:62 move second child to first child (temp int) -0:62 'i' (temp int) +0:62 move second child to first child ( temp int) +0:62 'i' ( temp int) 0:62 Constant: 0:62 0 (const int) 0:62 Loop with condition tested first 0:62 Loop Condition -0:62 Compare Less Than (temp bool) -0:62 'i' (temp int) +0:62 Compare Less Than ( temp bool) +0:62 'i' ( temp int) 0:62 Constant: 0:62 16 (const int) 0:62 Loop Body -0:63 move second child to first child (temp float) -0:63 indirect index (temp float) -0:63 'a' (temp 16-element array of float) -0:63 'i' (temp int) +0:63 move second child to first child ( temp float) +0:63 indirect index ( temp float) +0:63 'a' ( temp 16-element array of float) +0:63 'i' ( temp int) 0:63 Constant: 0:63 0.000000 0:62 Loop Terminal Expression -0:62 Post-Increment (temp int) -0:62 'i' (temp int) -0:65 Test condition and select (temp void) +0:62 Post-Increment ( temp int) +0:62 'i' ( temp int) +0:65 Test condition and select ( temp void) 0:65 Condition -0:65 Compare Equal (temp bool) -0:65 'condition' (uniform int) +0:65 Compare Equal ( temp bool) +0:65 'condition' ( uniform int) 0:65 Constant: 0:65 1 (const int) 0:65 true case -0:66 move second child to first child (temp 16-element array of float) -0:66 'a' (temp 16-element array of float) -0:66 'localArray' (temp 16-element array of float) -0:68 move second child to first child (temp 4-component vector of float) -0:68 bleh: direct index for structure (global 4-component vector of float) -0:68 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:66 move second child to first child ( temp 16-element array of float) +0:66 'a' ( temp 16-element array of float) +0:66 'localArray' ( temp 16-element array of float) +0:68 move second child to first child ( temp 4-component vector of float) +0:68 bleh: direct index for structure ( global 4-component vector of float) +0:68 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:68 Constant: 0:68 3 (const int) -0:68 'color' (smooth in 4-component vector of float) -0:69 move second child to first child (temp float) -0:69 direct index (temp float) -0:69 bleh: direct index for structure (global 4-component vector of float) -0:69 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:68 'color' ( smooth in 4-component vector of float) +0:69 move second child to first child ( temp float) +0:69 direct index ( temp float) +0:69 bleh: direct index for structure ( global 4-component vector of float) +0:69 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:69 Constant: 0:69 3 (const int) 0:69 Constant: 0:69 2 (const int) -0:69 direct index (temp float) -0:69 'coord' (smooth in 2-component vector of float) +0:69 direct index ( temp float) +0:69 'coord' ( smooth in 2-component vector of float) 0:69 Constant: 0:69 1 (const int) -0:71 move second child to first child (temp 4-component vector of float) -0:71 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:71 component-wise multiply (temp 4-component vector of float) -0:71 vector-scale (temp 4-component vector of float) -0:71 bleh: direct index for structure (global 4-component vector of float) -0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:71 move second child to first child ( temp 4-component vector of float) +0:71 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:71 component-wise multiply ( temp 4-component vector of float) +0:71 vector-scale ( temp 4-component vector of float) +0:71 bleh: direct index for structure ( global 4-component vector of float) +0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:71 Constant: 0:71 3 (const int) -0:71 add (temp float) -0:71 add (temp float) -0:71 add (temp float) -0:71 direct index (temp float) -0:71 'localFArray' (temp 16-element array of float) +0:71 add ( temp float) +0:71 add ( temp float) +0:71 add ( temp float) +0:71 direct index ( temp float) +0:71 'localFArray' ( temp 16-element array of float) 0:71 Constant: 0:71 4 (const int) -0:71 f: direct index for structure (global float) -0:71 s1_1: direct index for structure (global structure{global int i, global float f}) -0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:71 f: direct index for structure ( global float) +0:71 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:71 Constant: 0:71 2 (const int) 0:71 Constant: 0:71 1 (const int) -0:71 indirect index (temp float) -0:71 'localArray' (temp 16-element array of float) -0:71 'x' (temp int) -0:71 indirect index (temp float) -0:71 'a' (temp 16-element array of float) -0:71 'x' (temp int) -0:71 texture (global 4-component vector of float) -0:71 'sampler' (uniform sampler2D) -0:71 'coord' (smooth in 2-component vector of float) +0:71 indirect index ( temp float) +0:71 'localArray' ( temp 16-element array of float) +0:71 'x' ( temp int) +0:71 indirect index ( temp float) +0:71 'a' ( temp 16-element array of float) +0:71 'x' ( temp int) +0:71 texture ( global 4-component vector of float) +0:71 'sampler' ( uniform sampler2D) +0:71 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'color' (smooth in 4-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'uFloatArray' (uniform 16-element array of float) -0:? 'condition' (uniform int) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'uFloatArray' ( uniform 16-element array of float) +0:? 'condition' ( uniform int) Linked fragment stage: @@ -211,21 +211,21 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:34 Function Definition: main( (global void) +0:34 Function Definition: main( ( global void) 0:34 Function Parameters: 0:? Sequence -0:41 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:41 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:41 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:41 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:41 Constant: 0:41 0 (const int) -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition -0:43 Compare Greater Than (temp bool) -0:43 i: direct index for structure (global int) -0:43 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:43 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:43 Compare Greater Than ( temp bool) +0:43 i: direct index for structure ( global int) +0:43 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:43 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:43 Constant: 0:43 0 (const int) 0:43 Constant: @@ -234,181 +234,181 @@ Shader version: 130 0:43 0 (const int) 0:43 true case 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 f: direct index for structure (global float) -0:44 s1_1: direct index for structure (global structure{global int i, global float f}) -0:44 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:44 move second child to first child ( temp float) +0:44 f: direct index for structure ( global float) +0:44 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:44 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 1 (const int) 0:44 Constant: 0:44 1.000000 -0:45 move second child to first child (temp float) -0:45 direct index (temp float) -0:45 'localFArray' (temp 16-element array of float) +0:45 move second child to first child ( temp float) +0:45 direct index ( temp float) +0:45 'localFArray' ( temp 16-element array of float) 0:45 Constant: 0:45 4 (const int) -0:45 direct index (temp float) -0:45 'coord' (smooth in 2-component vector of float) +0:45 direct index ( temp float) +0:45 'coord' ( smooth in 2-component vector of float) 0:45 Constant: 0:45 0 (const int) -0:46 move second child to first child (temp int) -0:46 direct index (temp int) -0:46 'localIArray' (temp 8-element array of int) +0:46 move second child to first child ( temp int) +0:46 direct index ( temp int) +0:46 'localIArray' ( temp 8-element array of int) 0:46 Constant: 0:46 2 (const int) -0:46 i: direct index for structure (global int) -0:46 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:46 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:46 i: direct index for structure ( global int) +0:46 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:46 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 0 (const int) 0:43 false case 0:48 Sequence -0:48 move second child to first child (temp float) -0:48 f: direct index for structure (global float) -0:48 s1_1: direct index for structure (global structure{global int i, global float f}) -0:48 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:48 move second child to first child ( temp float) +0:48 f: direct index for structure ( global float) +0:48 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:48 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:48 Constant: 0:48 2 (const int) 0:48 Constant: 0:48 1 (const int) -0:48 direct index (temp float) -0:48 'coord' (smooth in 2-component vector of float) +0:48 direct index ( temp float) +0:48 'coord' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:49 move second child to first child (temp float) -0:49 direct index (temp float) -0:49 'localFArray' (temp 16-element array of float) +0:49 move second child to first child ( temp float) +0:49 direct index ( temp float) +0:49 'localFArray' ( temp 16-element array of float) 0:49 Constant: 0:49 4 (const int) 0:49 Constant: 0:49 1.000000 -0:50 move second child to first child (temp int) -0:50 direct index (temp int) -0:50 'localIArray' (temp 8-element array of int) +0:50 move second child to first child ( temp int) +0:50 direct index ( temp int) +0:50 'localIArray' ( temp 8-element array of int) 0:50 Constant: 0:50 2 (const int) 0:50 Constant: 0:50 0 (const int) -0:53 Test condition and select (temp void) +0:53 Test condition and select ( temp void) 0:53 Condition -0:53 Compare Equal (temp bool) -0:53 direct index (temp int) -0:53 'localIArray' (temp 8-element array of int) +0:53 Compare Equal ( temp bool) +0:53 direct index ( temp int) +0:53 'localIArray' ( temp 8-element array of int) 0:53 Constant: 0:53 2 (const int) 0:53 Constant: 0:53 0 (const int) 0:53 true case -0:54 Pre-Increment (temp float) -0:54 direct index (temp float) -0:54 'localFArray' (temp 16-element array of float) +0:54 Pre-Increment ( temp float) +0:54 direct index ( temp float) +0:54 'localFArray' ( temp 16-element array of float) 0:54 Constant: 0:54 4 (const int) 0:57 Sequence -0:57 move second child to first child (temp int) -0:57 'x' (temp int) +0:57 move second child to first child ( temp int) +0:57 'x' ( temp int) 0:57 Constant: 0:57 5 (const int) -0:58 move second child to first child (temp float) -0:58 indirect index (temp float) -0:58 'localArray' (temp 16-element array of float) -0:58 'x' (temp int) -0:58 direct index (temp float) -0:58 'coord' (smooth in 2-component vector of float) +0:58 move second child to first child ( temp float) +0:58 indirect index ( temp float) +0:58 'localArray' ( temp 16-element array of float) +0:58 'x' ( temp int) +0:58 direct index ( temp float) +0:58 'coord' ( smooth in 2-component vector of float) 0:58 Constant: 0:58 0 (const int) 0:62 Sequence 0:62 Sequence -0:62 move second child to first child (temp int) -0:62 'i' (temp int) +0:62 move second child to first child ( temp int) +0:62 'i' ( temp int) 0:62 Constant: 0:62 0 (const int) 0:62 Loop with condition tested first 0:62 Loop Condition -0:62 Compare Less Than (temp bool) -0:62 'i' (temp int) +0:62 Compare Less Than ( temp bool) +0:62 'i' ( temp int) 0:62 Constant: 0:62 16 (const int) 0:62 Loop Body -0:63 move second child to first child (temp float) -0:63 indirect index (temp float) -0:63 'a' (temp 16-element array of float) -0:63 'i' (temp int) +0:63 move second child to first child ( temp float) +0:63 indirect index ( temp float) +0:63 'a' ( temp 16-element array of float) +0:63 'i' ( temp int) 0:63 Constant: 0:63 0.000000 0:62 Loop Terminal Expression -0:62 Post-Increment (temp int) -0:62 'i' (temp int) -0:65 Test condition and select (temp void) +0:62 Post-Increment ( temp int) +0:62 'i' ( temp int) +0:65 Test condition and select ( temp void) 0:65 Condition -0:65 Compare Equal (temp bool) -0:65 'condition' (uniform int) +0:65 Compare Equal ( temp bool) +0:65 'condition' ( uniform int) 0:65 Constant: 0:65 1 (const int) 0:65 true case -0:66 move second child to first child (temp 16-element array of float) -0:66 'a' (temp 16-element array of float) -0:66 'localArray' (temp 16-element array of float) -0:68 move second child to first child (temp 4-component vector of float) -0:68 bleh: direct index for structure (global 4-component vector of float) -0:68 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:66 move second child to first child ( temp 16-element array of float) +0:66 'a' ( temp 16-element array of float) +0:66 'localArray' ( temp 16-element array of float) +0:68 move second child to first child ( temp 4-component vector of float) +0:68 bleh: direct index for structure ( global 4-component vector of float) +0:68 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:68 Constant: 0:68 3 (const int) -0:68 'color' (smooth in 4-component vector of float) -0:69 move second child to first child (temp float) -0:69 direct index (temp float) -0:69 bleh: direct index for structure (global 4-component vector of float) -0:69 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:68 'color' ( smooth in 4-component vector of float) +0:69 move second child to first child ( temp float) +0:69 direct index ( temp float) +0:69 bleh: direct index for structure ( global 4-component vector of float) +0:69 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:69 Constant: 0:69 3 (const int) 0:69 Constant: 0:69 2 (const int) -0:69 direct index (temp float) -0:69 'coord' (smooth in 2-component vector of float) +0:69 direct index ( temp float) +0:69 'coord' ( smooth in 2-component vector of float) 0:69 Constant: 0:69 1 (const int) -0:71 move second child to first child (temp 4-component vector of float) -0:71 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:71 component-wise multiply (temp 4-component vector of float) -0:71 vector-scale (temp 4-component vector of float) -0:71 bleh: direct index for structure (global 4-component vector of float) -0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:71 move second child to first child ( temp 4-component vector of float) +0:71 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:71 component-wise multiply ( temp 4-component vector of float) +0:71 vector-scale ( temp 4-component vector of float) +0:71 bleh: direct index for structure ( global 4-component vector of float) +0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:71 Constant: 0:71 3 (const int) -0:71 add (temp float) -0:71 add (temp float) -0:71 add (temp float) -0:71 direct index (temp float) -0:71 'localFArray' (temp 16-element array of float) +0:71 add ( temp float) +0:71 add ( temp float) +0:71 add ( temp float) +0:71 direct index ( temp float) +0:71 'localFArray' ( temp 16-element array of float) 0:71 Constant: 0:71 4 (const int) -0:71 f: direct index for structure (global float) -0:71 s1_1: direct index for structure (global structure{global int i, global float f}) -0:71 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:71 f: direct index for structure ( global float) +0:71 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:71 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) 0:71 Constant: 0:71 2 (const int) 0:71 Constant: 0:71 1 (const int) -0:71 indirect index (temp float) -0:71 'localArray' (temp 16-element array of float) -0:71 'x' (temp int) -0:71 indirect index (temp float) -0:71 'a' (temp 16-element array of float) -0:71 'x' (temp int) -0:71 texture (global 4-component vector of float) -0:71 'sampler' (uniform sampler2D) -0:71 'coord' (smooth in 2-component vector of float) +0:71 indirect index ( temp float) +0:71 'localArray' ( temp 16-element array of float) +0:71 'x' ( temp int) +0:71 indirect index ( temp float) +0:71 'a' ( temp 16-element array of float) +0:71 'x' ( temp int) +0:71 texture ( global 4-component vector of float) +0:71 'sampler' ( uniform sampler2D) +0:71 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'color' (smooth in 4-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh}) -0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'uFloatArray' (uniform 16-element array of float) -0:? 'condition' (uniform int) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh}) +0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1, global 4-component vector of float bleh} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'uFloatArray' ( uniform 16-element array of float) +0:? 'condition' ( uniform int) diff --git a/Test/baseResults/loops.frag.out b/Test/baseResults/loops.frag.out index b592dbd8..cf382995 100644 --- a/Test/baseResults/loops.frag.out +++ b/Test/baseResults/loops.frag.out @@ -3,59 +3,59 @@ WARNING: 0:14: varying deprecated in version 130; may be removed in future relea Shader version: 130 0:? Sequence -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:55 Sequence 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 'BaseColor' (smooth in 4-component vector of float) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 'BaseColor' ( smooth in 4-component vector of float) 0:58 Loop with condition tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:59 Sequence -0:59 Test condition and select (temp void) +0:59 Test condition and select ( temp void) 0:59 Condition -0:59 Compare Less Than (temp bool) -0:59 direct index (temp float) -0:59 'color' (temp 4-component vector of float) +0:59 Compare Less Than ( temp bool) +0:59 direct index ( temp float) +0:59 'color' ( temp 4-component vector of float) 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 0.330000 0:59 true case 0:60 Sequence -0:60 add second child into first child (temp 4-component vector of float) -0:60 'color' (temp 4-component vector of float) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'color' ( temp 4-component vector of float) 0:60 Constant: 0:60 0.330000 0:60 0.330000 0:60 0.330000 0:60 0.330000 0:61 Branch: Break -0:63 Test condition and select (temp void) +0:63 Test condition and select ( temp void) 0:63 Condition -0:63 Compare Less Than (temp bool) -0:63 direct index (temp float) -0:63 'color' (temp 4-component vector of float) +0:63 Compare Less Than ( temp bool) +0:63 direct index ( temp float) +0:63 'color' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 0.660000 0:63 true case 0:64 Sequence -0:64 add second child into first child (temp 4-component vector of float) -0:64 'color' (temp 4-component vector of float) +0:64 add second child into first child ( temp 4-component vector of float) +0:64 'color' ( temp 4-component vector of float) 0:64 Constant: 0:64 0.660000 0:64 0.660000 0:64 0.660000 0:64 0.660000 0:65 Branch: Break -0:68 add second child into first child (temp 4-component vector of float) -0:68 'color' (temp 4-component vector of float) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'color' ( temp 4-component vector of float) 0:68 Constant: 0:68 0.330000 0:68 0.330000 @@ -64,475 +64,475 @@ Shader version: 130 0:69 Branch: Break 0:73 Loop with condition tested first 0:73 Loop Condition -0:73 Compare Less Than (temp bool) -0:73 direct index (temp float) -0:73 'color' (temp 4-component vector of float) +0:73 Compare Less Than ( temp bool) +0:73 direct index ( temp float) +0:73 'color' ( temp 4-component vector of float) 0:73 Constant: 0:73 0 (const int) -0:73 'd' (uniform float) +0:73 'd' ( uniform float) 0:73 Loop Body 0:74 Sequence -0:74 add second child into first child (temp 4-component vector of float) -0:74 'color' (temp 4-component vector of float) -0:74 'bigColor' (uniform 4-component vector of float) +0:74 add second child into first child ( temp 4-component vector of float) +0:74 'color' ( temp 4-component vector of float) +0:74 'bigColor' ( uniform 4-component vector of float) 0:78 Loop with condition tested first 0:78 Loop Condition -0:78 Compare Less Than (temp bool) -0:78 direct index (temp float) -0:78 'color' (temp 4-component vector of float) +0:78 Compare Less Than ( temp bool) +0:78 direct index ( temp float) +0:78 'color' ( temp 4-component vector of float) 0:78 Constant: 0:78 2 (const int) -0:78 'd' (uniform float) +0:78 'd' ( uniform float) 0:78 Loop Body 0:79 Sequence -0:79 add second child into first child (temp 4-component vector of float) -0:79 'color' (temp 4-component vector of float) -0:79 'bigColor1_1' (uniform 4-component vector of float) -0:80 Test condition and select (temp void) +0:79 add second child into first child ( temp 4-component vector of float) +0:79 'color' ( temp 4-component vector of float) +0:79 'bigColor1_1' ( uniform 4-component vector of float) +0:80 Test condition and select ( temp void) 0:80 Condition -0:80 Compare Less Than (temp bool) -0:80 direct index (temp float) -0:80 'color' (temp 4-component vector of float) +0:80 Compare Less Than ( temp bool) +0:80 direct index ( temp float) +0:80 'color' ( temp 4-component vector of float) 0:80 Constant: 0:80 3 (const int) -0:80 'd' (uniform float) +0:80 'd' ( uniform float) 0:80 true case 0:81 Branch: Continue -0:83 add second child into first child (temp 4-component vector of float) -0:83 'color' (temp 4-component vector of float) -0:83 'bigColor1_1' (uniform 4-component vector of float) +0:83 add second child into first child ( temp 4-component vector of float) +0:83 'color' ( temp 4-component vector of float) +0:83 'bigColor1_1' ( uniform 4-component vector of float) 0:87 Loop with condition tested first 0:87 Loop Condition -0:87 Compare Less Than (temp bool) -0:87 direct index (temp float) -0:87 'color' (temp 4-component vector of float) +0:87 Compare Less Than ( temp bool) +0:87 direct index ( temp float) +0:87 'color' ( temp 4-component vector of float) 0:87 Constant: 0:87 0 (const int) 0:87 Constant: 0:87 42.000000 0:87 Loop Body 0:88 Sequence -0:88 Pre-Increment (temp 4-component vector of float) -0:88 'color' (temp 4-component vector of float) +0:88 Pre-Increment ( temp 4-component vector of float) +0:88 'color' ( temp 4-component vector of float) 0:92 Loop with condition tested first 0:92 Loop Condition -0:92 logical-and (temp bool) -0:92 Compare Less Than (temp bool) -0:92 direct index (temp float) -0:92 'color' (temp 4-component vector of float) +0:92 logical-and ( temp bool) +0:92 Compare Less Than ( temp bool) +0:92 direct index ( temp float) +0:92 'color' ( temp 4-component vector of float) 0:92 Constant: 0:92 3 (const int) -0:92 'd2' (uniform float) -0:92 Compare Less Than (temp bool) -0:92 direct index (temp float) -0:92 'color' (temp 4-component vector of float) +0:92 'd2' ( uniform float) +0:92 Compare Less Than ( temp bool) +0:92 direct index ( temp float) +0:92 'color' ( temp 4-component vector of float) 0:92 Constant: 0:92 1 (const int) -0:92 'd3' (uniform float) +0:92 'd3' ( uniform float) 0:92 Loop Body 0:93 Sequence -0:93 add second child into first child (temp 4-component vector of float) -0:93 'color' (temp 4-component vector of float) -0:93 'bigColor1_2' (uniform 4-component vector of float) +0:93 add second child into first child ( temp 4-component vector of float) +0:93 'color' ( temp 4-component vector of float) +0:93 'bigColor1_2' ( uniform 4-component vector of float) 0:97 Loop with condition tested first 0:97 Loop Condition -0:97 Compare Less Than (temp bool) -0:97 direct index (temp float) -0:97 'color' (temp 4-component vector of float) +0:97 Compare Less Than ( temp bool) +0:97 direct index ( temp float) +0:97 'color' ( temp 4-component vector of float) 0:97 Constant: 0:97 2 (const int) -0:97 'd3' (uniform float) +0:97 'd3' ( uniform float) 0:97 Loop Body 0:98 Sequence -0:98 add second child into first child (temp 4-component vector of float) -0:98 'color' (temp 4-component vector of float) -0:98 'bigColor1_3' (uniform 4-component vector of float) -0:99 Test condition and select (temp void) +0:98 add second child into first child ( temp 4-component vector of float) +0:98 'color' ( temp 4-component vector of float) +0:98 'bigColor1_3' ( uniform 4-component vector of float) +0:99 Test condition and select ( temp void) 0:99 Condition -0:99 Compare Less Than (temp bool) -0:99 direct index (temp float) -0:99 'color' (temp 4-component vector of float) +0:99 Compare Less Than ( temp bool) +0:99 direct index ( temp float) +0:99 'color' ( temp 4-component vector of float) 0:99 Constant: 0:99 1 (const int) -0:99 'd4' (uniform float) +0:99 'd4' ( uniform float) 0:99 true case 0:100 Branch: Break -0:101 add second child into first child (temp 4-component vector of float) -0:101 'color' (temp 4-component vector of float) -0:101 'bigColor1_3' (uniform 4-component vector of float) +0:101 add second child into first child ( temp 4-component vector of float) +0:101 'color' ( temp 4-component vector of float) +0:101 'bigColor1_3' ( uniform 4-component vector of float) 0:105 Sequence 0:105 Sequence -0:105 move second child to first child (temp int) -0:105 'i' (temp int) +0:105 move second child to first child ( temp int) +0:105 'i' ( temp int) 0:105 Constant: 0:105 0 (const int) 0:105 Loop with condition tested first 0:105 Loop Condition -0:105 Compare Less Than (temp bool) -0:105 'i' (temp int) -0:105 'Count' (uniform int) +0:105 Compare Less Than ( temp bool) +0:105 'i' ( temp int) +0:105 'Count' ( uniform int) 0:105 Loop Body 0:106 Sequence -0:106 add second child into first child (temp 4-component vector of float) -0:106 'color' (temp 4-component vector of float) -0:106 'bigColor2' (uniform 4-component vector of float) +0:106 add second child into first child ( temp 4-component vector of float) +0:106 'color' ( temp 4-component vector of float) +0:106 'bigColor2' ( uniform 4-component vector of float) 0:105 Loop Terminal Expression -0:105 Pre-Increment (temp int) -0:105 'i' (temp int) +0:105 Pre-Increment ( temp int) +0:105 'i' ( temp int) 0:112 Loop with condition not tested first 0:112 Loop Condition -0:112 Compare Less Than (temp bool) -0:112 direct index (temp float) -0:112 'color' (temp 4-component vector of float) +0:112 Compare Less Than ( temp bool) +0:112 direct index ( temp float) +0:112 'color' ( temp 4-component vector of float) 0:112 Constant: 0:112 0 (const int) -0:112 'd2' (uniform float) +0:112 'd2' ( uniform float) 0:112 Loop Body 0:111 Sequence -0:111 add second child into first child (temp 4-component vector of float) -0:111 'color' (temp 4-component vector of float) -0:111 'bigColor3' (uniform 4-component vector of float) +0:111 add second child into first child ( temp 4-component vector of float) +0:111 'color' ( temp 4-component vector of float) +0:111 'bigColor3' ( uniform 4-component vector of float) 0:115 Sequence 0:115 Sequence -0:115 move second child to first child (temp int) -0:115 'i' (temp int) +0:115 move second child to first child ( temp int) +0:115 'i' ( temp int) 0:115 Constant: 0:115 0 (const int) 0:115 Loop with condition tested first 0:115 Loop Condition -0:115 Compare Less Than (temp bool) -0:115 'i' (temp int) +0:115 Compare Less Than ( temp bool) +0:115 'i' ( temp int) 0:115 Constant: 0:115 42 (const int) 0:115 Loop Body 0:116 Sequence -0:116 add second child into first child (temp float) -0:116 direct index (temp float) -0:116 'color' (temp 4-component vector of float) +0:116 add second child into first child ( temp float) +0:116 direct index ( temp float) +0:116 'color' ( temp 4-component vector of float) 0:116 Constant: 0:116 2 (const int) -0:116 'd3' (uniform float) +0:116 'd3' ( uniform float) 0:115 Loop Terminal Expression -0:115 Pre-Increment (temp int) -0:115 'i' (temp int) +0:115 Pre-Increment ( temp int) +0:115 'i' ( temp int) 0:120 Sequence 0:120 Sequence -0:120 move second child to first child (temp int) -0:120 'i' (temp int) +0:120 move second child to first child ( temp int) +0:120 'i' ( temp int) 0:120 Constant: 0:120 0 (const int) 0:120 Loop with condition tested first 0:120 Loop Condition -0:120 Compare Less Than (temp bool) -0:120 'i' (temp int) +0:120 Compare Less Than ( temp bool) +0:120 'i' ( temp int) 0:120 Constant: 0:120 100 (const int) 0:120 Loop Body 0:121 Sequence -0:121 Test condition and select (temp void) +0:121 Test condition and select ( temp void) 0:121 Condition -0:121 Compare Less Than (temp bool) -0:121 direct index (temp float) -0:121 'color' (temp 4-component vector of float) +0:121 Compare Less Than ( temp bool) +0:121 direct index ( temp float) +0:121 'color' ( temp 4-component vector of float) 0:121 Constant: 0:121 2 (const int) 0:121 Constant: 0:121 20.000000 0:121 true case -0:122 Post-Increment (temp float) -0:122 direct index (temp float) -0:122 'color' (temp 4-component vector of float) +0:122 Post-Increment ( temp float) +0:122 direct index ( temp float) +0:122 'color' ( temp 4-component vector of float) 0:122 Constant: 0:122 0 (const int) 0:121 false case -0:124 Post-Increment (temp float) -0:124 direct index (temp float) -0:124 'color' (temp 4-component vector of float) +0:124 Post-Increment ( temp float) +0:124 direct index ( temp float) +0:124 'color' ( temp 4-component vector of float) 0:124 Constant: 0:124 1 (const int) -0:125 Test condition and select (temp void) +0:125 Test condition and select ( temp void) 0:125 Condition -0:125 Compare Less Than (temp bool) -0:125 direct index (temp float) -0:125 'color' (temp 4-component vector of float) +0:125 Compare Less Than ( temp bool) +0:125 direct index ( temp float) +0:125 'color' ( temp 4-component vector of float) 0:125 Constant: 0:125 3 (const int) 0:125 Constant: 0:125 20.000000 0:125 true case -0:126 Test condition and select (temp void) +0:126 Test condition and select ( temp void) 0:126 Condition -0:126 Compare Greater Than (temp bool) -0:126 direct index (temp float) -0:126 'color' (temp 4-component vector of float) +0:126 Compare Greater Than ( temp bool) +0:126 direct index ( temp float) +0:126 'color' ( temp 4-component vector of float) 0:126 Constant: 0:126 2 (const int) -0:126 direct index (temp float) -0:126 'color' (temp 4-component vector of float) +0:126 direct index ( temp float) +0:126 'color' ( temp 4-component vector of float) 0:126 Constant: 0:126 1 (const int) 0:126 true case 0:127 Constant: 0:127 0 (const int) 0:120 Loop Terminal Expression -0:120 Pre-Increment (temp int) -0:120 'i' (temp int) +0:120 Pre-Increment ( temp int) +0:120 'i' ( temp int) 0:131 Sequence 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'i' (temp int) +0:131 move second child to first child ( temp int) +0:131 'i' ( temp int) 0:131 Constant: 0:131 0 (const int) 0:131 Loop with condition tested first 0:131 Loop Condition -0:131 Compare Less Than (temp bool) -0:131 'i' (temp int) +0:131 Compare Less Than ( temp bool) +0:131 'i' ( temp int) 0:131 Constant: 0:131 120 (const int) 0:131 Loop Body 0:132 Sequence -0:132 Test condition and select (temp void) +0:132 Test condition and select ( temp void) 0:132 Condition -0:132 Compare Less Than (temp bool) -0:132 direct index (temp float) -0:132 'color' (temp 4-component vector of float) +0:132 Compare Less Than ( temp bool) +0:132 direct index ( temp float) +0:132 'color' ( temp 4-component vector of float) 0:132 Constant: 0:132 2 (const int) 0:132 Constant: 0:132 20.000000 0:132 true case -0:133 Post-Increment (temp float) -0:133 direct index (temp float) -0:133 'color' (temp 4-component vector of float) +0:133 Post-Increment ( temp float) +0:133 direct index ( temp float) +0:133 'color' ( temp 4-component vector of float) 0:133 Constant: 0:133 0 (const int) 0:132 false case -0:135 Post-Increment (temp float) -0:135 direct index (temp float) -0:135 'color' (temp 4-component vector of float) +0:135 Post-Increment ( temp float) +0:135 direct index ( temp float) +0:135 'color' ( temp 4-component vector of float) 0:135 Constant: 0:135 1 (const int) 0:131 Loop Terminal Expression -0:131 Pre-Increment (temp int) -0:131 'i' (temp int) +0:131 Pre-Increment ( temp int) +0:131 'i' ( temp int) 0:139 Sequence 0:139 Sequence -0:139 move second child to first child (temp int) -0:139 'i' (temp int) +0:139 move second child to first child ( temp int) +0:139 'i' ( temp int) 0:139 Constant: 0:139 0 (const int) 0:139 Loop with condition tested first 0:139 Loop Condition -0:139 Compare Less Than (temp bool) -0:139 'i' (temp int) +0:139 Compare Less Than ( temp bool) +0:139 'i' ( temp int) 0:139 Constant: 0:139 42 (const int) 0:139 Loop Body 0:140 Sequence -0:140 add second child into first child (temp float) -0:140 direct index (temp float) -0:140 'color' (temp 4-component vector of float) +0:140 add second child into first child ( temp float) +0:140 direct index ( temp float) +0:140 'color' ( temp 4-component vector of float) 0:140 Constant: 0:140 2 (const int) -0:140 'd3' (uniform float) -0:141 Test condition and select (temp void) +0:140 'd3' ( uniform float) +0:141 Test condition and select ( temp void) 0:141 Condition -0:141 Compare Less Than (temp bool) -0:141 direct index (temp float) -0:141 'color' (temp 4-component vector of float) +0:141 Compare Less Than ( temp bool) +0:141 direct index ( temp float) +0:141 'color' ( temp 4-component vector of float) 0:141 Constant: 0:141 0 (const int) -0:141 'd4' (uniform float) +0:141 'd4' ( uniform float) 0:141 true case 0:142 Branch: Continue -0:143 Pre-Increment (temp float) -0:143 direct index (temp float) -0:143 'color' (temp 4-component vector of float) +0:143 Pre-Increment ( temp float) +0:143 direct index ( temp float) +0:143 'color' ( temp 4-component vector of float) 0:143 Constant: 0:143 3 (const int) 0:139 Loop Terminal Expression -0:139 Pre-Increment (temp int) -0:139 'i' (temp int) +0:139 Pre-Increment ( temp int) +0:139 'i' ( temp int) 0:147 Sequence 0:147 Sequence -0:147 move second child to first child (temp int) -0:147 'i' (temp int) +0:147 move second child to first child ( temp int) +0:147 'i' ( temp int) 0:147 Constant: 0:147 0 (const int) 0:147 Loop with condition tested first 0:147 Loop Condition -0:147 Compare Less Than (temp bool) -0:147 'i' (temp int) +0:147 Compare Less Than ( temp bool) +0:147 'i' ( temp int) 0:147 Constant: 0:147 42 (const int) 0:147 Loop Body 0:148 Sequence -0:148 add second child into first child (temp float) -0:148 direct index (temp float) -0:148 'color' (temp 4-component vector of float) +0:148 add second child into first child ( temp float) +0:148 direct index ( temp float) +0:148 'color' ( temp 4-component vector of float) 0:148 Constant: 0:148 2 (const int) -0:148 'd3' (uniform float) -0:149 Test condition and select (temp void) +0:148 'd3' ( uniform float) +0:149 Test condition and select ( temp void) 0:149 Condition -0:149 Compare Less Than (temp bool) -0:149 direct index (temp float) -0:149 'color' (temp 4-component vector of float) +0:149 Compare Less Than ( temp bool) +0:149 direct index ( temp float) +0:149 'color' ( temp 4-component vector of float) 0:149 Constant: 0:149 0 (const int) -0:149 'd4' (uniform float) +0:149 'd4' ( uniform float) 0:149 true case 0:150 Branch: Break -0:151 Pre-Increment (temp float) -0:151 direct index (temp float) -0:151 'color' (temp 4-component vector of float) +0:151 Pre-Increment ( temp float) +0:151 direct index ( temp float) +0:151 'color' ( temp 4-component vector of float) 0:151 Constant: 0:151 3 (const int) 0:147 Loop Terminal Expression -0:147 Pre-Increment (temp int) -0:147 'i' (temp int) +0:147 Pre-Increment ( temp int) +0:147 'i' ( temp int) 0:163 Loop with condition not tested first 0:163 Loop Condition -0:163 Compare Less Than (temp bool) -0:163 direct index (temp float) -0:163 'color' (temp 4-component vector of float) +0:163 Compare Less Than ( temp bool) +0:163 direct index ( temp float) +0:163 'color' ( temp 4-component vector of float) 0:163 Constant: 0:163 2 (const int) -0:163 'd4' (uniform float) +0:163 'd4' ( uniform float) 0:163 Loop Body 0:156 Sequence -0:156 add second child into first child (temp 4-component vector of float) -0:156 'color' (temp 4-component vector of float) -0:156 'bigColor4' (uniform 4-component vector of float) -0:157 Test condition and select (temp void) +0:156 add second child into first child ( temp 4-component vector of float) +0:156 'color' ( temp 4-component vector of float) +0:156 'bigColor4' ( uniform 4-component vector of float) +0:157 Test condition and select ( temp void) 0:157 Condition -0:157 Compare Less Than (temp bool) -0:157 direct index (temp float) -0:157 'color' (temp 4-component vector of float) +0:157 Compare Less Than ( temp bool) +0:157 direct index ( temp float) +0:157 'color' ( temp 4-component vector of float) 0:157 Constant: 0:157 0 (const int) -0:157 'd4' (uniform float) +0:157 'd4' ( uniform float) 0:157 true case 0:158 Branch: Continue -0:159 Test condition and select (temp void) +0:159 Test condition and select ( temp void) 0:159 Condition -0:159 Compare Less Than (temp bool) -0:159 direct index (temp float) -0:159 'color' (temp 4-component vector of float) +0:159 Compare Less Than ( temp bool) +0:159 direct index ( temp float) +0:159 'color' ( temp 4-component vector of float) 0:159 Constant: 0:159 1 (const int) -0:159 'd4' (uniform float) +0:159 'd4' ( uniform float) 0:159 true case -0:160 add second child into first child (temp float) -0:160 direct index (temp float) -0:160 'color' (temp 4-component vector of float) +0:160 add second child into first child ( temp float) +0:160 direct index ( temp float) +0:160 'color' ( temp 4-component vector of float) 0:160 Constant: 0:160 1 (const int) -0:160 'd4' (uniform float) +0:160 'd4' ( uniform float) 0:159 false case -0:162 add second child into first child (temp float) -0:162 direct index (temp float) -0:162 'color' (temp 4-component vector of float) +0:162 add second child into first child ( temp float) +0:162 direct index ( temp float) +0:162 'color' ( temp 4-component vector of float) 0:162 Constant: 0:162 0 (const int) -0:162 'd4' (uniform float) +0:162 'd4' ( uniform float) 0:170 Loop with condition not tested first 0:170 Loop Condition -0:170 Compare Less Than (temp bool) -0:170 direct index (temp float) -0:170 'color' (temp 4-component vector of float) +0:170 Compare Less Than ( temp bool) +0:170 direct index ( temp float) +0:170 'color' ( temp 4-component vector of float) 0:170 Constant: 0:170 0 (const int) -0:170 'd5' (uniform float) +0:170 'd5' ( uniform float) 0:170 Loop Body 0:167 Sequence -0:167 add second child into first child (temp 4-component vector of float) -0:167 'color' (temp 4-component vector of float) -0:167 'bigColor5' (uniform 4-component vector of float) -0:168 Test condition and select (temp void) +0:167 add second child into first child ( temp 4-component vector of float) +0:167 'color' ( temp 4-component vector of float) +0:167 'bigColor5' ( uniform 4-component vector of float) +0:168 Test condition and select ( temp void) 0:168 Condition -0:168 Compare Less Than (temp bool) -0:168 direct index (temp float) -0:168 'color' (temp 4-component vector of float) +0:168 Compare Less Than ( temp bool) +0:168 direct index ( temp float) +0:168 'color' ( temp 4-component vector of float) 0:168 Constant: 0:168 1 (const int) -0:168 'd5' (uniform float) +0:168 'd5' ( uniform float) 0:168 true case -0:169 add second child into first child (temp float) -0:169 direct index (temp float) -0:169 'color' (temp 4-component vector of float) +0:169 add second child into first child ( temp float) +0:169 direct index ( temp float) +0:169 'color' ( temp 4-component vector of float) 0:169 Constant: 0:169 1 (const int) -0:169 'd5' (uniform float) -0:173 Test condition and select (temp void) +0:169 'd5' ( uniform float) +0:173 Test condition and select ( temp void) 0:173 Condition -0:173 Compare Less Than (temp bool) -0:173 direct index (temp float) -0:173 'color' (temp 4-component vector of float) +0:173 Compare Less Than ( temp bool) +0:173 direct index ( temp float) +0:173 'color' ( temp 4-component vector of float) 0:173 Constant: 0:173 0 (const int) -0:173 'd6' (uniform float) +0:173 'd6' ( uniform float) 0:173 true case 0:174 Sequence 0:174 Loop with condition tested first 0:174 Loop Condition -0:174 Compare Less Than (temp bool) -0:174 direct index (temp float) -0:174 'color' (temp 4-component vector of float) +0:174 Compare Less Than ( temp bool) +0:174 direct index ( temp float) +0:174 'color' ( temp 4-component vector of float) 0:174 Constant: 0:174 1 (const int) -0:174 'd6' (uniform float) +0:174 'd6' ( uniform float) 0:174 Loop Body -0:175 add second child into first child (temp 4-component vector of float) -0:175 'color' (temp 4-component vector of float) -0:175 'bigColor6' (uniform 4-component vector of float) +0:175 add second child into first child ( temp 4-component vector of float) +0:175 'color' ( temp 4-component vector of float) +0:175 'bigColor6' ( uniform 4-component vector of float) 0:173 false case 0:177 Sequence 0:177 Loop with condition tested first 0:177 Loop Condition -0:177 Compare Less Than (temp bool) -0:177 direct index (temp float) -0:177 'color' (temp 4-component vector of float) +0:177 Compare Less Than ( temp bool) +0:177 direct index ( temp float) +0:177 'color' ( temp 4-component vector of float) 0:177 Constant: 0:177 2 (const int) -0:177 'd6' (uniform float) +0:177 'd6' ( uniform float) 0:177 Loop Body -0:178 add second child into first child (temp float) -0:178 direct index (temp float) -0:178 'color' (temp 4-component vector of float) +0:178 add second child into first child ( temp float) +0:178 direct index ( temp float) +0:178 'color' ( temp 4-component vector of float) 0:178 Constant: 0:178 2 (const int) -0:178 direct index (temp float) -0:178 'bigColor6' (uniform 4-component vector of float) +0:178 direct index ( temp float) +0:178 'bigColor6' ( uniform 4-component vector of float) 0:178 Constant: 0:178 2 (const int) -0:182 Test condition and select (temp void) +0:182 Test condition and select ( temp void) 0:182 Condition -0:182 Compare Less Than (temp bool) -0:182 direct index (temp float) -0:182 'color' (temp 4-component vector of float) +0:182 Compare Less Than ( temp bool) +0:182 direct index ( temp float) +0:182 'color' ( temp 4-component vector of float) 0:182 Constant: 0:182 0 (const int) -0:182 'd6' (uniform float) +0:182 'd6' ( uniform float) 0:182 true case 0:183 Sequence 0:183 Loop with condition tested first 0:183 Loop Condition -0:183 Compare Less Than (temp bool) -0:183 direct index (temp float) -0:183 'color' (temp 4-component vector of float) +0:183 Compare Less Than ( temp bool) +0:183 direct index ( temp float) +0:183 'color' ( temp 4-component vector of float) 0:183 Constant: 0:183 1 (const int) -0:183 'd6' (uniform float) +0:183 'd6' ( uniform float) 0:183 Loop Body 0:184 Sequence -0:184 add second child into first child (temp 4-component vector of float) -0:184 'color' (temp 4-component vector of float) -0:184 'bigColor6' (uniform 4-component vector of float) -0:185 Test condition and select (temp void) +0:184 add second child into first child ( temp 4-component vector of float) +0:184 'color' ( temp 4-component vector of float) +0:184 'bigColor6' ( uniform 4-component vector of float) +0:185 Test condition and select ( temp void) 0:185 Condition -0:185 Compare Less Than (temp bool) -0:185 'd7' (uniform float) +0:185 Compare Less Than ( temp bool) +0:185 'd7' ( uniform float) 0:185 Constant: 0:185 1.000000 0:185 true case @@ -541,20 +541,20 @@ Shader version: 130 0:190 Sequence 0:190 Loop with condition tested first 0:190 Loop Condition -0:190 Compare Less Than (temp bool) -0:190 direct index (temp float) -0:190 'color' (temp 4-component vector of float) +0:190 Compare Less Than ( temp bool) +0:190 direct index ( temp float) +0:190 'color' ( temp 4-component vector of float) 0:190 Constant: 0:190 2 (const int) -0:190 'd6' (uniform float) +0:190 'd6' ( uniform float) 0:190 Loop Body -0:191 add second child into first child (temp float) -0:191 direct index (temp float) -0:191 'color' (temp 4-component vector of float) +0:191 add second child into first child ( temp float) +0:191 direct index ( temp float) +0:191 'color' ( temp 4-component vector of float) 0:191 Constant: 0:191 2 (const int) -0:191 direct index (temp float) -0:191 'bigColor6' (uniform 4-component vector of float) +0:191 direct index ( temp float) +0:191 'bigColor6' ( uniform 4-component vector of float) 0:191 Constant: 0:191 2 (const int) 0:209 Loop with condition not tested first @@ -563,407 +563,407 @@ Shader version: 130 0:209 true (const bool) 0:209 Loop Body 0:197 Sequence -0:197 Test condition and select (temp void) +0:197 Test condition and select ( temp void) 0:197 Condition -0:197 Compare Less Than (temp bool) -0:197 'd7' (uniform float) +0:197 Compare Less Than ( temp bool) +0:197 'd7' ( uniform float) 0:197 Constant: 0:197 0.000000 0:197 true case 0:198 Branch: Break -0:200 add second child into first child (temp 4-component vector of float) -0:200 'color' (temp 4-component vector of float) -0:200 'bigColor7' (uniform 4-component vector of float) -0:202 Test condition and select (temp void) +0:200 add second child into first child ( temp 4-component vector of float) +0:200 'color' ( temp 4-component vector of float) +0:200 'bigColor7' ( uniform 4-component vector of float) +0:202 Test condition and select ( temp void) 0:202 Condition -0:202 Compare Less Than (temp bool) -0:202 'd7' (uniform float) +0:202 Compare Less Than ( temp bool) +0:202 'd7' ( uniform float) 0:202 Constant: 0:202 1.000000 0:202 true case 0:203 Sequence -0:203 Post-Increment (temp float) -0:203 direct index (temp float) -0:203 'color' (temp 4-component vector of float) +0:203 Post-Increment ( temp float) +0:203 direct index ( temp float) +0:203 'color' ( temp 4-component vector of float) 0:203 Constant: 0:203 2 (const int) 0:204 Branch: Break -0:207 add second child into first child (temp 4-component vector of float) -0:207 'color' (temp 4-component vector of float) -0:207 'BaseColor' (smooth in 4-component vector of float) +0:207 add second child into first child ( temp 4-component vector of float) +0:207 'color' ( temp 4-component vector of float) +0:207 'BaseColor' ( smooth in 4-component vector of float) 0:234 Loop with condition not tested first 0:234 Loop Condition -0:234 Compare Less Than (temp bool) -0:234 direct index (temp float) -0:234 'color' (temp 4-component vector of float) +0:234 Compare Less Than ( temp bool) +0:234 direct index ( temp float) +0:234 'color' ( temp 4-component vector of float) 0:234 Constant: 0:234 2 (const int) -0:234 'd8' (uniform float) +0:234 'd8' ( uniform float) 0:234 Loop Body 0:217 Sequence -0:217 Test condition and select (temp void) +0:217 Test condition and select ( temp void) 0:217 Condition -0:217 Compare Less Than (temp bool) -0:217 'd8' (uniform float) +0:217 Compare Less Than ( temp bool) +0:217 'd8' ( uniform float) 0:217 Constant: 0:217 0.000000 0:217 true case 0:218 Branch: Break -0:220 add second child into first child (temp 4-component vector of float) -0:220 'color' (temp 4-component vector of float) -0:220 'bigColor7' (uniform 4-component vector of float) -0:222 Test condition and select (temp void) +0:220 add second child into first child ( temp 4-component vector of float) +0:220 'color' ( temp 4-component vector of float) +0:220 'bigColor7' ( uniform 4-component vector of float) +0:222 Test condition and select ( temp void) 0:222 Condition -0:222 Compare Less Than (temp bool) -0:222 'd8' (uniform float) +0:222 Compare Less Than ( temp bool) +0:222 'd8' ( uniform float) 0:222 Constant: 0:222 1.000000 0:222 true case 0:223 Sequence -0:223 Post-Increment (temp float) -0:223 direct index (temp float) -0:223 'color' (temp 4-component vector of float) +0:223 Post-Increment ( temp float) +0:223 direct index ( temp float) +0:223 'color' ( temp 4-component vector of float) 0:223 Constant: 0:223 2 (const int) -0:224 Test condition and select (temp void) +0:224 Test condition and select ( temp void) 0:224 Condition -0:224 Compare Less Than (temp bool) -0:224 'd8' (uniform float) +0:224 Compare Less Than ( temp bool) +0:224 'd8' ( uniform float) 0:224 Constant: 0:224 2.000000 0:224 true case 0:225 Sequence -0:225 Post-Increment (temp float) -0:225 direct index (temp float) -0:225 'color' (temp 4-component vector of float) +0:225 Post-Increment ( temp float) +0:225 direct index ( temp float) +0:225 'color' ( temp 4-component vector of float) 0:225 Constant: 0:225 1 (const int) 0:224 false case 0:227 Sequence -0:227 Post-Increment (temp float) -0:227 direct index (temp float) -0:227 'color' (temp 4-component vector of float) +0:227 Post-Increment ( temp float) +0:227 direct index ( temp float) +0:227 'color' ( temp 4-component vector of float) 0:227 Constant: 0:227 0 (const int) 0:229 Branch: Break -0:232 add second child into first child (temp 4-component vector of float) -0:232 'color' (temp 4-component vector of float) -0:232 'BaseColor' (smooth in 4-component vector of float) +0:232 add second child into first child ( temp 4-component vector of float) +0:232 'color' ( temp 4-component vector of float) +0:232 'BaseColor' ( smooth in 4-component vector of float) 0:237 Loop with condition tested first 0:237 Loop Condition -0:237 Compare Less Than (temp bool) -0:237 direct index (temp float) -0:237 'color' (temp 4-component vector of float) +0:237 Compare Less Than ( temp bool) +0:237 direct index ( temp float) +0:237 'color' ( temp 4-component vector of float) 0:237 Constant: 0:237 3 (const int) -0:237 'd9' (uniform float) +0:237 'd9' ( uniform float) 0:237 Loop Body 0:238 Sequence -0:238 Test condition and select (temp void) +0:238 Test condition and select ( temp void) 0:238 Condition -0:238 Compare Greater Than (temp bool) -0:238 'd9' (uniform float) -0:238 'd8' (uniform float) +0:238 Compare Greater Than ( temp bool) +0:238 'd9' ( uniform float) +0:238 'd8' ( uniform float) 0:238 true case 0:239 Sequence -0:239 Test condition and select (temp void) +0:239 Test condition and select ( temp void) 0:239 Condition -0:239 Compare Less Than or Equal (temp bool) -0:239 direct index (temp float) -0:239 'color' (temp 4-component vector of float) +0:239 Compare Less Than or Equal ( temp bool) +0:239 direct index ( temp float) +0:239 'color' ( temp 4-component vector of float) 0:239 Constant: 0:239 0 (const int) -0:239 'd7' (uniform float) +0:239 'd7' ( uniform float) 0:239 true case 0:240 Sequence -0:240 Test condition and select (temp void) +0:240 Test condition and select ( temp void) 0:240 Condition -0:240 Compare Equal (temp bool) -0:240 direct index (temp float) -0:240 'color' (temp 4-component vector of float) +0:240 Compare Equal ( temp bool) +0:240 direct index ( temp float) +0:240 'color' ( temp 4-component vector of float) 0:240 Constant: 0:240 2 (const int) 0:240 Constant: 0:240 5.000000 0:240 true case -0:241 Post-Increment (temp float) -0:241 direct index (temp float) -0:241 'color' (temp 4-component vector of float) +0:241 Post-Increment ( temp float) +0:241 direct index ( temp float) +0:241 'color' ( temp 4-component vector of float) 0:241 Constant: 0:241 3 (const int) 0:240 false case 0:243 Branch: Break 0:250 Loop with condition tested first 0:250 Loop Condition -0:250 Compare Less Than (temp bool) -0:250 direct index (temp float) -0:250 'color' (temp 4-component vector of float) +0:250 Compare Less Than ( temp bool) +0:250 direct index ( temp float) +0:250 'color' ( temp 4-component vector of float) 0:250 Constant: 0:250 2 (const int) -0:250 'd10' (uniform float) +0:250 'd10' ( uniform float) 0:250 Loop Body 0:251 Sequence -0:251 Post-Increment (temp float) -0:251 direct index (temp float) -0:251 'color' (temp 4-component vector of float) +0:251 Post-Increment ( temp float) +0:251 direct index ( temp float) +0:251 'color' ( temp 4-component vector of float) 0:251 Constant: 0:251 1 (const int) -0:252 Test condition and select (temp void) +0:252 Test condition and select ( temp void) 0:252 Condition -0:252 Compare Less Than (temp bool) -0:252 direct index (temp float) -0:252 'color' (temp 4-component vector of float) +0:252 Compare Less Than ( temp bool) +0:252 direct index ( temp float) +0:252 'color' ( temp 4-component vector of float) 0:252 Constant: 0:252 1 (const int) -0:252 'd11' (uniform float) +0:252 'd11' ( uniform float) 0:252 true case 0:253 Sequence -0:253 Post-Increment (temp float) -0:253 direct index (temp float) -0:253 'color' (temp 4-component vector of float) +0:253 Post-Increment ( temp float) +0:253 direct index ( temp float) +0:253 'color' ( temp 4-component vector of float) 0:253 Constant: 0:253 2 (const int) -0:254 Test condition and select (temp void) +0:254 Test condition and select ( temp void) 0:254 Condition -0:254 Compare Less Than (temp bool) -0:254 direct index (temp float) -0:254 'color' (temp 4-component vector of float) +0:254 Compare Less Than ( temp bool) +0:254 direct index ( temp float) +0:254 'color' ( temp 4-component vector of float) 0:254 Constant: 0:254 3 (const int) -0:254 'd12' (uniform float) +0:254 'd12' ( uniform float) 0:254 true case -0:255 Post-Increment (temp float) -0:255 direct index (temp float) -0:255 'color' (temp 4-component vector of float) +0:255 Post-Increment ( temp float) +0:255 direct index ( temp float) +0:255 'color' ( temp 4-component vector of float) 0:255 Constant: 0:255 3 (const int) 0:254 false case -0:257 Post-Increment (temp float) -0:257 direct index (temp float) -0:257 'color' (temp 4-component vector of float) +0:257 Post-Increment ( temp float) +0:257 direct index ( temp float) +0:257 'color' ( temp 4-component vector of float) 0:257 Constant: 0:257 0 (const int) 0:258 Branch: Continue -0:261 Post-Increment (temp 4-component vector of float) -0:261 'color' (temp 4-component vector of float) +0:261 Post-Increment ( temp 4-component vector of float) +0:261 'color' ( temp 4-component vector of float) 0:262 Branch: Break 0:266 Loop with condition tested first 0:266 Loop Condition -0:266 Compare Less Than (temp bool) -0:266 direct index (temp float) -0:266 'color' (temp 4-component vector of float) +0:266 Compare Less Than ( temp bool) +0:266 direct index ( temp float) +0:266 'color' ( temp 4-component vector of float) 0:266 Constant: 0:266 0 (const int) 0:266 Constant: 0:266 10.000000 0:266 Loop Body 0:267 Sequence -0:267 add second child into first child (temp 4-component vector of float) -0:267 'color' (temp 4-component vector of float) -0:267 'bigColor8' (uniform 4-component vector of float) -0:269 Test condition and select (temp void) +0:267 add second child into first child ( temp 4-component vector of float) +0:267 'color' ( temp 4-component vector of float) +0:267 'bigColor8' ( uniform 4-component vector of float) +0:269 Test condition and select ( temp void) 0:269 Condition -0:269 Compare Less Than (temp bool) -0:269 direct index (temp float) -0:269 'color' (temp 4-component vector of float) +0:269 Compare Less Than ( temp bool) +0:269 direct index ( temp float) +0:269 'color' ( temp 4-component vector of float) 0:269 Constant: 0:269 2 (const int) -0:269 'd8' (uniform float) +0:269 'd8' ( uniform float) 0:269 true case -0:270 Test condition and select (temp void) +0:270 Test condition and select ( temp void) 0:270 Condition -0:270 Compare Less Than (temp bool) -0:270 direct index (temp float) -0:270 'color' (temp 4-component vector of float) +0:270 Compare Less Than ( temp bool) +0:270 direct index ( temp float) +0:270 'color' ( temp 4-component vector of float) 0:270 Constant: 0:270 3 (const int) -0:270 'd6' (uniform float) +0:270 'd6' ( uniform float) 0:270 true case 0:271 Branch: Continue -0:273 add second child into first child (temp float) -0:273 direct index (temp float) -0:273 'color' (temp 4-component vector of float) +0:273 add second child into first child ( temp float) +0:273 direct index ( temp float) +0:273 'color' ( temp 4-component vector of float) 0:273 Constant: 0:273 1 (const int) -0:273 direct index (temp float) -0:273 'bigColor8' (uniform 4-component vector of float) +0:273 direct index ( temp float) +0:273 'bigColor8' ( uniform 4-component vector of float) 0:273 Constant: 0:273 0 (const int) -0:276 Post-Increment (temp 4-component vector of float) -0:276 'color' (temp 4-component vector of float) -0:277 move second child to first child (temp 4-component vector of float) -0:277 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:277 'color' (temp 4-component vector of float) +0:276 Post-Increment ( temp 4-component vector of float) +0:276 'color' ( temp 4-component vector of float) +0:277 move second child to first child ( temp 4-component vector of float) +0:277 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:277 'color' ( temp 4-component vector of float) 0:280 Loop with condition tested first 0:280 Loop Condition -0:280 Compare Less Than (temp bool) -0:280 direct index (temp float) -0:280 'color' (temp 4-component vector of float) +0:280 Compare Less Than ( temp bool) +0:280 direct index ( temp float) +0:280 'color' ( temp 4-component vector of float) 0:280 Constant: 0:280 0 (const int) -0:280 'd14' (uniform float) +0:280 'd14' ( uniform float) 0:280 Loop Body 0:281 Sequence -0:281 Test condition and select (temp void) +0:281 Test condition and select ( temp void) 0:281 Condition -0:281 Compare Less Than (temp bool) -0:281 direct index (temp float) -0:281 'color' (temp 4-component vector of float) +0:281 Compare Less Than ( temp bool) +0:281 direct index ( temp float) +0:281 'color' ( temp 4-component vector of float) 0:281 Constant: 0:281 1 (const int) -0:281 'd15' (uniform float) +0:281 'd15' ( uniform float) 0:281 true case 0:282 Sequence 0:282 Branch: Return 0:281 false case -0:285 Post-Increment (temp 4-component vector of float) -0:285 'color' (temp 4-component vector of float) -0:288 Post-Increment (temp 4-component vector of float) -0:288 'color' (temp 4-component vector of float) +0:285 Post-Increment ( temp 4-component vector of float) +0:285 'color' ( temp 4-component vector of float) +0:288 Post-Increment ( temp 4-component vector of float) +0:288 'color' ( temp 4-component vector of float) 0:290 Loop with condition tested first 0:290 Loop Condition -0:290 Compare Less Than (temp bool) -0:290 direct index (temp float) -0:290 'color' (temp 4-component vector of float) +0:290 Compare Less Than ( temp bool) +0:290 direct index ( temp float) +0:290 'color' ( temp 4-component vector of float) 0:290 Constant: 0:290 3 (const int) -0:290 'd16' (uniform float) +0:290 'd16' ( uniform float) 0:290 Loop Body 0:291 Sequence -0:291 Post-Increment (temp float) -0:291 direct index (temp float) -0:291 'color' (temp 4-component vector of float) +0:291 Post-Increment ( temp float) +0:291 direct index ( temp float) +0:291 'color' ( temp 4-component vector of float) 0:291 Constant: 0:291 3 (const int) 0:296 Loop with condition tested first 0:296 Loop Condition -0:296 logical-and (temp bool) -0:296 Compare Less Than (temp bool) -0:296 direct index (temp float) -0:296 'color' (temp 4-component vector of float) +0:296 logical-and ( temp bool) +0:296 Compare Less Than ( temp bool) +0:296 direct index ( temp float) +0:296 'color' ( temp 4-component vector of float) 0:296 Constant: 0:296 3 (const int) -0:296 'd2' (uniform float) -0:296 Compare Less Than (temp bool) -0:296 direct index (temp float) -0:296 'color' (temp 4-component vector of float) +0:296 'd2' ( uniform float) +0:296 Compare Less Than ( temp bool) +0:296 direct index ( temp float) +0:296 'color' ( temp 4-component vector of float) 0:296 Constant: 0:296 1 (const int) -0:296 'd3' (uniform float) +0:296 'd3' ( uniform float) 0:296 Loop Body 0:297 Sequence -0:297 add second child into first child (temp 4-component vector of float) -0:297 'color' (temp 4-component vector of float) -0:297 'bigColor1_2' (uniform 4-component vector of float) -0:298 Test condition and select (temp void) +0:297 add second child into first child ( temp 4-component vector of float) +0:297 'color' ( temp 4-component vector of float) +0:297 'bigColor1_2' ( uniform 4-component vector of float) +0:298 Test condition and select ( temp void) 0:298 Condition -0:298 Compare Less Than (temp bool) -0:298 direct index (temp float) -0:298 'color' (temp 4-component vector of float) +0:298 Compare Less Than ( temp bool) +0:298 direct index ( temp float) +0:298 'color' ( temp 4-component vector of float) 0:298 Constant: 0:298 2 (const int) -0:298 'd3' (uniform float) +0:298 'd3' ( uniform float) 0:298 true case 0:299 Branch: Return 0:307 Loop with condition not tested first 0:307 Loop Condition -0:307 Compare Less Than (temp bool) -0:307 direct index (temp float) -0:307 'color' (temp 4-component vector of float) +0:307 Compare Less Than ( temp bool) +0:307 direct index ( temp float) +0:307 'color' ( temp 4-component vector of float) 0:307 Constant: 0:307 0 (const int) -0:307 'd17' (uniform float) +0:307 'd17' ( uniform float) 0:307 Loop Body 0:304 Sequence -0:304 Test condition and select (temp void) +0:304 Test condition and select ( temp void) 0:304 Condition -0:304 Compare Less Than (temp bool) -0:304 direct index (temp float) -0:304 'color' (temp 4-component vector of float) +0:304 Compare Less Than ( temp bool) +0:304 direct index ( temp float) +0:304 'color' ( temp 4-component vector of float) 0:304 Constant: 0:304 1 (const int) -0:304 'd18' (uniform float) +0:304 'd18' ( uniform float) 0:304 true case 0:305 Branch: Return -0:306 Post-Increment (temp 4-component vector of float) -0:306 'color' (temp 4-component vector of float) +0:306 Post-Increment ( temp 4-component vector of float) +0:306 'color' ( temp 4-component vector of float) 0:310 Loop with condition tested first 0:310 Loop Condition -0:310 Compare Less Than (temp bool) -0:310 direct index (temp float) -0:310 'color' (temp 4-component vector of float) +0:310 Compare Less Than ( temp bool) +0:310 direct index ( temp float) +0:310 'color' ( temp 4-component vector of float) 0:310 Constant: 0:310 1 (const int) -0:310 'd16' (uniform float) +0:310 'd16' ( uniform float) 0:310 Loop Body 0:311 Sequence -0:311 Test condition and select (temp void) +0:311 Test condition and select ( temp void) 0:311 Condition -0:311 Compare Less Than (temp bool) -0:311 direct index (temp float) -0:311 'color' (temp 4-component vector of float) +0:311 Compare Less Than ( temp bool) +0:311 direct index ( temp float) +0:311 'color' ( temp 4-component vector of float) 0:311 Constant: 0:311 3 (const int) -0:311 'd16' (uniform float) +0:311 'd16' ( uniform float) 0:311 true case 0:312 Sequence 0:312 Branch: Kill 0:311 false case -0:314 Post-Increment (temp 4-component vector of float) -0:314 'color' (temp 4-component vector of float) -0:317 Post-Increment (temp 4-component vector of float) -0:317 'color' (temp 4-component vector of float) -0:319 move second child to first child (temp 4-component vector of float) -0:319 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:319 'color' (temp 4-component vector of float) +0:314 Post-Increment ( temp 4-component vector of float) +0:314 'color' ( temp 4-component vector of float) +0:317 Post-Increment ( temp 4-component vector of float) +0:317 'color' ( temp 4-component vector of float) +0:319 move second child to first child ( temp 4-component vector of float) +0:319 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:319 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'bigColor1_1' (uniform 4-component vector of float) -0:? 'bigColor1_2' (uniform 4-component vector of float) -0:? 'bigColor1_3' (uniform 4-component vector of float) -0:? 'bigColor2' (uniform 4-component vector of float) -0:? 'bigColor3' (uniform 4-component vector of float) -0:? 'bigColor4' (uniform 4-component vector of float) -0:? 'bigColor5' (uniform 4-component vector of float) -0:? 'bigColor6' (uniform 4-component vector of float) -0:? 'bigColor7' (uniform 4-component vector of float) -0:? 'bigColor8' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'd2' (uniform float) -0:? 'd3' (uniform float) -0:? 'd4' (uniform float) -0:? 'd5' (uniform float) -0:? 'd6' (uniform float) -0:? 'd7' (uniform float) -0:? 'd8' (uniform float) -0:? 'd9' (uniform float) -0:? 'd10' (uniform float) -0:? 'd11' (uniform float) -0:? 'd12' (uniform float) -0:? 'd13' (uniform float) -0:? 'd14' (uniform float) -0:? 'd15' (uniform float) -0:? 'd16' (uniform float) -0:? 'd17' (uniform float) -0:? 'd18' (uniform float) -0:? 'd19' (uniform float) -0:? 'd20' (uniform float) -0:? 'd21' (uniform float) -0:? 'd22' (uniform float) -0:? 'd23' (uniform float) -0:? 'd24' (uniform float) -0:? 'd25' (uniform float) -0:? 'd26' (uniform float) -0:? 'd27' (uniform float) -0:? 'd28' (uniform float) -0:? 'd29' (uniform float) -0:? 'd30' (uniform float) -0:? 'd31' (uniform float) -0:? 'd32' (uniform float) -0:? 'd33' (uniform float) -0:? 'd34' (uniform float) -0:? 'Count' (uniform int) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'bigColor1_1' ( uniform 4-component vector of float) +0:? 'bigColor1_2' ( uniform 4-component vector of float) +0:? 'bigColor1_3' ( uniform 4-component vector of float) +0:? 'bigColor2' ( uniform 4-component vector of float) +0:? 'bigColor3' ( uniform 4-component vector of float) +0:? 'bigColor4' ( uniform 4-component vector of float) +0:? 'bigColor5' ( uniform 4-component vector of float) +0:? 'bigColor6' ( uniform 4-component vector of float) +0:? 'bigColor7' ( uniform 4-component vector of float) +0:? 'bigColor8' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'd2' ( uniform float) +0:? 'd3' ( uniform float) +0:? 'd4' ( uniform float) +0:? 'd5' ( uniform float) +0:? 'd6' ( uniform float) +0:? 'd7' ( uniform float) +0:? 'd8' ( uniform float) +0:? 'd9' ( uniform float) +0:? 'd10' ( uniform float) +0:? 'd11' ( uniform float) +0:? 'd12' ( uniform float) +0:? 'd13' ( uniform float) +0:? 'd14' ( uniform float) +0:? 'd15' ( uniform float) +0:? 'd16' ( uniform float) +0:? 'd17' ( uniform float) +0:? 'd18' ( uniform float) +0:? 'd19' ( uniform float) +0:? 'd20' ( uniform float) +0:? 'd21' ( uniform float) +0:? 'd22' ( uniform float) +0:? 'd23' ( uniform float) +0:? 'd24' ( uniform float) +0:? 'd25' ( uniform float) +0:? 'd26' ( uniform float) +0:? 'd27' ( uniform float) +0:? 'd28' ( uniform float) +0:? 'd29' ( uniform float) +0:? 'd30' ( uniform float) +0:? 'd31' ( uniform float) +0:? 'd32' ( uniform float) +0:? 'd33' ( uniform float) +0:? 'd34' ( uniform float) +0:? 'Count' ( uniform int) Linked fragment stage: @@ -971,59 +971,59 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:55 Sequence 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 'BaseColor' (smooth in 4-component vector of float) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 'BaseColor' ( smooth in 4-component vector of float) 0:58 Loop with condition tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:59 Sequence -0:59 Test condition and select (temp void) +0:59 Test condition and select ( temp void) 0:59 Condition -0:59 Compare Less Than (temp bool) -0:59 direct index (temp float) -0:59 'color' (temp 4-component vector of float) +0:59 Compare Less Than ( temp bool) +0:59 direct index ( temp float) +0:59 'color' ( temp 4-component vector of float) 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 0.330000 0:59 true case 0:60 Sequence -0:60 add second child into first child (temp 4-component vector of float) -0:60 'color' (temp 4-component vector of float) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'color' ( temp 4-component vector of float) 0:60 Constant: 0:60 0.330000 0:60 0.330000 0:60 0.330000 0:60 0.330000 0:61 Branch: Break -0:63 Test condition and select (temp void) +0:63 Test condition and select ( temp void) 0:63 Condition -0:63 Compare Less Than (temp bool) -0:63 direct index (temp float) -0:63 'color' (temp 4-component vector of float) +0:63 Compare Less Than ( temp bool) +0:63 direct index ( temp float) +0:63 'color' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 0.660000 0:63 true case 0:64 Sequence -0:64 add second child into first child (temp 4-component vector of float) -0:64 'color' (temp 4-component vector of float) +0:64 add second child into first child ( temp 4-component vector of float) +0:64 'color' ( temp 4-component vector of float) 0:64 Constant: 0:64 0.660000 0:64 0.660000 0:64 0.660000 0:64 0.660000 0:65 Branch: Break -0:68 add second child into first child (temp 4-component vector of float) -0:68 'color' (temp 4-component vector of float) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'color' ( temp 4-component vector of float) 0:68 Constant: 0:68 0.330000 0:68 0.330000 @@ -1032,475 +1032,475 @@ Shader version: 130 0:69 Branch: Break 0:73 Loop with condition tested first 0:73 Loop Condition -0:73 Compare Less Than (temp bool) -0:73 direct index (temp float) -0:73 'color' (temp 4-component vector of float) +0:73 Compare Less Than ( temp bool) +0:73 direct index ( temp float) +0:73 'color' ( temp 4-component vector of float) 0:73 Constant: 0:73 0 (const int) -0:73 'd' (uniform float) +0:73 'd' ( uniform float) 0:73 Loop Body 0:74 Sequence -0:74 add second child into first child (temp 4-component vector of float) -0:74 'color' (temp 4-component vector of float) -0:74 'bigColor' (uniform 4-component vector of float) +0:74 add second child into first child ( temp 4-component vector of float) +0:74 'color' ( temp 4-component vector of float) +0:74 'bigColor' ( uniform 4-component vector of float) 0:78 Loop with condition tested first 0:78 Loop Condition -0:78 Compare Less Than (temp bool) -0:78 direct index (temp float) -0:78 'color' (temp 4-component vector of float) +0:78 Compare Less Than ( temp bool) +0:78 direct index ( temp float) +0:78 'color' ( temp 4-component vector of float) 0:78 Constant: 0:78 2 (const int) -0:78 'd' (uniform float) +0:78 'd' ( uniform float) 0:78 Loop Body 0:79 Sequence -0:79 add second child into first child (temp 4-component vector of float) -0:79 'color' (temp 4-component vector of float) -0:79 'bigColor1_1' (uniform 4-component vector of float) -0:80 Test condition and select (temp void) +0:79 add second child into first child ( temp 4-component vector of float) +0:79 'color' ( temp 4-component vector of float) +0:79 'bigColor1_1' ( uniform 4-component vector of float) +0:80 Test condition and select ( temp void) 0:80 Condition -0:80 Compare Less Than (temp bool) -0:80 direct index (temp float) -0:80 'color' (temp 4-component vector of float) +0:80 Compare Less Than ( temp bool) +0:80 direct index ( temp float) +0:80 'color' ( temp 4-component vector of float) 0:80 Constant: 0:80 3 (const int) -0:80 'd' (uniform float) +0:80 'd' ( uniform float) 0:80 true case 0:81 Branch: Continue -0:83 add second child into first child (temp 4-component vector of float) -0:83 'color' (temp 4-component vector of float) -0:83 'bigColor1_1' (uniform 4-component vector of float) +0:83 add second child into first child ( temp 4-component vector of float) +0:83 'color' ( temp 4-component vector of float) +0:83 'bigColor1_1' ( uniform 4-component vector of float) 0:87 Loop with condition tested first 0:87 Loop Condition -0:87 Compare Less Than (temp bool) -0:87 direct index (temp float) -0:87 'color' (temp 4-component vector of float) +0:87 Compare Less Than ( temp bool) +0:87 direct index ( temp float) +0:87 'color' ( temp 4-component vector of float) 0:87 Constant: 0:87 0 (const int) 0:87 Constant: 0:87 42.000000 0:87 Loop Body 0:88 Sequence -0:88 Pre-Increment (temp 4-component vector of float) -0:88 'color' (temp 4-component vector of float) +0:88 Pre-Increment ( temp 4-component vector of float) +0:88 'color' ( temp 4-component vector of float) 0:92 Loop with condition tested first 0:92 Loop Condition -0:92 logical-and (temp bool) -0:92 Compare Less Than (temp bool) -0:92 direct index (temp float) -0:92 'color' (temp 4-component vector of float) +0:92 logical-and ( temp bool) +0:92 Compare Less Than ( temp bool) +0:92 direct index ( temp float) +0:92 'color' ( temp 4-component vector of float) 0:92 Constant: 0:92 3 (const int) -0:92 'd2' (uniform float) -0:92 Compare Less Than (temp bool) -0:92 direct index (temp float) -0:92 'color' (temp 4-component vector of float) +0:92 'd2' ( uniform float) +0:92 Compare Less Than ( temp bool) +0:92 direct index ( temp float) +0:92 'color' ( temp 4-component vector of float) 0:92 Constant: 0:92 1 (const int) -0:92 'd3' (uniform float) +0:92 'd3' ( uniform float) 0:92 Loop Body 0:93 Sequence -0:93 add second child into first child (temp 4-component vector of float) -0:93 'color' (temp 4-component vector of float) -0:93 'bigColor1_2' (uniform 4-component vector of float) +0:93 add second child into first child ( temp 4-component vector of float) +0:93 'color' ( temp 4-component vector of float) +0:93 'bigColor1_2' ( uniform 4-component vector of float) 0:97 Loop with condition tested first 0:97 Loop Condition -0:97 Compare Less Than (temp bool) -0:97 direct index (temp float) -0:97 'color' (temp 4-component vector of float) +0:97 Compare Less Than ( temp bool) +0:97 direct index ( temp float) +0:97 'color' ( temp 4-component vector of float) 0:97 Constant: 0:97 2 (const int) -0:97 'd3' (uniform float) +0:97 'd3' ( uniform float) 0:97 Loop Body 0:98 Sequence -0:98 add second child into first child (temp 4-component vector of float) -0:98 'color' (temp 4-component vector of float) -0:98 'bigColor1_3' (uniform 4-component vector of float) -0:99 Test condition and select (temp void) +0:98 add second child into first child ( temp 4-component vector of float) +0:98 'color' ( temp 4-component vector of float) +0:98 'bigColor1_3' ( uniform 4-component vector of float) +0:99 Test condition and select ( temp void) 0:99 Condition -0:99 Compare Less Than (temp bool) -0:99 direct index (temp float) -0:99 'color' (temp 4-component vector of float) +0:99 Compare Less Than ( temp bool) +0:99 direct index ( temp float) +0:99 'color' ( temp 4-component vector of float) 0:99 Constant: 0:99 1 (const int) -0:99 'd4' (uniform float) +0:99 'd4' ( uniform float) 0:99 true case 0:100 Branch: Break -0:101 add second child into first child (temp 4-component vector of float) -0:101 'color' (temp 4-component vector of float) -0:101 'bigColor1_3' (uniform 4-component vector of float) +0:101 add second child into first child ( temp 4-component vector of float) +0:101 'color' ( temp 4-component vector of float) +0:101 'bigColor1_3' ( uniform 4-component vector of float) 0:105 Sequence 0:105 Sequence -0:105 move second child to first child (temp int) -0:105 'i' (temp int) +0:105 move second child to first child ( temp int) +0:105 'i' ( temp int) 0:105 Constant: 0:105 0 (const int) 0:105 Loop with condition tested first 0:105 Loop Condition -0:105 Compare Less Than (temp bool) -0:105 'i' (temp int) -0:105 'Count' (uniform int) +0:105 Compare Less Than ( temp bool) +0:105 'i' ( temp int) +0:105 'Count' ( uniform int) 0:105 Loop Body 0:106 Sequence -0:106 add second child into first child (temp 4-component vector of float) -0:106 'color' (temp 4-component vector of float) -0:106 'bigColor2' (uniform 4-component vector of float) +0:106 add second child into first child ( temp 4-component vector of float) +0:106 'color' ( temp 4-component vector of float) +0:106 'bigColor2' ( uniform 4-component vector of float) 0:105 Loop Terminal Expression -0:105 Pre-Increment (temp int) -0:105 'i' (temp int) +0:105 Pre-Increment ( temp int) +0:105 'i' ( temp int) 0:112 Loop with condition not tested first 0:112 Loop Condition -0:112 Compare Less Than (temp bool) -0:112 direct index (temp float) -0:112 'color' (temp 4-component vector of float) +0:112 Compare Less Than ( temp bool) +0:112 direct index ( temp float) +0:112 'color' ( temp 4-component vector of float) 0:112 Constant: 0:112 0 (const int) -0:112 'd2' (uniform float) +0:112 'd2' ( uniform float) 0:112 Loop Body 0:111 Sequence -0:111 add second child into first child (temp 4-component vector of float) -0:111 'color' (temp 4-component vector of float) -0:111 'bigColor3' (uniform 4-component vector of float) +0:111 add second child into first child ( temp 4-component vector of float) +0:111 'color' ( temp 4-component vector of float) +0:111 'bigColor3' ( uniform 4-component vector of float) 0:115 Sequence 0:115 Sequence -0:115 move second child to first child (temp int) -0:115 'i' (temp int) +0:115 move second child to first child ( temp int) +0:115 'i' ( temp int) 0:115 Constant: 0:115 0 (const int) 0:115 Loop with condition tested first 0:115 Loop Condition -0:115 Compare Less Than (temp bool) -0:115 'i' (temp int) +0:115 Compare Less Than ( temp bool) +0:115 'i' ( temp int) 0:115 Constant: 0:115 42 (const int) 0:115 Loop Body 0:116 Sequence -0:116 add second child into first child (temp float) -0:116 direct index (temp float) -0:116 'color' (temp 4-component vector of float) +0:116 add second child into first child ( temp float) +0:116 direct index ( temp float) +0:116 'color' ( temp 4-component vector of float) 0:116 Constant: 0:116 2 (const int) -0:116 'd3' (uniform float) +0:116 'd3' ( uniform float) 0:115 Loop Terminal Expression -0:115 Pre-Increment (temp int) -0:115 'i' (temp int) +0:115 Pre-Increment ( temp int) +0:115 'i' ( temp int) 0:120 Sequence 0:120 Sequence -0:120 move second child to first child (temp int) -0:120 'i' (temp int) +0:120 move second child to first child ( temp int) +0:120 'i' ( temp int) 0:120 Constant: 0:120 0 (const int) 0:120 Loop with condition tested first 0:120 Loop Condition -0:120 Compare Less Than (temp bool) -0:120 'i' (temp int) +0:120 Compare Less Than ( temp bool) +0:120 'i' ( temp int) 0:120 Constant: 0:120 100 (const int) 0:120 Loop Body 0:121 Sequence -0:121 Test condition and select (temp void) +0:121 Test condition and select ( temp void) 0:121 Condition -0:121 Compare Less Than (temp bool) -0:121 direct index (temp float) -0:121 'color' (temp 4-component vector of float) +0:121 Compare Less Than ( temp bool) +0:121 direct index ( temp float) +0:121 'color' ( temp 4-component vector of float) 0:121 Constant: 0:121 2 (const int) 0:121 Constant: 0:121 20.000000 0:121 true case -0:122 Post-Increment (temp float) -0:122 direct index (temp float) -0:122 'color' (temp 4-component vector of float) +0:122 Post-Increment ( temp float) +0:122 direct index ( temp float) +0:122 'color' ( temp 4-component vector of float) 0:122 Constant: 0:122 0 (const int) 0:121 false case -0:124 Post-Increment (temp float) -0:124 direct index (temp float) -0:124 'color' (temp 4-component vector of float) +0:124 Post-Increment ( temp float) +0:124 direct index ( temp float) +0:124 'color' ( temp 4-component vector of float) 0:124 Constant: 0:124 1 (const int) -0:125 Test condition and select (temp void) +0:125 Test condition and select ( temp void) 0:125 Condition -0:125 Compare Less Than (temp bool) -0:125 direct index (temp float) -0:125 'color' (temp 4-component vector of float) +0:125 Compare Less Than ( temp bool) +0:125 direct index ( temp float) +0:125 'color' ( temp 4-component vector of float) 0:125 Constant: 0:125 3 (const int) 0:125 Constant: 0:125 20.000000 0:125 true case -0:126 Test condition and select (temp void) +0:126 Test condition and select ( temp void) 0:126 Condition -0:126 Compare Greater Than (temp bool) -0:126 direct index (temp float) -0:126 'color' (temp 4-component vector of float) +0:126 Compare Greater Than ( temp bool) +0:126 direct index ( temp float) +0:126 'color' ( temp 4-component vector of float) 0:126 Constant: 0:126 2 (const int) -0:126 direct index (temp float) -0:126 'color' (temp 4-component vector of float) +0:126 direct index ( temp float) +0:126 'color' ( temp 4-component vector of float) 0:126 Constant: 0:126 1 (const int) 0:126 true case 0:127 Constant: 0:127 0 (const int) 0:120 Loop Terminal Expression -0:120 Pre-Increment (temp int) -0:120 'i' (temp int) +0:120 Pre-Increment ( temp int) +0:120 'i' ( temp int) 0:131 Sequence 0:131 Sequence -0:131 move second child to first child (temp int) -0:131 'i' (temp int) +0:131 move second child to first child ( temp int) +0:131 'i' ( temp int) 0:131 Constant: 0:131 0 (const int) 0:131 Loop with condition tested first 0:131 Loop Condition -0:131 Compare Less Than (temp bool) -0:131 'i' (temp int) +0:131 Compare Less Than ( temp bool) +0:131 'i' ( temp int) 0:131 Constant: 0:131 120 (const int) 0:131 Loop Body 0:132 Sequence -0:132 Test condition and select (temp void) +0:132 Test condition and select ( temp void) 0:132 Condition -0:132 Compare Less Than (temp bool) -0:132 direct index (temp float) -0:132 'color' (temp 4-component vector of float) +0:132 Compare Less Than ( temp bool) +0:132 direct index ( temp float) +0:132 'color' ( temp 4-component vector of float) 0:132 Constant: 0:132 2 (const int) 0:132 Constant: 0:132 20.000000 0:132 true case -0:133 Post-Increment (temp float) -0:133 direct index (temp float) -0:133 'color' (temp 4-component vector of float) +0:133 Post-Increment ( temp float) +0:133 direct index ( temp float) +0:133 'color' ( temp 4-component vector of float) 0:133 Constant: 0:133 0 (const int) 0:132 false case -0:135 Post-Increment (temp float) -0:135 direct index (temp float) -0:135 'color' (temp 4-component vector of float) +0:135 Post-Increment ( temp float) +0:135 direct index ( temp float) +0:135 'color' ( temp 4-component vector of float) 0:135 Constant: 0:135 1 (const int) 0:131 Loop Terminal Expression -0:131 Pre-Increment (temp int) -0:131 'i' (temp int) +0:131 Pre-Increment ( temp int) +0:131 'i' ( temp int) 0:139 Sequence 0:139 Sequence -0:139 move second child to first child (temp int) -0:139 'i' (temp int) +0:139 move second child to first child ( temp int) +0:139 'i' ( temp int) 0:139 Constant: 0:139 0 (const int) 0:139 Loop with condition tested first 0:139 Loop Condition -0:139 Compare Less Than (temp bool) -0:139 'i' (temp int) +0:139 Compare Less Than ( temp bool) +0:139 'i' ( temp int) 0:139 Constant: 0:139 42 (const int) 0:139 Loop Body 0:140 Sequence -0:140 add second child into first child (temp float) -0:140 direct index (temp float) -0:140 'color' (temp 4-component vector of float) +0:140 add second child into first child ( temp float) +0:140 direct index ( temp float) +0:140 'color' ( temp 4-component vector of float) 0:140 Constant: 0:140 2 (const int) -0:140 'd3' (uniform float) -0:141 Test condition and select (temp void) +0:140 'd3' ( uniform float) +0:141 Test condition and select ( temp void) 0:141 Condition -0:141 Compare Less Than (temp bool) -0:141 direct index (temp float) -0:141 'color' (temp 4-component vector of float) +0:141 Compare Less Than ( temp bool) +0:141 direct index ( temp float) +0:141 'color' ( temp 4-component vector of float) 0:141 Constant: 0:141 0 (const int) -0:141 'd4' (uniform float) +0:141 'd4' ( uniform float) 0:141 true case 0:142 Branch: Continue -0:143 Pre-Increment (temp float) -0:143 direct index (temp float) -0:143 'color' (temp 4-component vector of float) +0:143 Pre-Increment ( temp float) +0:143 direct index ( temp float) +0:143 'color' ( temp 4-component vector of float) 0:143 Constant: 0:143 3 (const int) 0:139 Loop Terminal Expression -0:139 Pre-Increment (temp int) -0:139 'i' (temp int) +0:139 Pre-Increment ( temp int) +0:139 'i' ( temp int) 0:147 Sequence 0:147 Sequence -0:147 move second child to first child (temp int) -0:147 'i' (temp int) +0:147 move second child to first child ( temp int) +0:147 'i' ( temp int) 0:147 Constant: 0:147 0 (const int) 0:147 Loop with condition tested first 0:147 Loop Condition -0:147 Compare Less Than (temp bool) -0:147 'i' (temp int) +0:147 Compare Less Than ( temp bool) +0:147 'i' ( temp int) 0:147 Constant: 0:147 42 (const int) 0:147 Loop Body 0:148 Sequence -0:148 add second child into first child (temp float) -0:148 direct index (temp float) -0:148 'color' (temp 4-component vector of float) +0:148 add second child into first child ( temp float) +0:148 direct index ( temp float) +0:148 'color' ( temp 4-component vector of float) 0:148 Constant: 0:148 2 (const int) -0:148 'd3' (uniform float) -0:149 Test condition and select (temp void) +0:148 'd3' ( uniform float) +0:149 Test condition and select ( temp void) 0:149 Condition -0:149 Compare Less Than (temp bool) -0:149 direct index (temp float) -0:149 'color' (temp 4-component vector of float) +0:149 Compare Less Than ( temp bool) +0:149 direct index ( temp float) +0:149 'color' ( temp 4-component vector of float) 0:149 Constant: 0:149 0 (const int) -0:149 'd4' (uniform float) +0:149 'd4' ( uniform float) 0:149 true case 0:150 Branch: Break -0:151 Pre-Increment (temp float) -0:151 direct index (temp float) -0:151 'color' (temp 4-component vector of float) +0:151 Pre-Increment ( temp float) +0:151 direct index ( temp float) +0:151 'color' ( temp 4-component vector of float) 0:151 Constant: 0:151 3 (const int) 0:147 Loop Terminal Expression -0:147 Pre-Increment (temp int) -0:147 'i' (temp int) +0:147 Pre-Increment ( temp int) +0:147 'i' ( temp int) 0:163 Loop with condition not tested first 0:163 Loop Condition -0:163 Compare Less Than (temp bool) -0:163 direct index (temp float) -0:163 'color' (temp 4-component vector of float) +0:163 Compare Less Than ( temp bool) +0:163 direct index ( temp float) +0:163 'color' ( temp 4-component vector of float) 0:163 Constant: 0:163 2 (const int) -0:163 'd4' (uniform float) +0:163 'd4' ( uniform float) 0:163 Loop Body 0:156 Sequence -0:156 add second child into first child (temp 4-component vector of float) -0:156 'color' (temp 4-component vector of float) -0:156 'bigColor4' (uniform 4-component vector of float) -0:157 Test condition and select (temp void) +0:156 add second child into first child ( temp 4-component vector of float) +0:156 'color' ( temp 4-component vector of float) +0:156 'bigColor4' ( uniform 4-component vector of float) +0:157 Test condition and select ( temp void) 0:157 Condition -0:157 Compare Less Than (temp bool) -0:157 direct index (temp float) -0:157 'color' (temp 4-component vector of float) +0:157 Compare Less Than ( temp bool) +0:157 direct index ( temp float) +0:157 'color' ( temp 4-component vector of float) 0:157 Constant: 0:157 0 (const int) -0:157 'd4' (uniform float) +0:157 'd4' ( uniform float) 0:157 true case 0:158 Branch: Continue -0:159 Test condition and select (temp void) +0:159 Test condition and select ( temp void) 0:159 Condition -0:159 Compare Less Than (temp bool) -0:159 direct index (temp float) -0:159 'color' (temp 4-component vector of float) +0:159 Compare Less Than ( temp bool) +0:159 direct index ( temp float) +0:159 'color' ( temp 4-component vector of float) 0:159 Constant: 0:159 1 (const int) -0:159 'd4' (uniform float) +0:159 'd4' ( uniform float) 0:159 true case -0:160 add second child into first child (temp float) -0:160 direct index (temp float) -0:160 'color' (temp 4-component vector of float) +0:160 add second child into first child ( temp float) +0:160 direct index ( temp float) +0:160 'color' ( temp 4-component vector of float) 0:160 Constant: 0:160 1 (const int) -0:160 'd4' (uniform float) +0:160 'd4' ( uniform float) 0:159 false case -0:162 add second child into first child (temp float) -0:162 direct index (temp float) -0:162 'color' (temp 4-component vector of float) +0:162 add second child into first child ( temp float) +0:162 direct index ( temp float) +0:162 'color' ( temp 4-component vector of float) 0:162 Constant: 0:162 0 (const int) -0:162 'd4' (uniform float) +0:162 'd4' ( uniform float) 0:170 Loop with condition not tested first 0:170 Loop Condition -0:170 Compare Less Than (temp bool) -0:170 direct index (temp float) -0:170 'color' (temp 4-component vector of float) +0:170 Compare Less Than ( temp bool) +0:170 direct index ( temp float) +0:170 'color' ( temp 4-component vector of float) 0:170 Constant: 0:170 0 (const int) -0:170 'd5' (uniform float) +0:170 'd5' ( uniform float) 0:170 Loop Body 0:167 Sequence -0:167 add second child into first child (temp 4-component vector of float) -0:167 'color' (temp 4-component vector of float) -0:167 'bigColor5' (uniform 4-component vector of float) -0:168 Test condition and select (temp void) +0:167 add second child into first child ( temp 4-component vector of float) +0:167 'color' ( temp 4-component vector of float) +0:167 'bigColor5' ( uniform 4-component vector of float) +0:168 Test condition and select ( temp void) 0:168 Condition -0:168 Compare Less Than (temp bool) -0:168 direct index (temp float) -0:168 'color' (temp 4-component vector of float) +0:168 Compare Less Than ( temp bool) +0:168 direct index ( temp float) +0:168 'color' ( temp 4-component vector of float) 0:168 Constant: 0:168 1 (const int) -0:168 'd5' (uniform float) +0:168 'd5' ( uniform float) 0:168 true case -0:169 add second child into first child (temp float) -0:169 direct index (temp float) -0:169 'color' (temp 4-component vector of float) +0:169 add second child into first child ( temp float) +0:169 direct index ( temp float) +0:169 'color' ( temp 4-component vector of float) 0:169 Constant: 0:169 1 (const int) -0:169 'd5' (uniform float) -0:173 Test condition and select (temp void) +0:169 'd5' ( uniform float) +0:173 Test condition and select ( temp void) 0:173 Condition -0:173 Compare Less Than (temp bool) -0:173 direct index (temp float) -0:173 'color' (temp 4-component vector of float) +0:173 Compare Less Than ( temp bool) +0:173 direct index ( temp float) +0:173 'color' ( temp 4-component vector of float) 0:173 Constant: 0:173 0 (const int) -0:173 'd6' (uniform float) +0:173 'd6' ( uniform float) 0:173 true case 0:174 Sequence 0:174 Loop with condition tested first 0:174 Loop Condition -0:174 Compare Less Than (temp bool) -0:174 direct index (temp float) -0:174 'color' (temp 4-component vector of float) +0:174 Compare Less Than ( temp bool) +0:174 direct index ( temp float) +0:174 'color' ( temp 4-component vector of float) 0:174 Constant: 0:174 1 (const int) -0:174 'd6' (uniform float) +0:174 'd6' ( uniform float) 0:174 Loop Body -0:175 add second child into first child (temp 4-component vector of float) -0:175 'color' (temp 4-component vector of float) -0:175 'bigColor6' (uniform 4-component vector of float) +0:175 add second child into first child ( temp 4-component vector of float) +0:175 'color' ( temp 4-component vector of float) +0:175 'bigColor6' ( uniform 4-component vector of float) 0:173 false case 0:177 Sequence 0:177 Loop with condition tested first 0:177 Loop Condition -0:177 Compare Less Than (temp bool) -0:177 direct index (temp float) -0:177 'color' (temp 4-component vector of float) +0:177 Compare Less Than ( temp bool) +0:177 direct index ( temp float) +0:177 'color' ( temp 4-component vector of float) 0:177 Constant: 0:177 2 (const int) -0:177 'd6' (uniform float) +0:177 'd6' ( uniform float) 0:177 Loop Body -0:178 add second child into first child (temp float) -0:178 direct index (temp float) -0:178 'color' (temp 4-component vector of float) +0:178 add second child into first child ( temp float) +0:178 direct index ( temp float) +0:178 'color' ( temp 4-component vector of float) 0:178 Constant: 0:178 2 (const int) -0:178 direct index (temp float) -0:178 'bigColor6' (uniform 4-component vector of float) +0:178 direct index ( temp float) +0:178 'bigColor6' ( uniform 4-component vector of float) 0:178 Constant: 0:178 2 (const int) -0:182 Test condition and select (temp void) +0:182 Test condition and select ( temp void) 0:182 Condition -0:182 Compare Less Than (temp bool) -0:182 direct index (temp float) -0:182 'color' (temp 4-component vector of float) +0:182 Compare Less Than ( temp bool) +0:182 direct index ( temp float) +0:182 'color' ( temp 4-component vector of float) 0:182 Constant: 0:182 0 (const int) -0:182 'd6' (uniform float) +0:182 'd6' ( uniform float) 0:182 true case 0:183 Sequence 0:183 Loop with condition tested first 0:183 Loop Condition -0:183 Compare Less Than (temp bool) -0:183 direct index (temp float) -0:183 'color' (temp 4-component vector of float) +0:183 Compare Less Than ( temp bool) +0:183 direct index ( temp float) +0:183 'color' ( temp 4-component vector of float) 0:183 Constant: 0:183 1 (const int) -0:183 'd6' (uniform float) +0:183 'd6' ( uniform float) 0:183 Loop Body 0:184 Sequence -0:184 add second child into first child (temp 4-component vector of float) -0:184 'color' (temp 4-component vector of float) -0:184 'bigColor6' (uniform 4-component vector of float) -0:185 Test condition and select (temp void) +0:184 add second child into first child ( temp 4-component vector of float) +0:184 'color' ( temp 4-component vector of float) +0:184 'bigColor6' ( uniform 4-component vector of float) +0:185 Test condition and select ( temp void) 0:185 Condition -0:185 Compare Less Than (temp bool) -0:185 'd7' (uniform float) +0:185 Compare Less Than ( temp bool) +0:185 'd7' ( uniform float) 0:185 Constant: 0:185 1.000000 0:185 true case @@ -1509,20 +1509,20 @@ Shader version: 130 0:190 Sequence 0:190 Loop with condition tested first 0:190 Loop Condition -0:190 Compare Less Than (temp bool) -0:190 direct index (temp float) -0:190 'color' (temp 4-component vector of float) +0:190 Compare Less Than ( temp bool) +0:190 direct index ( temp float) +0:190 'color' ( temp 4-component vector of float) 0:190 Constant: 0:190 2 (const int) -0:190 'd6' (uniform float) +0:190 'd6' ( uniform float) 0:190 Loop Body -0:191 add second child into first child (temp float) -0:191 direct index (temp float) -0:191 'color' (temp 4-component vector of float) +0:191 add second child into first child ( temp float) +0:191 direct index ( temp float) +0:191 'color' ( temp 4-component vector of float) 0:191 Constant: 0:191 2 (const int) -0:191 direct index (temp float) -0:191 'bigColor6' (uniform 4-component vector of float) +0:191 direct index ( temp float) +0:191 'bigColor6' ( uniform 4-component vector of float) 0:191 Constant: 0:191 2 (const int) 0:209 Loop with condition not tested first @@ -1531,405 +1531,405 @@ Shader version: 130 0:209 true (const bool) 0:209 Loop Body 0:197 Sequence -0:197 Test condition and select (temp void) +0:197 Test condition and select ( temp void) 0:197 Condition -0:197 Compare Less Than (temp bool) -0:197 'd7' (uniform float) +0:197 Compare Less Than ( temp bool) +0:197 'd7' ( uniform float) 0:197 Constant: 0:197 0.000000 0:197 true case 0:198 Branch: Break -0:200 add second child into first child (temp 4-component vector of float) -0:200 'color' (temp 4-component vector of float) -0:200 'bigColor7' (uniform 4-component vector of float) -0:202 Test condition and select (temp void) +0:200 add second child into first child ( temp 4-component vector of float) +0:200 'color' ( temp 4-component vector of float) +0:200 'bigColor7' ( uniform 4-component vector of float) +0:202 Test condition and select ( temp void) 0:202 Condition -0:202 Compare Less Than (temp bool) -0:202 'd7' (uniform float) +0:202 Compare Less Than ( temp bool) +0:202 'd7' ( uniform float) 0:202 Constant: 0:202 1.000000 0:202 true case 0:203 Sequence -0:203 Post-Increment (temp float) -0:203 direct index (temp float) -0:203 'color' (temp 4-component vector of float) +0:203 Post-Increment ( temp float) +0:203 direct index ( temp float) +0:203 'color' ( temp 4-component vector of float) 0:203 Constant: 0:203 2 (const int) 0:204 Branch: Break -0:207 add second child into first child (temp 4-component vector of float) -0:207 'color' (temp 4-component vector of float) -0:207 'BaseColor' (smooth in 4-component vector of float) +0:207 add second child into first child ( temp 4-component vector of float) +0:207 'color' ( temp 4-component vector of float) +0:207 'BaseColor' ( smooth in 4-component vector of float) 0:234 Loop with condition not tested first 0:234 Loop Condition -0:234 Compare Less Than (temp bool) -0:234 direct index (temp float) -0:234 'color' (temp 4-component vector of float) +0:234 Compare Less Than ( temp bool) +0:234 direct index ( temp float) +0:234 'color' ( temp 4-component vector of float) 0:234 Constant: 0:234 2 (const int) -0:234 'd8' (uniform float) +0:234 'd8' ( uniform float) 0:234 Loop Body 0:217 Sequence -0:217 Test condition and select (temp void) +0:217 Test condition and select ( temp void) 0:217 Condition -0:217 Compare Less Than (temp bool) -0:217 'd8' (uniform float) +0:217 Compare Less Than ( temp bool) +0:217 'd8' ( uniform float) 0:217 Constant: 0:217 0.000000 0:217 true case 0:218 Branch: Break -0:220 add second child into first child (temp 4-component vector of float) -0:220 'color' (temp 4-component vector of float) -0:220 'bigColor7' (uniform 4-component vector of float) -0:222 Test condition and select (temp void) +0:220 add second child into first child ( temp 4-component vector of float) +0:220 'color' ( temp 4-component vector of float) +0:220 'bigColor7' ( uniform 4-component vector of float) +0:222 Test condition and select ( temp void) 0:222 Condition -0:222 Compare Less Than (temp bool) -0:222 'd8' (uniform float) +0:222 Compare Less Than ( temp bool) +0:222 'd8' ( uniform float) 0:222 Constant: 0:222 1.000000 0:222 true case 0:223 Sequence -0:223 Post-Increment (temp float) -0:223 direct index (temp float) -0:223 'color' (temp 4-component vector of float) +0:223 Post-Increment ( temp float) +0:223 direct index ( temp float) +0:223 'color' ( temp 4-component vector of float) 0:223 Constant: 0:223 2 (const int) -0:224 Test condition and select (temp void) +0:224 Test condition and select ( temp void) 0:224 Condition -0:224 Compare Less Than (temp bool) -0:224 'd8' (uniform float) +0:224 Compare Less Than ( temp bool) +0:224 'd8' ( uniform float) 0:224 Constant: 0:224 2.000000 0:224 true case 0:225 Sequence -0:225 Post-Increment (temp float) -0:225 direct index (temp float) -0:225 'color' (temp 4-component vector of float) +0:225 Post-Increment ( temp float) +0:225 direct index ( temp float) +0:225 'color' ( temp 4-component vector of float) 0:225 Constant: 0:225 1 (const int) 0:224 false case 0:227 Sequence -0:227 Post-Increment (temp float) -0:227 direct index (temp float) -0:227 'color' (temp 4-component vector of float) +0:227 Post-Increment ( temp float) +0:227 direct index ( temp float) +0:227 'color' ( temp 4-component vector of float) 0:227 Constant: 0:227 0 (const int) 0:229 Branch: Break -0:232 add second child into first child (temp 4-component vector of float) -0:232 'color' (temp 4-component vector of float) -0:232 'BaseColor' (smooth in 4-component vector of float) +0:232 add second child into first child ( temp 4-component vector of float) +0:232 'color' ( temp 4-component vector of float) +0:232 'BaseColor' ( smooth in 4-component vector of float) 0:237 Loop with condition tested first 0:237 Loop Condition -0:237 Compare Less Than (temp bool) -0:237 direct index (temp float) -0:237 'color' (temp 4-component vector of float) +0:237 Compare Less Than ( temp bool) +0:237 direct index ( temp float) +0:237 'color' ( temp 4-component vector of float) 0:237 Constant: 0:237 3 (const int) -0:237 'd9' (uniform float) +0:237 'd9' ( uniform float) 0:237 Loop Body 0:238 Sequence -0:238 Test condition and select (temp void) +0:238 Test condition and select ( temp void) 0:238 Condition -0:238 Compare Greater Than (temp bool) -0:238 'd9' (uniform float) -0:238 'd8' (uniform float) +0:238 Compare Greater Than ( temp bool) +0:238 'd9' ( uniform float) +0:238 'd8' ( uniform float) 0:238 true case 0:239 Sequence -0:239 Test condition and select (temp void) +0:239 Test condition and select ( temp void) 0:239 Condition -0:239 Compare Less Than or Equal (temp bool) -0:239 direct index (temp float) -0:239 'color' (temp 4-component vector of float) +0:239 Compare Less Than or Equal ( temp bool) +0:239 direct index ( temp float) +0:239 'color' ( temp 4-component vector of float) 0:239 Constant: 0:239 0 (const int) -0:239 'd7' (uniform float) +0:239 'd7' ( uniform float) 0:239 true case 0:240 Sequence -0:240 Test condition and select (temp void) +0:240 Test condition and select ( temp void) 0:240 Condition -0:240 Compare Equal (temp bool) -0:240 direct index (temp float) -0:240 'color' (temp 4-component vector of float) +0:240 Compare Equal ( temp bool) +0:240 direct index ( temp float) +0:240 'color' ( temp 4-component vector of float) 0:240 Constant: 0:240 2 (const int) 0:240 Constant: 0:240 5.000000 0:240 true case -0:241 Post-Increment (temp float) -0:241 direct index (temp float) -0:241 'color' (temp 4-component vector of float) +0:241 Post-Increment ( temp float) +0:241 direct index ( temp float) +0:241 'color' ( temp 4-component vector of float) 0:241 Constant: 0:241 3 (const int) 0:240 false case 0:243 Branch: Break 0:250 Loop with condition tested first 0:250 Loop Condition -0:250 Compare Less Than (temp bool) -0:250 direct index (temp float) -0:250 'color' (temp 4-component vector of float) +0:250 Compare Less Than ( temp bool) +0:250 direct index ( temp float) +0:250 'color' ( temp 4-component vector of float) 0:250 Constant: 0:250 2 (const int) -0:250 'd10' (uniform float) +0:250 'd10' ( uniform float) 0:250 Loop Body 0:251 Sequence -0:251 Post-Increment (temp float) -0:251 direct index (temp float) -0:251 'color' (temp 4-component vector of float) +0:251 Post-Increment ( temp float) +0:251 direct index ( temp float) +0:251 'color' ( temp 4-component vector of float) 0:251 Constant: 0:251 1 (const int) -0:252 Test condition and select (temp void) +0:252 Test condition and select ( temp void) 0:252 Condition -0:252 Compare Less Than (temp bool) -0:252 direct index (temp float) -0:252 'color' (temp 4-component vector of float) +0:252 Compare Less Than ( temp bool) +0:252 direct index ( temp float) +0:252 'color' ( temp 4-component vector of float) 0:252 Constant: 0:252 1 (const int) -0:252 'd11' (uniform float) +0:252 'd11' ( uniform float) 0:252 true case 0:253 Sequence -0:253 Post-Increment (temp float) -0:253 direct index (temp float) -0:253 'color' (temp 4-component vector of float) +0:253 Post-Increment ( temp float) +0:253 direct index ( temp float) +0:253 'color' ( temp 4-component vector of float) 0:253 Constant: 0:253 2 (const int) -0:254 Test condition and select (temp void) +0:254 Test condition and select ( temp void) 0:254 Condition -0:254 Compare Less Than (temp bool) -0:254 direct index (temp float) -0:254 'color' (temp 4-component vector of float) +0:254 Compare Less Than ( temp bool) +0:254 direct index ( temp float) +0:254 'color' ( temp 4-component vector of float) 0:254 Constant: 0:254 3 (const int) -0:254 'd12' (uniform float) +0:254 'd12' ( uniform float) 0:254 true case -0:255 Post-Increment (temp float) -0:255 direct index (temp float) -0:255 'color' (temp 4-component vector of float) +0:255 Post-Increment ( temp float) +0:255 direct index ( temp float) +0:255 'color' ( temp 4-component vector of float) 0:255 Constant: 0:255 3 (const int) 0:254 false case -0:257 Post-Increment (temp float) -0:257 direct index (temp float) -0:257 'color' (temp 4-component vector of float) +0:257 Post-Increment ( temp float) +0:257 direct index ( temp float) +0:257 'color' ( temp 4-component vector of float) 0:257 Constant: 0:257 0 (const int) 0:258 Branch: Continue -0:261 Post-Increment (temp 4-component vector of float) -0:261 'color' (temp 4-component vector of float) +0:261 Post-Increment ( temp 4-component vector of float) +0:261 'color' ( temp 4-component vector of float) 0:262 Branch: Break 0:266 Loop with condition tested first 0:266 Loop Condition -0:266 Compare Less Than (temp bool) -0:266 direct index (temp float) -0:266 'color' (temp 4-component vector of float) +0:266 Compare Less Than ( temp bool) +0:266 direct index ( temp float) +0:266 'color' ( temp 4-component vector of float) 0:266 Constant: 0:266 0 (const int) 0:266 Constant: 0:266 10.000000 0:266 Loop Body 0:267 Sequence -0:267 add second child into first child (temp 4-component vector of float) -0:267 'color' (temp 4-component vector of float) -0:267 'bigColor8' (uniform 4-component vector of float) -0:269 Test condition and select (temp void) +0:267 add second child into first child ( temp 4-component vector of float) +0:267 'color' ( temp 4-component vector of float) +0:267 'bigColor8' ( uniform 4-component vector of float) +0:269 Test condition and select ( temp void) 0:269 Condition -0:269 Compare Less Than (temp bool) -0:269 direct index (temp float) -0:269 'color' (temp 4-component vector of float) +0:269 Compare Less Than ( temp bool) +0:269 direct index ( temp float) +0:269 'color' ( temp 4-component vector of float) 0:269 Constant: 0:269 2 (const int) -0:269 'd8' (uniform float) +0:269 'd8' ( uniform float) 0:269 true case -0:270 Test condition and select (temp void) +0:270 Test condition and select ( temp void) 0:270 Condition -0:270 Compare Less Than (temp bool) -0:270 direct index (temp float) -0:270 'color' (temp 4-component vector of float) +0:270 Compare Less Than ( temp bool) +0:270 direct index ( temp float) +0:270 'color' ( temp 4-component vector of float) 0:270 Constant: 0:270 3 (const int) -0:270 'd6' (uniform float) +0:270 'd6' ( uniform float) 0:270 true case 0:271 Branch: Continue -0:273 add second child into first child (temp float) -0:273 direct index (temp float) -0:273 'color' (temp 4-component vector of float) +0:273 add second child into first child ( temp float) +0:273 direct index ( temp float) +0:273 'color' ( temp 4-component vector of float) 0:273 Constant: 0:273 1 (const int) -0:273 direct index (temp float) -0:273 'bigColor8' (uniform 4-component vector of float) +0:273 direct index ( temp float) +0:273 'bigColor8' ( uniform 4-component vector of float) 0:273 Constant: 0:273 0 (const int) -0:276 Post-Increment (temp 4-component vector of float) -0:276 'color' (temp 4-component vector of float) -0:277 move second child to first child (temp 4-component vector of float) -0:277 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:277 'color' (temp 4-component vector of float) +0:276 Post-Increment ( temp 4-component vector of float) +0:276 'color' ( temp 4-component vector of float) +0:277 move second child to first child ( temp 4-component vector of float) +0:277 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:277 'color' ( temp 4-component vector of float) 0:280 Loop with condition tested first 0:280 Loop Condition -0:280 Compare Less Than (temp bool) -0:280 direct index (temp float) -0:280 'color' (temp 4-component vector of float) +0:280 Compare Less Than ( temp bool) +0:280 direct index ( temp float) +0:280 'color' ( temp 4-component vector of float) 0:280 Constant: 0:280 0 (const int) -0:280 'd14' (uniform float) +0:280 'd14' ( uniform float) 0:280 Loop Body 0:281 Sequence -0:281 Test condition and select (temp void) +0:281 Test condition and select ( temp void) 0:281 Condition -0:281 Compare Less Than (temp bool) -0:281 direct index (temp float) -0:281 'color' (temp 4-component vector of float) +0:281 Compare Less Than ( temp bool) +0:281 direct index ( temp float) +0:281 'color' ( temp 4-component vector of float) 0:281 Constant: 0:281 1 (const int) -0:281 'd15' (uniform float) +0:281 'd15' ( uniform float) 0:281 true case 0:282 Sequence 0:282 Branch: Return 0:281 false case -0:285 Post-Increment (temp 4-component vector of float) -0:285 'color' (temp 4-component vector of float) -0:288 Post-Increment (temp 4-component vector of float) -0:288 'color' (temp 4-component vector of float) +0:285 Post-Increment ( temp 4-component vector of float) +0:285 'color' ( temp 4-component vector of float) +0:288 Post-Increment ( temp 4-component vector of float) +0:288 'color' ( temp 4-component vector of float) 0:290 Loop with condition tested first 0:290 Loop Condition -0:290 Compare Less Than (temp bool) -0:290 direct index (temp float) -0:290 'color' (temp 4-component vector of float) +0:290 Compare Less Than ( temp bool) +0:290 direct index ( temp float) +0:290 'color' ( temp 4-component vector of float) 0:290 Constant: 0:290 3 (const int) -0:290 'd16' (uniform float) +0:290 'd16' ( uniform float) 0:290 Loop Body 0:291 Sequence -0:291 Post-Increment (temp float) -0:291 direct index (temp float) -0:291 'color' (temp 4-component vector of float) +0:291 Post-Increment ( temp float) +0:291 direct index ( temp float) +0:291 'color' ( temp 4-component vector of float) 0:291 Constant: 0:291 3 (const int) 0:296 Loop with condition tested first 0:296 Loop Condition -0:296 logical-and (temp bool) -0:296 Compare Less Than (temp bool) -0:296 direct index (temp float) -0:296 'color' (temp 4-component vector of float) +0:296 logical-and ( temp bool) +0:296 Compare Less Than ( temp bool) +0:296 direct index ( temp float) +0:296 'color' ( temp 4-component vector of float) 0:296 Constant: 0:296 3 (const int) -0:296 'd2' (uniform float) -0:296 Compare Less Than (temp bool) -0:296 direct index (temp float) -0:296 'color' (temp 4-component vector of float) +0:296 'd2' ( uniform float) +0:296 Compare Less Than ( temp bool) +0:296 direct index ( temp float) +0:296 'color' ( temp 4-component vector of float) 0:296 Constant: 0:296 1 (const int) -0:296 'd3' (uniform float) +0:296 'd3' ( uniform float) 0:296 Loop Body 0:297 Sequence -0:297 add second child into first child (temp 4-component vector of float) -0:297 'color' (temp 4-component vector of float) -0:297 'bigColor1_2' (uniform 4-component vector of float) -0:298 Test condition and select (temp void) +0:297 add second child into first child ( temp 4-component vector of float) +0:297 'color' ( temp 4-component vector of float) +0:297 'bigColor1_2' ( uniform 4-component vector of float) +0:298 Test condition and select ( temp void) 0:298 Condition -0:298 Compare Less Than (temp bool) -0:298 direct index (temp float) -0:298 'color' (temp 4-component vector of float) +0:298 Compare Less Than ( temp bool) +0:298 direct index ( temp float) +0:298 'color' ( temp 4-component vector of float) 0:298 Constant: 0:298 2 (const int) -0:298 'd3' (uniform float) +0:298 'd3' ( uniform float) 0:298 true case 0:299 Branch: Return 0:307 Loop with condition not tested first 0:307 Loop Condition -0:307 Compare Less Than (temp bool) -0:307 direct index (temp float) -0:307 'color' (temp 4-component vector of float) +0:307 Compare Less Than ( temp bool) +0:307 direct index ( temp float) +0:307 'color' ( temp 4-component vector of float) 0:307 Constant: 0:307 0 (const int) -0:307 'd17' (uniform float) +0:307 'd17' ( uniform float) 0:307 Loop Body 0:304 Sequence -0:304 Test condition and select (temp void) +0:304 Test condition and select ( temp void) 0:304 Condition -0:304 Compare Less Than (temp bool) -0:304 direct index (temp float) -0:304 'color' (temp 4-component vector of float) +0:304 Compare Less Than ( temp bool) +0:304 direct index ( temp float) +0:304 'color' ( temp 4-component vector of float) 0:304 Constant: 0:304 1 (const int) -0:304 'd18' (uniform float) +0:304 'd18' ( uniform float) 0:304 true case 0:305 Branch: Return -0:306 Post-Increment (temp 4-component vector of float) -0:306 'color' (temp 4-component vector of float) +0:306 Post-Increment ( temp 4-component vector of float) +0:306 'color' ( temp 4-component vector of float) 0:310 Loop with condition tested first 0:310 Loop Condition -0:310 Compare Less Than (temp bool) -0:310 direct index (temp float) -0:310 'color' (temp 4-component vector of float) +0:310 Compare Less Than ( temp bool) +0:310 direct index ( temp float) +0:310 'color' ( temp 4-component vector of float) 0:310 Constant: 0:310 1 (const int) -0:310 'd16' (uniform float) +0:310 'd16' ( uniform float) 0:310 Loop Body 0:311 Sequence -0:311 Test condition and select (temp void) +0:311 Test condition and select ( temp void) 0:311 Condition -0:311 Compare Less Than (temp bool) -0:311 direct index (temp float) -0:311 'color' (temp 4-component vector of float) +0:311 Compare Less Than ( temp bool) +0:311 direct index ( temp float) +0:311 'color' ( temp 4-component vector of float) 0:311 Constant: 0:311 3 (const int) -0:311 'd16' (uniform float) +0:311 'd16' ( uniform float) 0:311 true case 0:312 Sequence 0:312 Branch: Kill 0:311 false case -0:314 Post-Increment (temp 4-component vector of float) -0:314 'color' (temp 4-component vector of float) -0:317 Post-Increment (temp 4-component vector of float) -0:317 'color' (temp 4-component vector of float) -0:319 move second child to first child (temp 4-component vector of float) -0:319 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:319 'color' (temp 4-component vector of float) +0:314 Post-Increment ( temp 4-component vector of float) +0:314 'color' ( temp 4-component vector of float) +0:317 Post-Increment ( temp 4-component vector of float) +0:317 'color' ( temp 4-component vector of float) +0:319 move second child to first child ( temp 4-component vector of float) +0:319 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:319 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'bigColor1_1' (uniform 4-component vector of float) -0:? 'bigColor1_2' (uniform 4-component vector of float) -0:? 'bigColor1_3' (uniform 4-component vector of float) -0:? 'bigColor2' (uniform 4-component vector of float) -0:? 'bigColor3' (uniform 4-component vector of float) -0:? 'bigColor4' (uniform 4-component vector of float) -0:? 'bigColor5' (uniform 4-component vector of float) -0:? 'bigColor6' (uniform 4-component vector of float) -0:? 'bigColor7' (uniform 4-component vector of float) -0:? 'bigColor8' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'd2' (uniform float) -0:? 'd3' (uniform float) -0:? 'd4' (uniform float) -0:? 'd5' (uniform float) -0:? 'd6' (uniform float) -0:? 'd7' (uniform float) -0:? 'd8' (uniform float) -0:? 'd9' (uniform float) -0:? 'd10' (uniform float) -0:? 'd11' (uniform float) -0:? 'd12' (uniform float) -0:? 'd13' (uniform float) -0:? 'd14' (uniform float) -0:? 'd15' (uniform float) -0:? 'd16' (uniform float) -0:? 'd17' (uniform float) -0:? 'd18' (uniform float) -0:? 'd19' (uniform float) -0:? 'd20' (uniform float) -0:? 'd21' (uniform float) -0:? 'd22' (uniform float) -0:? 'd23' (uniform float) -0:? 'd24' (uniform float) -0:? 'd25' (uniform float) -0:? 'd26' (uniform float) -0:? 'd27' (uniform float) -0:? 'd28' (uniform float) -0:? 'd29' (uniform float) -0:? 'd30' (uniform float) -0:? 'd31' (uniform float) -0:? 'd32' (uniform float) -0:? 'd33' (uniform float) -0:? 'd34' (uniform float) -0:? 'Count' (uniform int) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'bigColor1_1' ( uniform 4-component vector of float) +0:? 'bigColor1_2' ( uniform 4-component vector of float) +0:? 'bigColor1_3' ( uniform 4-component vector of float) +0:? 'bigColor2' ( uniform 4-component vector of float) +0:? 'bigColor3' ( uniform 4-component vector of float) +0:? 'bigColor4' ( uniform 4-component vector of float) +0:? 'bigColor5' ( uniform 4-component vector of float) +0:? 'bigColor6' ( uniform 4-component vector of float) +0:? 'bigColor7' ( uniform 4-component vector of float) +0:? 'bigColor8' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'd2' ( uniform float) +0:? 'd3' ( uniform float) +0:? 'd4' ( uniform float) +0:? 'd5' ( uniform float) +0:? 'd6' ( uniform float) +0:? 'd7' ( uniform float) +0:? 'd8' ( uniform float) +0:? 'd9' ( uniform float) +0:? 'd10' ( uniform float) +0:? 'd11' ( uniform float) +0:? 'd12' ( uniform float) +0:? 'd13' ( uniform float) +0:? 'd14' ( uniform float) +0:? 'd15' ( uniform float) +0:? 'd16' ( uniform float) +0:? 'd17' ( uniform float) +0:? 'd18' ( uniform float) +0:? 'd19' ( uniform float) +0:? 'd20' ( uniform float) +0:? 'd21' ( uniform float) +0:? 'd22' ( uniform float) +0:? 'd23' ( uniform float) +0:? 'd24' ( uniform float) +0:? 'd25' ( uniform float) +0:? 'd26' ( uniform float) +0:? 'd27' ( uniform float) +0:? 'd28' ( uniform float) +0:? 'd29' ( uniform float) +0:? 'd30' ( uniform float) +0:? 'd31' ( uniform float) +0:? 'd32' ( uniform float) +0:? 'd33' ( uniform float) +0:? 'd34' ( uniform float) +0:? 'Count' ( uniform int) diff --git a/Test/baseResults/loopsArtificial.frag.out b/Test/baseResults/loopsArtificial.frag.out index 39fae13d..0bb61c9a 100644 --- a/Test/baseResults/loopsArtificial.frag.out +++ b/Test/baseResults/loopsArtificial.frag.out @@ -3,216 +3,216 @@ WARNING: 0:14: varying deprecated in version 130; may be removed in future relea Shader version: 130 0:? Sequence -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:55 Sequence 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 'BaseColor' (smooth in 4-component vector of float) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 'BaseColor' ( smooth in 4-component vector of float) 0:71 Loop with condition not tested first 0:71 Loop Condition -0:71 Compare Less Than (temp bool) -0:71 direct index (temp float) -0:71 'color' (temp 4-component vector of float) +0:71 Compare Less Than ( temp bool) +0:71 direct index ( temp float) +0:71 'color' ( temp 4-component vector of float) 0:71 Constant: 0:71 2 (const int) -0:71 'd4' (uniform float) +0:71 'd4' ( uniform float) 0:71 Loop Body 0:59 Sequence -0:59 add second child into first child (temp 4-component vector of float) -0:59 'color' (temp 4-component vector of float) -0:59 'bigColor4' (uniform 4-component vector of float) -0:60 Test condition and select (temp void) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'color' ( temp 4-component vector of float) +0:59 'bigColor4' ( uniform 4-component vector of float) +0:60 Test condition and select ( temp void) 0:60 Condition -0:60 Compare Less Than (temp bool) -0:60 direct index (temp float) -0:60 'color' (temp 4-component vector of float) +0:60 Compare Less Than ( temp bool) +0:60 direct index ( temp float) +0:60 'color' ( temp 4-component vector of float) 0:60 Constant: 0:60 0 (const int) -0:60 'd4' (uniform float) +0:60 'd4' ( uniform float) 0:60 true case 0:61 Sequence -0:61 add second child into first child (temp float) -0:61 direct index (temp float) -0:61 'color' (temp 4-component vector of float) +0:61 add second child into first child ( temp float) +0:61 direct index ( temp float) +0:61 'color' ( temp 4-component vector of float) 0:61 Constant: 0:61 2 (const int) 0:61 Constant: 0:61 2.000000 -0:62 Test condition and select (temp void) +0:62 Test condition and select ( temp void) 0:62 Condition -0:62 Compare Less Than (temp bool) -0:62 direct index (temp float) -0:62 'color' (temp 4-component vector of float) +0:62 Compare Less Than ( temp bool) +0:62 direct index ( temp float) +0:62 'color' ( temp 4-component vector of float) 0:62 Constant: 0:62 2 (const int) -0:62 'd4' (uniform float) +0:62 'd4' ( uniform float) 0:62 true case 0:63 Sequence -0:63 Post-Increment (temp float) -0:63 direct index (temp float) -0:63 'color' (temp 4-component vector of float) +0:63 Post-Increment ( temp float) +0:63 direct index ( temp float) +0:63 'color' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) 0:64 Branch: Continue -0:67 Test condition and select (temp void) +0:67 Test condition and select ( temp void) 0:67 Condition -0:67 Compare Less Than (temp bool) -0:67 direct index (temp float) -0:67 'color' (temp 4-component vector of float) +0:67 Compare Less Than ( temp bool) +0:67 direct index ( temp float) +0:67 'color' ( temp 4-component vector of float) 0:67 Constant: 0:67 1 (const int) -0:67 'd4' (uniform float) +0:67 'd4' ( uniform float) 0:67 true case -0:68 add second child into first child (temp float) -0:68 direct index (temp float) -0:68 'color' (temp 4-component vector of float) +0:68 add second child into first child ( temp float) +0:68 direct index ( temp float) +0:68 'color' ( temp 4-component vector of float) 0:68 Constant: 0:68 1 (const int) -0:68 'd4' (uniform float) +0:68 'd4' ( uniform float) 0:67 false case -0:70 add second child into first child (temp float) -0:70 direct index (temp float) -0:70 'color' (temp 4-component vector of float) +0:70 add second child into first child ( temp float) +0:70 direct index ( temp float) +0:70 'color' ( temp 4-component vector of float) 0:70 Constant: 0:70 0 (const int) -0:70 'd4' (uniform float) +0:70 'd4' ( uniform float) 0:74 Loop with condition tested first 0:74 Loop Condition -0:74 Compare Less Than (temp bool) -0:74 direct index (temp float) -0:74 'color' (temp 4-component vector of float) +0:74 Compare Less Than ( temp bool) +0:74 direct index ( temp float) +0:74 'color' ( temp 4-component vector of float) 0:74 Constant: 0:74 3 (const int) -0:74 'd13' (uniform float) +0:74 'd13' ( uniform float) 0:74 Loop Body 0:75 Sequence -0:75 Test condition and select (temp void) +0:75 Test condition and select ( temp void) 0:75 Condition -0:75 Compare Less Than (temp bool) -0:75 direct index (temp float) -0:75 'color' (temp 4-component vector of float) +0:75 Compare Less Than ( temp bool) +0:75 direct index ( temp float) +0:75 'color' ( temp 4-component vector of float) 0:75 Constant: 0:75 2 (const int) -0:75 'd13' (uniform float) +0:75 'd13' ( uniform float) 0:75 true case -0:76 Post-Increment (temp 4-component vector of float) -0:76 'color' (temp 4-component vector of float) +0:76 Post-Increment ( temp 4-component vector of float) +0:76 'color' ( temp 4-component vector of float) 0:75 false case -0:78 Post-Decrement (temp 4-component vector of float) -0:78 'color' (temp 4-component vector of float) -0:80 add second child into first child (temp 4-component vector of float) -0:80 'color' (temp 4-component vector of float) -0:80 'bigColor4' (uniform 4-component vector of float) -0:81 Test condition and select (temp void) +0:78 Post-Decrement ( temp 4-component vector of float) +0:78 'color' ( temp 4-component vector of float) +0:80 add second child into first child ( temp 4-component vector of float) +0:80 'color' ( temp 4-component vector of float) +0:80 'bigColor4' ( uniform 4-component vector of float) +0:81 Test condition and select ( temp void) 0:81 Condition -0:81 Compare Less Than (temp bool) -0:81 direct index (temp float) -0:81 'color' (temp 4-component vector of float) +0:81 Compare Less Than ( temp bool) +0:81 direct index ( temp float) +0:81 'color' ( temp 4-component vector of float) 0:81 Constant: 0:81 0 (const int) -0:81 'd4' (uniform float) +0:81 'd4' ( uniform float) 0:81 true case 0:82 Sequence -0:82 add second child into first child (temp float) -0:82 direct index (temp float) -0:82 'color' (temp 4-component vector of float) +0:82 add second child into first child ( temp float) +0:82 direct index ( temp float) +0:82 'color' ( temp 4-component vector of float) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 2.000000 -0:83 Test condition and select (temp void) +0:83 Test condition and select ( temp void) 0:83 Condition -0:83 Compare Less Than (temp bool) -0:83 direct index (temp float) -0:83 'color' (temp 4-component vector of float) +0:83 Compare Less Than ( temp bool) +0:83 direct index ( temp float) +0:83 'color' ( temp 4-component vector of float) 0:83 Constant: 0:83 2 (const int) -0:83 'd4' (uniform float) +0:83 'd4' ( uniform float) 0:83 true case 0:84 Sequence -0:84 Post-Increment (temp float) -0:84 direct index (temp float) -0:84 'color' (temp 4-component vector of float) +0:84 Post-Increment ( temp float) +0:84 direct index ( temp float) +0:84 'color' ( temp 4-component vector of float) 0:84 Constant: 0:84 0 (const int) 0:85 Branch: Continue -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition -0:88 Compare Less Than (temp bool) -0:88 direct index (temp float) -0:88 'color' (temp 4-component vector of float) +0:88 Compare Less Than ( temp bool) +0:88 direct index ( temp float) +0:88 'color' ( temp 4-component vector of float) 0:88 Constant: 0:88 1 (const int) -0:88 'd4' (uniform float) +0:88 'd4' ( uniform float) 0:88 true case -0:89 add second child into first child (temp float) -0:89 direct index (temp float) -0:89 'color' (temp 4-component vector of float) +0:89 add second child into first child ( temp float) +0:89 direct index ( temp float) +0:89 'color' ( temp 4-component vector of float) 0:89 Constant: 0:89 1 (const int) -0:89 'd4' (uniform float) +0:89 'd4' ( uniform float) 0:88 false case -0:91 add second child into first child (temp float) -0:91 direct index (temp float) -0:91 'color' (temp 4-component vector of float) +0:91 add second child into first child ( temp float) +0:91 direct index ( temp float) +0:91 'color' ( temp 4-component vector of float) 0:91 Constant: 0:91 0 (const int) -0:91 'd4' (uniform float) -0:94 Post-Increment (temp 4-component vector of float) -0:94 'color' (temp 4-component vector of float) -0:95 move second child to first child (temp 4-component vector of float) -0:95 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:95 'color' (temp 4-component vector of float) +0:91 'd4' ( uniform float) +0:94 Post-Increment ( temp 4-component vector of float) +0:94 'color' ( temp 4-component vector of float) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:95 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'bigColor1_1' (uniform 4-component vector of float) -0:? 'bigColor1_2' (uniform 4-component vector of float) -0:? 'bigColor1_3' (uniform 4-component vector of float) -0:? 'bigColor2' (uniform 4-component vector of float) -0:? 'bigColor3' (uniform 4-component vector of float) -0:? 'bigColor4' (uniform 4-component vector of float) -0:? 'bigColor5' (uniform 4-component vector of float) -0:? 'bigColor6' (uniform 4-component vector of float) -0:? 'bigColor7' (uniform 4-component vector of float) -0:? 'bigColor8' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'd2' (uniform float) -0:? 'd3' (uniform float) -0:? 'd4' (uniform float) -0:? 'd5' (uniform float) -0:? 'd6' (uniform float) -0:? 'd7' (uniform float) -0:? 'd8' (uniform float) -0:? 'd9' (uniform float) -0:? 'd10' (uniform float) -0:? 'd11' (uniform float) -0:? 'd12' (uniform float) -0:? 'd13' (uniform float) -0:? 'd14' (uniform float) -0:? 'd15' (uniform float) -0:? 'd16' (uniform float) -0:? 'd17' (uniform float) -0:? 'd18' (uniform float) -0:? 'd19' (uniform float) -0:? 'd20' (uniform float) -0:? 'd21' (uniform float) -0:? 'd22' (uniform float) -0:? 'd23' (uniform float) -0:? 'd24' (uniform float) -0:? 'd25' (uniform float) -0:? 'd26' (uniform float) -0:? 'd27' (uniform float) -0:? 'd28' (uniform float) -0:? 'd29' (uniform float) -0:? 'd30' (uniform float) -0:? 'd31' (uniform float) -0:? 'd32' (uniform float) -0:? 'd33' (uniform float) -0:? 'd34' (uniform float) -0:? 'Count' (uniform int) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'bigColor1_1' ( uniform 4-component vector of float) +0:? 'bigColor1_2' ( uniform 4-component vector of float) +0:? 'bigColor1_3' ( uniform 4-component vector of float) +0:? 'bigColor2' ( uniform 4-component vector of float) +0:? 'bigColor3' ( uniform 4-component vector of float) +0:? 'bigColor4' ( uniform 4-component vector of float) +0:? 'bigColor5' ( uniform 4-component vector of float) +0:? 'bigColor6' ( uniform 4-component vector of float) +0:? 'bigColor7' ( uniform 4-component vector of float) +0:? 'bigColor8' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'd2' ( uniform float) +0:? 'd3' ( uniform float) +0:? 'd4' ( uniform float) +0:? 'd5' ( uniform float) +0:? 'd6' ( uniform float) +0:? 'd7' ( uniform float) +0:? 'd8' ( uniform float) +0:? 'd9' ( uniform float) +0:? 'd10' ( uniform float) +0:? 'd11' ( uniform float) +0:? 'd12' ( uniform float) +0:? 'd13' ( uniform float) +0:? 'd14' ( uniform float) +0:? 'd15' ( uniform float) +0:? 'd16' ( uniform float) +0:? 'd17' ( uniform float) +0:? 'd18' ( uniform float) +0:? 'd19' ( uniform float) +0:? 'd20' ( uniform float) +0:? 'd21' ( uniform float) +0:? 'd22' ( uniform float) +0:? 'd23' ( uniform float) +0:? 'd24' ( uniform float) +0:? 'd25' ( uniform float) +0:? 'd26' ( uniform float) +0:? 'd27' ( uniform float) +0:? 'd28' ( uniform float) +0:? 'd29' ( uniform float) +0:? 'd30' ( uniform float) +0:? 'd31' ( uniform float) +0:? 'd32' ( uniform float) +0:? 'd33' ( uniform float) +0:? 'd34' ( uniform float) +0:? 'Count' ( uniform int) Linked fragment stage: @@ -220,214 +220,214 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:53 Function Definition: main( (global void) +0:53 Function Definition: main( ( global void) 0:53 Function Parameters: 0:55 Sequence 0:55 Sequence -0:55 move second child to first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 'BaseColor' (smooth in 4-component vector of float) +0:55 move second child to first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 'BaseColor' ( smooth in 4-component vector of float) 0:71 Loop with condition not tested first 0:71 Loop Condition -0:71 Compare Less Than (temp bool) -0:71 direct index (temp float) -0:71 'color' (temp 4-component vector of float) +0:71 Compare Less Than ( temp bool) +0:71 direct index ( temp float) +0:71 'color' ( temp 4-component vector of float) 0:71 Constant: 0:71 2 (const int) -0:71 'd4' (uniform float) +0:71 'd4' ( uniform float) 0:71 Loop Body 0:59 Sequence -0:59 add second child into first child (temp 4-component vector of float) -0:59 'color' (temp 4-component vector of float) -0:59 'bigColor4' (uniform 4-component vector of float) -0:60 Test condition and select (temp void) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'color' ( temp 4-component vector of float) +0:59 'bigColor4' ( uniform 4-component vector of float) +0:60 Test condition and select ( temp void) 0:60 Condition -0:60 Compare Less Than (temp bool) -0:60 direct index (temp float) -0:60 'color' (temp 4-component vector of float) +0:60 Compare Less Than ( temp bool) +0:60 direct index ( temp float) +0:60 'color' ( temp 4-component vector of float) 0:60 Constant: 0:60 0 (const int) -0:60 'd4' (uniform float) +0:60 'd4' ( uniform float) 0:60 true case 0:61 Sequence -0:61 add second child into first child (temp float) -0:61 direct index (temp float) -0:61 'color' (temp 4-component vector of float) +0:61 add second child into first child ( temp float) +0:61 direct index ( temp float) +0:61 'color' ( temp 4-component vector of float) 0:61 Constant: 0:61 2 (const int) 0:61 Constant: 0:61 2.000000 -0:62 Test condition and select (temp void) +0:62 Test condition and select ( temp void) 0:62 Condition -0:62 Compare Less Than (temp bool) -0:62 direct index (temp float) -0:62 'color' (temp 4-component vector of float) +0:62 Compare Less Than ( temp bool) +0:62 direct index ( temp float) +0:62 'color' ( temp 4-component vector of float) 0:62 Constant: 0:62 2 (const int) -0:62 'd4' (uniform float) +0:62 'd4' ( uniform float) 0:62 true case 0:63 Sequence -0:63 Post-Increment (temp float) -0:63 direct index (temp float) -0:63 'color' (temp 4-component vector of float) +0:63 Post-Increment ( temp float) +0:63 direct index ( temp float) +0:63 'color' ( temp 4-component vector of float) 0:63 Constant: 0:63 0 (const int) 0:64 Branch: Continue -0:67 Test condition and select (temp void) +0:67 Test condition and select ( temp void) 0:67 Condition -0:67 Compare Less Than (temp bool) -0:67 direct index (temp float) -0:67 'color' (temp 4-component vector of float) +0:67 Compare Less Than ( temp bool) +0:67 direct index ( temp float) +0:67 'color' ( temp 4-component vector of float) 0:67 Constant: 0:67 1 (const int) -0:67 'd4' (uniform float) +0:67 'd4' ( uniform float) 0:67 true case -0:68 add second child into first child (temp float) -0:68 direct index (temp float) -0:68 'color' (temp 4-component vector of float) +0:68 add second child into first child ( temp float) +0:68 direct index ( temp float) +0:68 'color' ( temp 4-component vector of float) 0:68 Constant: 0:68 1 (const int) -0:68 'd4' (uniform float) +0:68 'd4' ( uniform float) 0:67 false case -0:70 add second child into first child (temp float) -0:70 direct index (temp float) -0:70 'color' (temp 4-component vector of float) +0:70 add second child into first child ( temp float) +0:70 direct index ( temp float) +0:70 'color' ( temp 4-component vector of float) 0:70 Constant: 0:70 0 (const int) -0:70 'd4' (uniform float) +0:70 'd4' ( uniform float) 0:74 Loop with condition tested first 0:74 Loop Condition -0:74 Compare Less Than (temp bool) -0:74 direct index (temp float) -0:74 'color' (temp 4-component vector of float) +0:74 Compare Less Than ( temp bool) +0:74 direct index ( temp float) +0:74 'color' ( temp 4-component vector of float) 0:74 Constant: 0:74 3 (const int) -0:74 'd13' (uniform float) +0:74 'd13' ( uniform float) 0:74 Loop Body 0:75 Sequence -0:75 Test condition and select (temp void) +0:75 Test condition and select ( temp void) 0:75 Condition -0:75 Compare Less Than (temp bool) -0:75 direct index (temp float) -0:75 'color' (temp 4-component vector of float) +0:75 Compare Less Than ( temp bool) +0:75 direct index ( temp float) +0:75 'color' ( temp 4-component vector of float) 0:75 Constant: 0:75 2 (const int) -0:75 'd13' (uniform float) +0:75 'd13' ( uniform float) 0:75 true case -0:76 Post-Increment (temp 4-component vector of float) -0:76 'color' (temp 4-component vector of float) +0:76 Post-Increment ( temp 4-component vector of float) +0:76 'color' ( temp 4-component vector of float) 0:75 false case -0:78 Post-Decrement (temp 4-component vector of float) -0:78 'color' (temp 4-component vector of float) -0:80 add second child into first child (temp 4-component vector of float) -0:80 'color' (temp 4-component vector of float) -0:80 'bigColor4' (uniform 4-component vector of float) -0:81 Test condition and select (temp void) +0:78 Post-Decrement ( temp 4-component vector of float) +0:78 'color' ( temp 4-component vector of float) +0:80 add second child into first child ( temp 4-component vector of float) +0:80 'color' ( temp 4-component vector of float) +0:80 'bigColor4' ( uniform 4-component vector of float) +0:81 Test condition and select ( temp void) 0:81 Condition -0:81 Compare Less Than (temp bool) -0:81 direct index (temp float) -0:81 'color' (temp 4-component vector of float) +0:81 Compare Less Than ( temp bool) +0:81 direct index ( temp float) +0:81 'color' ( temp 4-component vector of float) 0:81 Constant: 0:81 0 (const int) -0:81 'd4' (uniform float) +0:81 'd4' ( uniform float) 0:81 true case 0:82 Sequence -0:82 add second child into first child (temp float) -0:82 direct index (temp float) -0:82 'color' (temp 4-component vector of float) +0:82 add second child into first child ( temp float) +0:82 direct index ( temp float) +0:82 'color' ( temp 4-component vector of float) 0:82 Constant: 0:82 2 (const int) 0:82 Constant: 0:82 2.000000 -0:83 Test condition and select (temp void) +0:83 Test condition and select ( temp void) 0:83 Condition -0:83 Compare Less Than (temp bool) -0:83 direct index (temp float) -0:83 'color' (temp 4-component vector of float) +0:83 Compare Less Than ( temp bool) +0:83 direct index ( temp float) +0:83 'color' ( temp 4-component vector of float) 0:83 Constant: 0:83 2 (const int) -0:83 'd4' (uniform float) +0:83 'd4' ( uniform float) 0:83 true case 0:84 Sequence -0:84 Post-Increment (temp float) -0:84 direct index (temp float) -0:84 'color' (temp 4-component vector of float) +0:84 Post-Increment ( temp float) +0:84 direct index ( temp float) +0:84 'color' ( temp 4-component vector of float) 0:84 Constant: 0:84 0 (const int) 0:85 Branch: Continue -0:88 Test condition and select (temp void) +0:88 Test condition and select ( temp void) 0:88 Condition -0:88 Compare Less Than (temp bool) -0:88 direct index (temp float) -0:88 'color' (temp 4-component vector of float) +0:88 Compare Less Than ( temp bool) +0:88 direct index ( temp float) +0:88 'color' ( temp 4-component vector of float) 0:88 Constant: 0:88 1 (const int) -0:88 'd4' (uniform float) +0:88 'd4' ( uniform float) 0:88 true case -0:89 add second child into first child (temp float) -0:89 direct index (temp float) -0:89 'color' (temp 4-component vector of float) +0:89 add second child into first child ( temp float) +0:89 direct index ( temp float) +0:89 'color' ( temp 4-component vector of float) 0:89 Constant: 0:89 1 (const int) -0:89 'd4' (uniform float) +0:89 'd4' ( uniform float) 0:88 false case -0:91 add second child into first child (temp float) -0:91 direct index (temp float) -0:91 'color' (temp 4-component vector of float) +0:91 add second child into first child ( temp float) +0:91 direct index ( temp float) +0:91 'color' ( temp 4-component vector of float) 0:91 Constant: 0:91 0 (const int) -0:91 'd4' (uniform float) -0:94 Post-Increment (temp 4-component vector of float) -0:94 'color' (temp 4-component vector of float) -0:95 move second child to first child (temp 4-component vector of float) -0:95 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:95 'color' (temp 4-component vector of float) +0:91 'd4' ( uniform float) +0:94 Post-Increment ( temp 4-component vector of float) +0:94 'color' ( temp 4-component vector of float) +0:95 move second child to first child ( temp 4-component vector of float) +0:95 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:95 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'bigColor1_1' (uniform 4-component vector of float) -0:? 'bigColor1_2' (uniform 4-component vector of float) -0:? 'bigColor1_3' (uniform 4-component vector of float) -0:? 'bigColor2' (uniform 4-component vector of float) -0:? 'bigColor3' (uniform 4-component vector of float) -0:? 'bigColor4' (uniform 4-component vector of float) -0:? 'bigColor5' (uniform 4-component vector of float) -0:? 'bigColor6' (uniform 4-component vector of float) -0:? 'bigColor7' (uniform 4-component vector of float) -0:? 'bigColor8' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'd2' (uniform float) -0:? 'd3' (uniform float) -0:? 'd4' (uniform float) -0:? 'd5' (uniform float) -0:? 'd6' (uniform float) -0:? 'd7' (uniform float) -0:? 'd8' (uniform float) -0:? 'd9' (uniform float) -0:? 'd10' (uniform float) -0:? 'd11' (uniform float) -0:? 'd12' (uniform float) -0:? 'd13' (uniform float) -0:? 'd14' (uniform float) -0:? 'd15' (uniform float) -0:? 'd16' (uniform float) -0:? 'd17' (uniform float) -0:? 'd18' (uniform float) -0:? 'd19' (uniform float) -0:? 'd20' (uniform float) -0:? 'd21' (uniform float) -0:? 'd22' (uniform float) -0:? 'd23' (uniform float) -0:? 'd24' (uniform float) -0:? 'd25' (uniform float) -0:? 'd26' (uniform float) -0:? 'd27' (uniform float) -0:? 'd28' (uniform float) -0:? 'd29' (uniform float) -0:? 'd30' (uniform float) -0:? 'd31' (uniform float) -0:? 'd32' (uniform float) -0:? 'd33' (uniform float) -0:? 'd34' (uniform float) -0:? 'Count' (uniform int) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'bigColor1_1' ( uniform 4-component vector of float) +0:? 'bigColor1_2' ( uniform 4-component vector of float) +0:? 'bigColor1_3' ( uniform 4-component vector of float) +0:? 'bigColor2' ( uniform 4-component vector of float) +0:? 'bigColor3' ( uniform 4-component vector of float) +0:? 'bigColor4' ( uniform 4-component vector of float) +0:? 'bigColor5' ( uniform 4-component vector of float) +0:? 'bigColor6' ( uniform 4-component vector of float) +0:? 'bigColor7' ( uniform 4-component vector of float) +0:? 'bigColor8' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'd2' ( uniform float) +0:? 'd3' ( uniform float) +0:? 'd4' ( uniform float) +0:? 'd5' ( uniform float) +0:? 'd6' ( uniform float) +0:? 'd7' ( uniform float) +0:? 'd8' ( uniform float) +0:? 'd9' ( uniform float) +0:? 'd10' ( uniform float) +0:? 'd11' ( uniform float) +0:? 'd12' ( uniform float) +0:? 'd13' ( uniform float) +0:? 'd14' ( uniform float) +0:? 'd15' ( uniform float) +0:? 'd16' ( uniform float) +0:? 'd17' ( uniform float) +0:? 'd18' ( uniform float) +0:? 'd19' ( uniform float) +0:? 'd20' ( uniform float) +0:? 'd21' ( uniform float) +0:? 'd22' ( uniform float) +0:? 'd23' ( uniform float) +0:? 'd24' ( uniform float) +0:? 'd25' ( uniform float) +0:? 'd26' ( uniform float) +0:? 'd27' ( uniform float) +0:? 'd28' ( uniform float) +0:? 'd29' ( uniform float) +0:? 'd30' ( uniform float) +0:? 'd31' ( uniform float) +0:? 'd32' ( uniform float) +0:? 'd33' ( uniform float) +0:? 'd34' ( uniform float) +0:? 'Count' ( uniform int) diff --git a/Test/baseResults/mains1.frag.out b/Test/baseResults/mains1.frag.out index 95e98e40..3b318b62 100644 --- a/Test/baseResults/mains1.frag.out +++ b/Test/baseResults/mains1.frag.out @@ -1,14 +1,14 @@ mains1.frag Shader version: 110 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Linker Objects mains2.frag Shader version: 110 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Linker Objects @@ -23,7 +23,7 @@ max_vertices = -1 input primitive = none output primitive = points ERROR: node is still EOpNull! -0:3 Function Definition: foo( (global void) +0:3 Function Definition: foo( ( global void) 0:3 Function Parameters: 0:? Linker Objects @@ -34,7 +34,7 @@ max_vertices = -1 input primitive = none output primitive = line_strip 0:? Sequence -0:3 Function Definition: bar( (global void) +0:3 Function Definition: bar( ( global void) 0:3 Function Parameters: 0:? Linker Objects @@ -61,9 +61,9 @@ ERROR: node is still EOpNull! 0:? Linker Objects Shader version: 110 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Linker Objects diff --git a/Test/baseResults/matrix.frag.out b/Test/baseResults/matrix.frag.out index 14c3548b..f3bea4b2 100644 --- a/Test/baseResults/matrix.frag.out +++ b/Test/baseResults/matrix.frag.out @@ -5,252 +5,252 @@ WARNING: 0:22: varying deprecated in version 130; may be removed in future relea Shader version: 130 0:? Sequence -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:27 Construct vec4 (temp 4-component vector of float) -0:27 direct index (temp 4-component vector of float) -0:27 'un34' (uniform 4X4 matrix of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:27 Construct vec4 ( temp 4-component vector of float) +0:27 direct index ( temp 4-component vector of float) +0:27 'un34' ( uniform 4X4 matrix of float) 0:27 Constant: 0:27 1 (const int) -0:28 add second child into first child (temp 4-component vector of float) -0:28 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:28 Construct vec4 (temp 4-component vector of float) -0:28 vector-times-matrix (temp 3-component vector of float) -0:28 'Color' (smooth in 3-component vector of float) -0:28 'colorTransform' (uniform 3X3 matrix of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:28 Construct vec4 ( temp 4-component vector of float) +0:28 vector-times-matrix ( temp 3-component vector of float) +0:28 'Color' ( smooth in 3-component vector of float) +0:28 'colorTransform' ( uniform 3X3 matrix of float) 0:28 Constant: 0:28 1.000000 -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Not Equal (temp bool) -0:30 'm' (uniform 4X4 matrix of float) -0:30 'n' (uniform 4X4 matrix of float) +0:30 Compare Not Equal ( temp bool) +0:30 'm' ( uniform 4X4 matrix of float) +0:30 'n' ( uniform 4X4 matrix of float) 0:30 true case -0:31 add second child into first child (temp 4-component vector of float) -0:31 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:31 'v' (smooth in 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:31 'v' ( smooth in 4-component vector of float) 0:30 false case 0:33 Sequence -0:33 add second child into first child (temp 4-component vector of float) -0:33 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:33 matrix-times-vector (temp 4-component vector of float) -0:33 'm' (uniform 4X4 matrix of float) -0:33 'v' (smooth in 4-component vector of float) -0:34 add second child into first child (temp 4-component vector of float) -0:34 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:34 vector-times-matrix (temp 4-component vector of float) -0:34 'v' (smooth in 4-component vector of float) -0:34 subtract (temp 4X4 matrix of float) -0:34 'm' (uniform 4X4 matrix of float) -0:34 'n' (uniform 4X4 matrix of float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:33 matrix-times-vector ( temp 4-component vector of float) +0:33 'm' ( uniform 4X4 matrix of float) +0:33 'v' ( smooth in 4-component vector of float) +0:34 add second child into first child ( temp 4-component vector of float) +0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:34 vector-times-matrix ( temp 4-component vector of float) +0:34 'v' ( smooth in 4-component vector of float) +0:34 subtract ( temp 4X4 matrix of float) +0:34 'm' ( uniform 4X4 matrix of float) +0:34 'n' ( uniform 4X4 matrix of float) 0:42 Sequence -0:42 move second child to first child (temp 4X4 matrix of float) -0:42 'm34' (temp 4X4 matrix of float) -0:45 Construct mat4 (temp 4X4 matrix of float) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 move second child to first child ( temp 4X4 matrix of float) +0:42 'm34' ( temp 4X4 matrix of float) +0:45 Construct mat4 ( temp 4X4 matrix of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 1 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 2 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 3 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 0 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 2 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 3 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 0 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 1 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 3 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 0 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 2 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:46 add second child into first child (temp 4X4 matrix of float) -0:46 'm34' (temp 4X4 matrix of float) -0:46 Construct mat4 (temp 4X4 matrix of float) -0:46 direct index (temp float) -0:46 'v' (smooth in 4-component vector of float) +0:46 add second child into first child ( temp 4X4 matrix of float) +0:46 'm34' ( temp 4X4 matrix of float) +0:46 Construct mat4 ( temp 4X4 matrix of float) +0:46 direct index ( temp float) +0:46 'v' ( smooth in 4-component vector of float) 0:46 Constant: 0:46 0 (const int) -0:47 add second child into first child (temp 4X4 matrix of float) -0:47 'm34' (temp 4X4 matrix of float) -0:47 Construct mat4 (temp 4X4 matrix of float) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 add second child into first child ( temp 4X4 matrix of float) +0:47 'm34' ( temp 4X4 matrix of float) +0:47 Construct mat4 ( temp 4X4 matrix of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition -0:51 Compare Equal (temp bool) -0:51 'm34' (temp 4X4 matrix of float) -0:51 'un34' (uniform 4X4 matrix of float) +0:51 Compare Equal ( temp bool) +0:51 'm34' ( temp 4X4 matrix of float) +0:51 'un34' ( uniform 4X4 matrix of float) 0:51 true case -0:52 add second child into first child (temp 4-component vector of float) -0:52 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:52 matrix-times-vector (temp 4-component vector of float) -0:52 'm34' (temp 4X4 matrix of float) -0:52 'u' (smooth in 4-component vector of float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:52 matrix-times-vector ( temp 4-component vector of float) +0:52 'm34' ( temp 4X4 matrix of float) +0:52 'u' ( smooth in 4-component vector of float) 0:51 false case -0:54 add second child into first child (temp 4-component vector of float) -0:54 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:54 matrix-times-vector (temp 4-component vector of float) -0:54 matrix-multiply (temp 4X4 matrix of float) -0:54 'un34' (uniform 4X4 matrix of float) -0:54 'um43' (uniform 4X4 matrix of float) -0:54 'v' (smooth in 4-component vector of float) +0:54 add second child into first child ( temp 4-component vector of float) +0:54 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:54 matrix-times-vector ( temp 4-component vector of float) +0:54 matrix-multiply ( temp 4X4 matrix of float) +0:54 'un34' ( uniform 4X4 matrix of float) +0:54 'um43' ( uniform 4X4 matrix of float) +0:54 'v' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'colorTransform' (uniform 3X3 matrix of float) -0:? 'Color' (smooth in 3-component vector of float) -0:? 'm' (uniform 4X4 matrix of float) -0:? 'n' (uniform 4X4 matrix of float) -0:? 'um43' (uniform 4X4 matrix of float) -0:? 'un34' (uniform 4X4 matrix of float) -0:? 'v' (smooth in 4-component vector of float) -0:? 'u' (smooth in 4-component vector of float) +0:? 'colorTransform' ( uniform 3X3 matrix of float) +0:? 'Color' ( smooth in 3-component vector of float) +0:? 'm' ( uniform 4X4 matrix of float) +0:? 'n' ( uniform 4X4 matrix of float) +0:? 'um43' ( uniform 4X4 matrix of float) +0:? 'un34' ( uniform 4X4 matrix of float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'u' ( smooth in 4-component vector of float) Linked fragment stage: @@ -258,250 +258,250 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 move second child to first child (temp 4-component vector of float) -0:27 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:27 Construct vec4 (temp 4-component vector of float) -0:27 direct index (temp 4-component vector of float) -0:27 'un34' (uniform 4X4 matrix of float) +0:27 move second child to first child ( temp 4-component vector of float) +0:27 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:27 Construct vec4 ( temp 4-component vector of float) +0:27 direct index ( temp 4-component vector of float) +0:27 'un34' ( uniform 4X4 matrix of float) 0:27 Constant: 0:27 1 (const int) -0:28 add second child into first child (temp 4-component vector of float) -0:28 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:28 Construct vec4 (temp 4-component vector of float) -0:28 vector-times-matrix (temp 3-component vector of float) -0:28 'Color' (smooth in 3-component vector of float) -0:28 'colorTransform' (uniform 3X3 matrix of float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:28 Construct vec4 ( temp 4-component vector of float) +0:28 vector-times-matrix ( temp 3-component vector of float) +0:28 'Color' ( smooth in 3-component vector of float) +0:28 'colorTransform' ( uniform 3X3 matrix of float) 0:28 Constant: 0:28 1.000000 -0:30 Test condition and select (temp void) +0:30 Test condition and select ( temp void) 0:30 Condition -0:30 Compare Not Equal (temp bool) -0:30 'm' (uniform 4X4 matrix of float) -0:30 'n' (uniform 4X4 matrix of float) +0:30 Compare Not Equal ( temp bool) +0:30 'm' ( uniform 4X4 matrix of float) +0:30 'n' ( uniform 4X4 matrix of float) 0:30 true case -0:31 add second child into first child (temp 4-component vector of float) -0:31 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:31 'v' (smooth in 4-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:31 'v' ( smooth in 4-component vector of float) 0:30 false case 0:33 Sequence -0:33 add second child into first child (temp 4-component vector of float) -0:33 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:33 matrix-times-vector (temp 4-component vector of float) -0:33 'm' (uniform 4X4 matrix of float) -0:33 'v' (smooth in 4-component vector of float) -0:34 add second child into first child (temp 4-component vector of float) -0:34 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:34 vector-times-matrix (temp 4-component vector of float) -0:34 'v' (smooth in 4-component vector of float) -0:34 subtract (temp 4X4 matrix of float) -0:34 'm' (uniform 4X4 matrix of float) -0:34 'n' (uniform 4X4 matrix of float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:33 matrix-times-vector ( temp 4-component vector of float) +0:33 'm' ( uniform 4X4 matrix of float) +0:33 'v' ( smooth in 4-component vector of float) +0:34 add second child into first child ( temp 4-component vector of float) +0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:34 vector-times-matrix ( temp 4-component vector of float) +0:34 'v' ( smooth in 4-component vector of float) +0:34 subtract ( temp 4X4 matrix of float) +0:34 'm' ( uniform 4X4 matrix of float) +0:34 'n' ( uniform 4X4 matrix of float) 0:42 Sequence -0:42 move second child to first child (temp 4X4 matrix of float) -0:42 'm34' (temp 4X4 matrix of float) -0:45 Construct mat4 (temp 4X4 matrix of float) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 move second child to first child ( temp 4X4 matrix of float) +0:42 'm34' ( temp 4X4 matrix of float) +0:45 Construct mat4 ( temp 4X4 matrix of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 1 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 2 (const int) -0:42 component-wise multiply (temp float) -0:42 direct index (temp float) -0:42 'v' (smooth in 4-component vector of float) +0:42 component-wise multiply ( temp float) +0:42 direct index ( temp float) +0:42 'v' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 'u' (smooth in 4-component vector of float) +0:42 direct index ( temp float) +0:42 'u' ( smooth in 4-component vector of float) 0:42 Constant: 0:42 3 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 0 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 2 (const int) -0:43 component-wise multiply (temp float) -0:43 direct index (temp float) -0:43 'v' (smooth in 4-component vector of float) +0:43 component-wise multiply ( temp float) +0:43 direct index ( temp float) +0:43 'v' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 1 (const int) -0:43 direct index (temp float) -0:43 'u' (smooth in 4-component vector of float) +0:43 direct index ( temp float) +0:43 'u' ( smooth in 4-component vector of float) 0:43 Constant: 0:43 3 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 0 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 1 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 component-wise multiply (temp float) -0:44 direct index (temp float) -0:44 'v' (smooth in 4-component vector of float) +0:44 component-wise multiply ( temp float) +0:44 direct index ( temp float) +0:44 'v' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 2 (const int) -0:44 direct index (temp float) -0:44 'u' (smooth in 4-component vector of float) +0:44 direct index ( temp float) +0:44 'u' ( smooth in 4-component vector of float) 0:44 Constant: 0:44 3 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 0 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 2 (const int) -0:45 component-wise multiply (temp float) -0:45 direct index (temp float) -0:45 'v' (smooth in 4-component vector of float) +0:45 component-wise multiply ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:45 direct index (temp float) -0:45 'u' (smooth in 4-component vector of float) +0:45 direct index ( temp float) +0:45 'u' ( smooth in 4-component vector of float) 0:45 Constant: 0:45 3 (const int) -0:46 add second child into first child (temp 4X4 matrix of float) -0:46 'm34' (temp 4X4 matrix of float) -0:46 Construct mat4 (temp 4X4 matrix of float) -0:46 direct index (temp float) -0:46 'v' (smooth in 4-component vector of float) +0:46 add second child into first child ( temp 4X4 matrix of float) +0:46 'm34' ( temp 4X4 matrix of float) +0:46 Construct mat4 ( temp 4X4 matrix of float) +0:46 direct index ( temp float) +0:46 'v' ( smooth in 4-component vector of float) 0:46 Constant: 0:46 0 (const int) -0:47 add second child into first child (temp 4X4 matrix of float) -0:47 'm34' (temp 4X4 matrix of float) -0:47 Construct mat4 (temp 4X4 matrix of float) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 add second child into first child ( temp 4X4 matrix of float) +0:47 'm34' ( temp 4X4 matrix of float) +0:47 Construct mat4 ( temp 4X4 matrix of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 'u' (smooth in 4-component vector of float) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 'u' ( smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:47 direct index (temp float) -0:47 'u' (smooth in 4-component vector of float) +0:47 direct index ( temp float) +0:47 'u' ( smooth in 4-component vector of float) 0:47 Constant: 0:47 0 (const int) -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition -0:51 Compare Equal (temp bool) -0:51 'm34' (temp 4X4 matrix of float) -0:51 'un34' (uniform 4X4 matrix of float) +0:51 Compare Equal ( temp bool) +0:51 'm34' ( temp 4X4 matrix of float) +0:51 'un34' ( uniform 4X4 matrix of float) 0:51 true case -0:52 add second child into first child (temp 4-component vector of float) -0:52 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:52 matrix-times-vector (temp 4-component vector of float) -0:52 'm34' (temp 4X4 matrix of float) -0:52 'u' (smooth in 4-component vector of float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:52 matrix-times-vector ( temp 4-component vector of float) +0:52 'm34' ( temp 4X4 matrix of float) +0:52 'u' ( smooth in 4-component vector of float) 0:51 false case -0:54 add second child into first child (temp 4-component vector of float) -0:54 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:54 matrix-times-vector (temp 4-component vector of float) -0:54 matrix-multiply (temp 4X4 matrix of float) -0:54 'un34' (uniform 4X4 matrix of float) -0:54 'um43' (uniform 4X4 matrix of float) -0:54 'v' (smooth in 4-component vector of float) +0:54 add second child into first child ( temp 4-component vector of float) +0:54 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:54 matrix-times-vector ( temp 4-component vector of float) +0:54 matrix-multiply ( temp 4X4 matrix of float) +0:54 'un34' ( uniform 4X4 matrix of float) +0:54 'um43' ( uniform 4X4 matrix of float) +0:54 'v' ( smooth in 4-component vector of float) 0:? Linker Objects -0:? 'colorTransform' (uniform 3X3 matrix of float) -0:? 'Color' (smooth in 3-component vector of float) -0:? 'm' (uniform 4X4 matrix of float) -0:? 'n' (uniform 4X4 matrix of float) -0:? 'um43' (uniform 4X4 matrix of float) -0:? 'un34' (uniform 4X4 matrix of float) -0:? 'v' (smooth in 4-component vector of float) -0:? 'u' (smooth in 4-component vector of float) +0:? 'colorTransform' ( uniform 3X3 matrix of float) +0:? 'Color' ( smooth in 3-component vector of float) +0:? 'm' ( uniform 4X4 matrix of float) +0:? 'n' ( uniform 4X4 matrix of float) +0:? 'um43' ( uniform 4X4 matrix of float) +0:? 'un34' ( uniform 4X4 matrix of float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'u' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/matrix2.frag.out b/Test/baseResults/matrix2.frag.out index d09dec0b..880f75ad 100644 --- a/Test/baseResults/matrix2.frag.out +++ b/Test/baseResults/matrix2.frag.out @@ -5,17 +5,17 @@ WARNING: 0:15: varying deprecated in version 130; may be removed in future relea Shader version: 150 0:? Sequence -0:19 Function Definition: main( (global void) +0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp 3X4 matrix of float) -0:21 'm34' (temp 3X4 matrix of float) -0:21 outer product (global 3X4 matrix of float) -0:21 'v' (smooth in 4-component vector of float) -0:21 'u' (smooth in 3-component vector of float) -0:23 add second child into first child (temp 3X4 matrix of float) -0:23 'm34' (temp 3X4 matrix of float) +0:21 move second child to first child ( temp 3X4 matrix of float) +0:21 'm34' ( temp 3X4 matrix of float) +0:21 outer product ( global 3X4 matrix of float) +0:21 'v' ( smooth in 4-component vector of float) +0:21 'u' ( smooth in 3-component vector of float) +0:23 add second child into first child ( temp 3X4 matrix of float) +0:23 'm34' ( temp 3X4 matrix of float) 0:23 Constant: 0:23 4.300000 0:23 0.000000 @@ -29,148 +29,148 @@ Shader version: 150 0:23 0.000000 0:23 4.300000 0:23 0.000000 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'FragColor' (out 4-component vector of float) -0:25 Construct vec4 (temp 4-component vector of float) -0:25 'Color' (smooth in 3-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'FragColor' ( out 4-component vector of float) +0:25 Construct vec4 ( temp 4-component vector of float) +0:25 'Color' ( smooth in 3-component vector of float) 0:25 Constant: 0:25 1.000000 -0:26 multiply second child into first child (temp 4-component vector of float) -0:26 'FragColor' (out 4-component vector of float) -0:26 Construct vec4 (temp 4-component vector of float) -0:26 vector-times-matrix (temp 3-component vector of float) -0:26 'FragColor' (out 4-component vector of float) -0:26 'm34' (temp 3X4 matrix of float) +0:26 multiply second child into first child ( temp 4-component vector of float) +0:26 'FragColor' ( out 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) +0:26 vector-times-matrix ( temp 3-component vector of float) +0:26 'FragColor' ( out 4-component vector of float) +0:26 'm34' ( temp 3X4 matrix of float) 0:26 Constant: 0:26 1.000000 -0:28 matrix scale second child into first child (temp 3X4 matrix of float) -0:28 'm34' (temp 3X4 matrix of float) -0:28 direct index (temp float) -0:28 'v' (smooth in 4-component vector of float) +0:28 matrix scale second child into first child ( temp 3X4 matrix of float) +0:28 'm34' ( temp 3X4 matrix of float) +0:28 direct index ( temp float) +0:28 'v' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp 4X4 matrix of float) -0:30 'm44' (temp 4X4 matrix of float) -0:30 Construct mat4 (temp 4X4 matrix of float) -0:30 'un34' (uniform 3X4 matrix of float) -0:32 add second child into first child (temp 4X4 matrix of float) -0:32 'm44' (temp 4X4 matrix of float) -0:32 matrix-multiply (temp 4X4 matrix of float) -0:32 'm34' (temp 3X4 matrix of float) -0:32 'um43' (uniform 4X3 matrix of float) -0:34 add second child into first child (temp 4-component vector of float) -0:34 'FragColor' (out 4-component vector of float) -0:34 matrix-times-vector (temp 4-component vector of float) -0:34 Negate value (temp 4X4 matrix of float) -0:34 'm44' (temp 4X4 matrix of float) -0:34 'v' (smooth in 4-component vector of float) -0:36 matrix mult second child into first child (temp 4-component vector of float) -0:36 'FragColor' (out 4-component vector of float) -0:36 component-wise multiply (global 4X4 matrix of float) -0:36 'm44' (temp 4X4 matrix of float) -0:36 'm44' (temp 4X4 matrix of float) -0:38 move second child to first child (temp 3X4 matrix of float) -0:38 'm34' (temp 3X4 matrix of float) -0:38 transpose (global 3X4 matrix of float) -0:38 'um43' (uniform 4X3 matrix of float) -0:39 multiply second child into first child (temp 4-component vector of float) -0:39 'FragColor' (out 4-component vector of float) -0:39 Construct vec4 (temp 4-component vector of float) -0:39 vector-times-matrix (temp 3-component vector of float) -0:39 'FragColor' (out 4-component vector of float) -0:39 'm34' (temp 3X4 matrix of float) +0:30 move second child to first child ( temp 4X4 matrix of float) +0:30 'm44' ( temp 4X4 matrix of float) +0:30 Construct mat4 ( temp 4X4 matrix of float) +0:30 'un34' ( uniform 3X4 matrix of float) +0:32 add second child into first child ( temp 4X4 matrix of float) +0:32 'm44' ( temp 4X4 matrix of float) +0:32 matrix-multiply ( temp 4X4 matrix of float) +0:32 'm34' ( temp 3X4 matrix of float) +0:32 'um43' ( uniform 4X3 matrix of float) +0:34 add second child into first child ( temp 4-component vector of float) +0:34 'FragColor' ( out 4-component vector of float) +0:34 matrix-times-vector ( temp 4-component vector of float) +0:34 Negate value ( temp 4X4 matrix of float) +0:34 'm44' ( temp 4X4 matrix of float) +0:34 'v' ( smooth in 4-component vector of float) +0:36 matrix mult second child into first child ( temp 4-component vector of float) +0:36 'FragColor' ( out 4-component vector of float) +0:36 component-wise multiply ( global 4X4 matrix of float) +0:36 'm44' ( temp 4X4 matrix of float) +0:36 'm44' ( temp 4X4 matrix of float) +0:38 move second child to first child ( temp 3X4 matrix of float) +0:38 'm34' ( temp 3X4 matrix of float) +0:38 transpose ( global 3X4 matrix of float) +0:38 'um43' ( uniform 4X3 matrix of float) +0:39 multiply second child into first child ( temp 4-component vector of float) +0:39 'FragColor' ( out 4-component vector of float) +0:39 Construct vec4 ( temp 4-component vector of float) +0:39 vector-times-matrix ( temp 3-component vector of float) +0:39 'FragColor' ( out 4-component vector of float) +0:39 'm34' ( temp 3X4 matrix of float) 0:39 Constant: 0:39 1.000000 -0:40 multiply second child into first child (temp 4-component vector of float) -0:40 'FragColor' (out 4-component vector of float) -0:40 Construct vec4 (temp 4-component vector of float) -0:40 determinant (global float) -0:40 'um4' (uniform 4X4 matrix of float) +0:40 multiply second child into first child ( temp 4-component vector of float) +0:40 'FragColor' ( out 4-component vector of float) +0:40 Construct vec4 ( temp 4-component vector of float) +0:40 determinant ( global float) +0:40 'um4' ( uniform 4X4 matrix of float) 0:41 Sequence -0:41 move second child to first child (temp 2X2 matrix of float) -0:41 'inv' (temp 2X2 matrix of float) -0:41 inverse (global 2X2 matrix of float) -0:41 'um2' (uniform 2X2 matrix of float) -0:42 multiply second child into first child (temp 4-component vector of float) -0:42 'FragColor' (out 4-component vector of float) -0:42 Construct vec4 (temp 4-component vector of float) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:41 move second child to first child ( temp 2X2 matrix of float) +0:41 'inv' ( temp 2X2 matrix of float) +0:41 inverse ( global 2X2 matrix of float) +0:41 'um2' ( uniform 2X2 matrix of float) +0:42 multiply second child into first child ( temp 4-component vector of float) +0:42 'FragColor' ( out 4-component vector of float) +0:42 Construct vec4 ( temp 4-component vector of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 0 (const int) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 1 (const int) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 0 (const int) 0:42 Constant: 0:42 1 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 1 (const int) 0:42 Constant: 0:42 1 (const int) 0:43 Sequence -0:43 move second child to first child (temp 3X3 matrix of float) -0:43 'inv3' (temp 3X3 matrix of float) -0:43 inverse (global 3X3 matrix of float) -0:43 'um3' (uniform 3X3 matrix of float) -0:44 multiply second child into first child (temp 4-component vector of float) -0:44 'FragColor' (out 4-component vector of float) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 direct index (temp float) -0:44 direct index (temp 3-component vector of float) -0:44 'inv3' (temp 3X3 matrix of float) +0:43 move second child to first child ( temp 3X3 matrix of float) +0:43 'inv3' ( temp 3X3 matrix of float) +0:43 inverse ( global 3X3 matrix of float) +0:43 'um3' ( uniform 3X3 matrix of float) +0:44 multiply second child into first child ( temp 4-component vector of float) +0:44 'FragColor' ( out 4-component vector of float) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 direct index ( temp float) +0:44 direct index ( temp 3-component vector of float) +0:44 'inv3' ( temp 3X3 matrix of float) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 1 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4X4 matrix of float) -0:46 'inv4' (temp 4X4 matrix of float) -0:46 inverse (global 4X4 matrix of float) -0:46 'um4' (uniform 4X4 matrix of float) -0:47 matrix mult second child into first child (temp 4-component vector of float) -0:47 'FragColor' (out 4-component vector of float) -0:47 'inv4' (temp 4X4 matrix of float) -0:49 move second child to first child (temp 4-component vector of float) -0:49 'FragColor' (out 4-component vector of float) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 vector-times-matrix (temp 3-component vector of float) -0:49 'FragColor' (out 4-component vector of float) -0:49 component-wise multiply (global 3X4 matrix of float) -0:49 'un34' (uniform 3X4 matrix of float) -0:49 'un34' (uniform 3X4 matrix of float) -0:49 direct index (temp float) -0:49 'FragColor' (out 4-component vector of float) +0:46 move second child to first child ( temp 4X4 matrix of float) +0:46 'inv4' ( temp 4X4 matrix of float) +0:46 inverse ( global 4X4 matrix of float) +0:46 'um4' ( uniform 4X4 matrix of float) +0:47 matrix mult second child into first child ( temp 4-component vector of float) +0:47 'FragColor' ( out 4-component vector of float) +0:47 'inv4' ( temp 4X4 matrix of float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'FragColor' ( out 4-component vector of float) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 vector-times-matrix ( temp 3-component vector of float) +0:49 'FragColor' ( out 4-component vector of float) +0:49 component-wise multiply ( global 3X4 matrix of float) +0:49 'un34' ( uniform 3X4 matrix of float) +0:49 'un34' ( uniform 3X4 matrix of float) +0:49 direct index ( temp float) +0:49 'FragColor' ( out 4-component vector of float) 0:49 Constant: 0:49 3 (const int) 0:? Linker Objects -0:? 'colorTransform' (uniform 3X3 matrix of float) -0:? 'Color' (smooth in 3-component vector of float) -0:? 'm' (uniform 4X4 matrix of float) -0:? 'n' (uniform 4X4 matrix of float) -0:? 'um43' (uniform 4X3 matrix of float) -0:? 'un34' (uniform 3X4 matrix of float) -0:? 'um2' (uniform 2X2 matrix of float) -0:? 'um3' (uniform 3X3 matrix of float) -0:? 'um4' (uniform 4X4 matrix of float) -0:? 'v' (smooth in 4-component vector of float) -0:? 'u' (smooth in 3-component vector of float) -0:? 'FragColor' (out 4-component vector of float) +0:? 'colorTransform' ( uniform 3X3 matrix of float) +0:? 'Color' ( smooth in 3-component vector of float) +0:? 'm' ( uniform 4X4 matrix of float) +0:? 'n' ( uniform 4X4 matrix of float) +0:? 'um43' ( uniform 4X3 matrix of float) +0:? 'un34' ( uniform 3X4 matrix of float) +0:? 'um2' ( uniform 2X2 matrix of float) +0:? 'um3' ( uniform 3X3 matrix of float) +0:? 'um4' ( uniform 4X4 matrix of float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'u' ( smooth in 3-component vector of float) +0:? 'FragColor' ( out 4-component vector of float) Linked fragment stage: @@ -178,17 +178,17 @@ Linked fragment stage: Shader version: 150 0:? Sequence -0:19 Function Definition: main( (global void) +0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 Sequence -0:21 move second child to first child (temp 3X4 matrix of float) -0:21 'm34' (temp 3X4 matrix of float) -0:21 outer product (global 3X4 matrix of float) -0:21 'v' (smooth in 4-component vector of float) -0:21 'u' (smooth in 3-component vector of float) -0:23 add second child into first child (temp 3X4 matrix of float) -0:23 'm34' (temp 3X4 matrix of float) +0:21 move second child to first child ( temp 3X4 matrix of float) +0:21 'm34' ( temp 3X4 matrix of float) +0:21 outer product ( global 3X4 matrix of float) +0:21 'v' ( smooth in 4-component vector of float) +0:21 'u' ( smooth in 3-component vector of float) +0:23 add second child into first child ( temp 3X4 matrix of float) +0:23 'm34' ( temp 3X4 matrix of float) 0:23 Constant: 0:23 4.300000 0:23 0.000000 @@ -202,146 +202,146 @@ Shader version: 150 0:23 0.000000 0:23 4.300000 0:23 0.000000 -0:25 move second child to first child (temp 4-component vector of float) -0:25 'FragColor' (out 4-component vector of float) -0:25 Construct vec4 (temp 4-component vector of float) -0:25 'Color' (smooth in 3-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'FragColor' ( out 4-component vector of float) +0:25 Construct vec4 ( temp 4-component vector of float) +0:25 'Color' ( smooth in 3-component vector of float) 0:25 Constant: 0:25 1.000000 -0:26 multiply second child into first child (temp 4-component vector of float) -0:26 'FragColor' (out 4-component vector of float) -0:26 Construct vec4 (temp 4-component vector of float) -0:26 vector-times-matrix (temp 3-component vector of float) -0:26 'FragColor' (out 4-component vector of float) -0:26 'm34' (temp 3X4 matrix of float) +0:26 multiply second child into first child ( temp 4-component vector of float) +0:26 'FragColor' ( out 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) +0:26 vector-times-matrix ( temp 3-component vector of float) +0:26 'FragColor' ( out 4-component vector of float) +0:26 'm34' ( temp 3X4 matrix of float) 0:26 Constant: 0:26 1.000000 -0:28 matrix scale second child into first child (temp 3X4 matrix of float) -0:28 'm34' (temp 3X4 matrix of float) -0:28 direct index (temp float) -0:28 'v' (smooth in 4-component vector of float) +0:28 matrix scale second child into first child ( temp 3X4 matrix of float) +0:28 'm34' ( temp 3X4 matrix of float) +0:28 direct index ( temp float) +0:28 'v' ( smooth in 4-component vector of float) 0:28 Constant: 0:28 0 (const int) 0:30 Sequence -0:30 move second child to first child (temp 4X4 matrix of float) -0:30 'm44' (temp 4X4 matrix of float) -0:30 Construct mat4 (temp 4X4 matrix of float) -0:30 'un34' (uniform 3X4 matrix of float) -0:32 add second child into first child (temp 4X4 matrix of float) -0:32 'm44' (temp 4X4 matrix of float) -0:32 matrix-multiply (temp 4X4 matrix of float) -0:32 'm34' (temp 3X4 matrix of float) -0:32 'um43' (uniform 4X3 matrix of float) -0:34 add second child into first child (temp 4-component vector of float) -0:34 'FragColor' (out 4-component vector of float) -0:34 matrix-times-vector (temp 4-component vector of float) -0:34 Negate value (temp 4X4 matrix of float) -0:34 'm44' (temp 4X4 matrix of float) -0:34 'v' (smooth in 4-component vector of float) -0:36 matrix mult second child into first child (temp 4-component vector of float) -0:36 'FragColor' (out 4-component vector of float) -0:36 component-wise multiply (global 4X4 matrix of float) -0:36 'm44' (temp 4X4 matrix of float) -0:36 'm44' (temp 4X4 matrix of float) -0:38 move second child to first child (temp 3X4 matrix of float) -0:38 'm34' (temp 3X4 matrix of float) -0:38 transpose (global 3X4 matrix of float) -0:38 'um43' (uniform 4X3 matrix of float) -0:39 multiply second child into first child (temp 4-component vector of float) -0:39 'FragColor' (out 4-component vector of float) -0:39 Construct vec4 (temp 4-component vector of float) -0:39 vector-times-matrix (temp 3-component vector of float) -0:39 'FragColor' (out 4-component vector of float) -0:39 'm34' (temp 3X4 matrix of float) +0:30 move second child to first child ( temp 4X4 matrix of float) +0:30 'm44' ( temp 4X4 matrix of float) +0:30 Construct mat4 ( temp 4X4 matrix of float) +0:30 'un34' ( uniform 3X4 matrix of float) +0:32 add second child into first child ( temp 4X4 matrix of float) +0:32 'm44' ( temp 4X4 matrix of float) +0:32 matrix-multiply ( temp 4X4 matrix of float) +0:32 'm34' ( temp 3X4 matrix of float) +0:32 'um43' ( uniform 4X3 matrix of float) +0:34 add second child into first child ( temp 4-component vector of float) +0:34 'FragColor' ( out 4-component vector of float) +0:34 matrix-times-vector ( temp 4-component vector of float) +0:34 Negate value ( temp 4X4 matrix of float) +0:34 'm44' ( temp 4X4 matrix of float) +0:34 'v' ( smooth in 4-component vector of float) +0:36 matrix mult second child into first child ( temp 4-component vector of float) +0:36 'FragColor' ( out 4-component vector of float) +0:36 component-wise multiply ( global 4X4 matrix of float) +0:36 'm44' ( temp 4X4 matrix of float) +0:36 'm44' ( temp 4X4 matrix of float) +0:38 move second child to first child ( temp 3X4 matrix of float) +0:38 'm34' ( temp 3X4 matrix of float) +0:38 transpose ( global 3X4 matrix of float) +0:38 'um43' ( uniform 4X3 matrix of float) +0:39 multiply second child into first child ( temp 4-component vector of float) +0:39 'FragColor' ( out 4-component vector of float) +0:39 Construct vec4 ( temp 4-component vector of float) +0:39 vector-times-matrix ( temp 3-component vector of float) +0:39 'FragColor' ( out 4-component vector of float) +0:39 'm34' ( temp 3X4 matrix of float) 0:39 Constant: 0:39 1.000000 -0:40 multiply second child into first child (temp 4-component vector of float) -0:40 'FragColor' (out 4-component vector of float) -0:40 Construct vec4 (temp 4-component vector of float) -0:40 determinant (global float) -0:40 'um4' (uniform 4X4 matrix of float) +0:40 multiply second child into first child ( temp 4-component vector of float) +0:40 'FragColor' ( out 4-component vector of float) +0:40 Construct vec4 ( temp 4-component vector of float) +0:40 determinant ( global float) +0:40 'um4' ( uniform 4X4 matrix of float) 0:41 Sequence -0:41 move second child to first child (temp 2X2 matrix of float) -0:41 'inv' (temp 2X2 matrix of float) -0:41 inverse (global 2X2 matrix of float) -0:41 'um2' (uniform 2X2 matrix of float) -0:42 multiply second child into first child (temp 4-component vector of float) -0:42 'FragColor' (out 4-component vector of float) -0:42 Construct vec4 (temp 4-component vector of float) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:41 move second child to first child ( temp 2X2 matrix of float) +0:41 'inv' ( temp 2X2 matrix of float) +0:41 inverse ( global 2X2 matrix of float) +0:41 'um2' ( uniform 2X2 matrix of float) +0:42 multiply second child into first child ( temp 4-component vector of float) +0:42 'FragColor' ( out 4-component vector of float) +0:42 Construct vec4 ( temp 4-component vector of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 0 (const int) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 1 (const int) 0:42 Constant: 0:42 0 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 0 (const int) 0:42 Constant: 0:42 1 (const int) -0:42 direct index (temp float) -0:42 direct index (temp 2-component vector of float) -0:42 'inv' (temp 2X2 matrix of float) +0:42 direct index ( temp float) +0:42 direct index ( temp 2-component vector of float) +0:42 'inv' ( temp 2X2 matrix of float) 0:42 Constant: 0:42 1 (const int) 0:42 Constant: 0:42 1 (const int) 0:43 Sequence -0:43 move second child to first child (temp 3X3 matrix of float) -0:43 'inv3' (temp 3X3 matrix of float) -0:43 inverse (global 3X3 matrix of float) -0:43 'um3' (uniform 3X3 matrix of float) -0:44 multiply second child into first child (temp 4-component vector of float) -0:44 'FragColor' (out 4-component vector of float) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 direct index (temp float) -0:44 direct index (temp 3-component vector of float) -0:44 'inv3' (temp 3X3 matrix of float) +0:43 move second child to first child ( temp 3X3 matrix of float) +0:43 'inv3' ( temp 3X3 matrix of float) +0:43 inverse ( global 3X3 matrix of float) +0:43 'um3' ( uniform 3X3 matrix of float) +0:44 multiply second child into first child ( temp 4-component vector of float) +0:44 'FragColor' ( out 4-component vector of float) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 direct index ( temp float) +0:44 direct index ( temp 3-component vector of float) +0:44 'inv3' ( temp 3X3 matrix of float) 0:44 Constant: 0:44 2 (const int) 0:44 Constant: 0:44 1 (const int) 0:46 Sequence -0:46 move second child to first child (temp 4X4 matrix of float) -0:46 'inv4' (temp 4X4 matrix of float) -0:46 inverse (global 4X4 matrix of float) -0:46 'um4' (uniform 4X4 matrix of float) -0:47 matrix mult second child into first child (temp 4-component vector of float) -0:47 'FragColor' (out 4-component vector of float) -0:47 'inv4' (temp 4X4 matrix of float) -0:49 move second child to first child (temp 4-component vector of float) -0:49 'FragColor' (out 4-component vector of float) -0:49 Construct vec4 (temp 4-component vector of float) -0:49 vector-times-matrix (temp 3-component vector of float) -0:49 'FragColor' (out 4-component vector of float) -0:49 component-wise multiply (global 3X4 matrix of float) -0:49 'un34' (uniform 3X4 matrix of float) -0:49 'un34' (uniform 3X4 matrix of float) -0:49 direct index (temp float) -0:49 'FragColor' (out 4-component vector of float) +0:46 move second child to first child ( temp 4X4 matrix of float) +0:46 'inv4' ( temp 4X4 matrix of float) +0:46 inverse ( global 4X4 matrix of float) +0:46 'um4' ( uniform 4X4 matrix of float) +0:47 matrix mult second child into first child ( temp 4-component vector of float) +0:47 'FragColor' ( out 4-component vector of float) +0:47 'inv4' ( temp 4X4 matrix of float) +0:49 move second child to first child ( temp 4-component vector of float) +0:49 'FragColor' ( out 4-component vector of float) +0:49 Construct vec4 ( temp 4-component vector of float) +0:49 vector-times-matrix ( temp 3-component vector of float) +0:49 'FragColor' ( out 4-component vector of float) +0:49 component-wise multiply ( global 3X4 matrix of float) +0:49 'un34' ( uniform 3X4 matrix of float) +0:49 'un34' ( uniform 3X4 matrix of float) +0:49 direct index ( temp float) +0:49 'FragColor' ( out 4-component vector of float) 0:49 Constant: 0:49 3 (const int) 0:? Linker Objects -0:? 'colorTransform' (uniform 3X3 matrix of float) -0:? 'Color' (smooth in 3-component vector of float) -0:? 'm' (uniform 4X4 matrix of float) -0:? 'n' (uniform 4X4 matrix of float) -0:? 'um43' (uniform 4X3 matrix of float) -0:? 'un34' (uniform 3X4 matrix of float) -0:? 'um2' (uniform 2X2 matrix of float) -0:? 'um3' (uniform 3X3 matrix of float) -0:? 'um4' (uniform 4X4 matrix of float) -0:? 'v' (smooth in 4-component vector of float) -0:? 'u' (smooth in 3-component vector of float) -0:? 'FragColor' (out 4-component vector of float) +0:? 'colorTransform' ( uniform 3X3 matrix of float) +0:? 'Color' ( smooth in 3-component vector of float) +0:? 'm' ( uniform 4X4 matrix of float) +0:? 'n' ( uniform 4X4 matrix of float) +0:? 'um43' ( uniform 4X3 matrix of float) +0:? 'un34' ( uniform 3X4 matrix of float) +0:? 'um2' ( uniform 2X2 matrix of float) +0:? 'um3' ( uniform 3X3 matrix of float) +0:? 'um4' ( uniform 4X4 matrix of float) +0:? 'v' ( smooth in 4-component vector of float) +0:? 'u' ( smooth in 3-component vector of float) +0:? 'FragColor' ( out 4-component vector of float) diff --git a/Test/baseResults/matrixError.vert.out b/Test/baseResults/matrixError.vert.out index ee0646ea..f818892a 100644 --- a/Test/baseResults/matrixError.vert.out +++ b/Test/baseResults/matrixError.vert.out @@ -1,9 +1,9 @@ matrixError.vert ERROR: 0:10: 'constructor' : too many arguments ERROR: 0:7: 'const' : non-matching or non-convertible constant type for const initializer -ERROR: 0:17: 'assign' : cannot convert from 'temp 2-component vector of float' to 'temp 3-component vector of float' -ERROR: 0:18: 'assign' : cannot convert from 'temp 2-component vector of float' to 'temp 3-component vector of float' -ERROR: 0:19: 'xy' : does not apply to this type: temp 2X3 matrix of float +ERROR: 0:17: 'assign' : cannot convert from ' temp 2-component vector of float' to ' temp 3-component vector of float' +ERROR: 0:18: 'assign' : cannot convert from ' temp 2-component vector of float' to ' temp 3-component vector of float' +ERROR: 0:19: 'xy' : does not apply to this type: temp 2X3 matrix of float ERROR: 0:21: '[' : matrix index out of range '2' ERROR: 0:21: '[' : vector index out of range '4' ERROR: 7 compilation errors. No code generated. @@ -11,31 +11,31 @@ ERROR: 7 compilation errors. No code generated. Shader version: 120 ERROR: node is still EOpNull! -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:? Sequence -0:17 'a' (temp 3-component vector of float) -0:18 'b' (temp 3-component vector of float) -0:19 'm23' (temp 2X3 matrix of float) -0:21 move second child to first child (temp 4-component vector of float) -0:21 'gl_Position' (gl_Position 4-component vector of float Position) -0:21 Construct vec4 (temp 4-component vector of float) -0:21 matrix-times-vector (temp 3-component vector of float) -0:21 matrix-multiply (temp 3X3 matrix of float) -0:21 'm23' (temp 2X3 matrix of float) -0:21 'm32' (uniform 3X2 matrix of float) -0:21 'v3' (in 3-component vector of float) -0:21 direct index (temp float) -0:21 direct index (temp 4-component vector of float) -0:21 'm24' (temp 2X4 matrix of float) +0:17 'a' ( temp 3-component vector of float) +0:18 'b' ( temp 3-component vector of float) +0:19 'm23' ( temp 2X3 matrix of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'gl_Position' ( gl_Position 4-component vector of float Position) +0:21 Construct vec4 ( temp 4-component vector of float) +0:21 matrix-times-vector ( temp 3-component vector of float) +0:21 matrix-multiply ( temp 3X3 matrix of float) +0:21 'm23' ( temp 2X3 matrix of float) +0:21 'm32' ( uniform 3X2 matrix of float) +0:21 'v3' ( in 3-component vector of float) +0:21 direct index ( temp float) +0:21 direct index ( temp 4-component vector of float) +0:21 'm24' ( temp 2X4 matrix of float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4 (const int) 0:? Linker Objects -0:? 'v3' (in 3-component vector of float) -0:? 'm32' (uniform 3X2 matrix of float) -0:? 'm24' (temp 2X4 matrix of float) +0:? 'v3' ( in 3-component vector of float) +0:? 'm32' ( uniform 3X2 matrix of float) +0:? 'm24' ( temp 2X4 matrix of float) Linked vertex stage: @@ -43,29 +43,29 @@ Linked vertex stage: Shader version: 120 ERROR: node is still EOpNull! -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:? Sequence -0:17 'a' (temp 3-component vector of float) -0:18 'b' (temp 3-component vector of float) -0:19 'm23' (temp 2X3 matrix of float) -0:21 move second child to first child (temp 4-component vector of float) -0:21 'gl_Position' (gl_Position 4-component vector of float Position) -0:21 Construct vec4 (temp 4-component vector of float) -0:21 matrix-times-vector (temp 3-component vector of float) -0:21 matrix-multiply (temp 3X3 matrix of float) -0:21 'm23' (temp 2X3 matrix of float) -0:21 'm32' (uniform 3X2 matrix of float) -0:21 'v3' (in 3-component vector of float) -0:21 direct index (temp float) -0:21 direct index (temp 4-component vector of float) -0:21 'm24' (temp 2X4 matrix of float) +0:17 'a' ( temp 3-component vector of float) +0:18 'b' ( temp 3-component vector of float) +0:19 'm23' ( temp 2X3 matrix of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'gl_Position' ( gl_Position 4-component vector of float Position) +0:21 Construct vec4 ( temp 4-component vector of float) +0:21 matrix-times-vector ( temp 3-component vector of float) +0:21 matrix-multiply ( temp 3X3 matrix of float) +0:21 'm23' ( temp 2X3 matrix of float) +0:21 'm32' ( uniform 3X2 matrix of float) +0:21 'v3' ( in 3-component vector of float) +0:21 direct index ( temp float) +0:21 direct index ( temp 4-component vector of float) +0:21 'm24' ( temp 2X4 matrix of float) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 4 (const int) 0:? Linker Objects -0:? 'v3' (in 3-component vector of float) -0:? 'm32' (uniform 3X2 matrix of float) -0:? 'm24' (temp 2X4 matrix of float) +0:? 'v3' ( in 3-component vector of float) +0:? 'm32' ( uniform 3X2 matrix of float) +0:? 'm24' ( temp 2X4 matrix of float) diff --git a/Test/baseResults/maxClipDistances.vert.out b/Test/baseResults/maxClipDistances.vert.out index 4ad4ef15..8086d524 100644 --- a/Test/baseResults/maxClipDistances.vert.out +++ b/Test/baseResults/maxClipDistances.vert.out @@ -1,11 +1,11 @@ maxClipDistances.vert Shader version: 130 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:? Linker Objects -0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance) -0:? 'gl_VertexID' (gl_VertexId int VertexId) +0:? 'gl_ClipDistance' ( smooth out 8-element array of float ClipDistance) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) Linked vertex stage: @@ -13,9 +13,9 @@ Linked vertex stage: Shader version: 130 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:? Linker Objects -0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance) -0:? 'gl_VertexID' (gl_VertexId int VertexId) +0:? 'gl_ClipDistance' ( smooth out 8-element array of float ClipDistance) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) diff --git a/Test/baseResults/max_vertices_0.geom.out b/Test/baseResults/max_vertices_0.geom.out index 94890bc8..d3bb4eee 100644 --- a/Test/baseResults/max_vertices_0.geom.out +++ b/Test/baseResults/max_vertices_0.geom.out @@ -5,14 +5,14 @@ max_vertices = 0 input primitive = points output primitive = triangle_strip 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 EndPrimitive (global void) -0:11 EndPrimitive (global void) +0:10 EndPrimitive ( global void) +0:11 EndPrimitive ( global void) 0:? Linker Objects -0:? 'v_geom_FragColor' (in 1-element array of 4-component vector of float) -0:? 'v_frag_FragColor' (layout(stream=0 ) out 4-component vector of float) +0:? 'v_geom_FragColor' ( in 1-element array of 4-component vector of float) +0:? 'v_frag_FragColor' (layout( stream=0) out 4-component vector of float) Linked geometry stage: @@ -24,12 +24,12 @@ max_vertices = 0 input primitive = points output primitive = triangle_strip 0:? Sequence -0:8 Function Definition: main( (global void) +0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence -0:10 EndPrimitive (global void) -0:11 EndPrimitive (global void) +0:10 EndPrimitive ( global void) +0:11 EndPrimitive ( global void) 0:? Linker Objects -0:? 'v_geom_FragColor' (in 1-element array of 4-component vector of float) -0:? 'v_frag_FragColor' (layout(stream=0 ) out 4-component vector of float) +0:? 'v_geom_FragColor' ( in 1-element array of 4-component vector of float) +0:? 'v_frag_FragColor' (layout( stream=0) out 4-component vector of float) diff --git a/Test/baseResults/missingBodies.vert.out b/Test/baseResults/missingBodies.vert.out index 6d77e093..7760c3fd 100755 --- a/Test/baseResults/missingBodies.vert.out +++ b/Test/baseResults/missingBodies.vert.out @@ -3,55 +3,55 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 0:? Sequence -0:4 Function Definition: foo( (global void) +0:4 Function Definition: foo( ( global void) 0:4 Function Parameters: 0:4 Sequence -0:4 Function Call: bar( (global void) -0:8 Function Definition: C(i1;i1; (global void) +0:4 Function Call: bar( ( global void) +0:8 Function Definition: C(i1;i1; ( global void) 0:8 Function Parameters: -0:8 '' (in int) -0:8 '' (in int) -0:10 Function Definition: A( (global void) +0:8 '' ( in int) +0:8 '' ( in int) +0:10 Function Definition: A( ( global void) 0:10 Function Parameters: 0:10 Sequence -0:10 Function Call: B( (global void) -0:10 Function Call: C(i1; (global void) +0:10 Function Call: B( ( global void) +0:10 Function Call: C(i1; ( global void) 0:10 Constant: 0:10 1 (const int) -0:10 Function Call: C(b1; (global void) +0:10 Function Call: C(b1; ( global void) 0:10 Constant: 0:10 true (const bool) -0:10 Function Call: C(i1;i1; (global void) +0:10 Function Call: C(i1;i1; ( global void) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 2 (const int) -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence -0:14 Function Call: foo( (global void) -0:15 Function Call: C(b1; (global void) +0:14 Function Call: foo( ( global void) +0:15 Function Call: C(b1; ( global void) 0:15 Constant: 0:15 true (const bool) 0:20 Sequence -0:20 move second child to first child (temp int) -0:20 'f1' (global int) -0:20 Function Call: ret1( (global int) -0:22 Function Definition: ret2( (global int) +0:20 move second child to first child ( temp int) +0:20 'f1' ( global int) +0:20 Function Call: ret1( ( global int) +0:22 Function Definition: ret2( ( global int) 0:22 Function Parameters: 0:22 Sequence 0:22 Branch: Return with expression 0:22 Constant: 0:22 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'f2' (global int) -0:24 Function Call: ret2( (global int) +0:24 move second child to first child ( temp int) +0:24 'f2' ( global int) +0:24 Function Call: ret2( ( global int) 0:? Linker Objects -0:? 'f1' (global int) -0:? 'f2' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'f1' ( global int) +0:? 'f2' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -65,34 +65,34 @@ ERROR: Linking vertex stage: No function definition (body) found: Shader version: 450 0:? Sequence -0:4 Function Definition: foo( (global void) +0:4 Function Definition: foo( ( global void) 0:4 Function Parameters: 0:4 Sequence -0:4 Function Call: bar( (global void) -0:12 Function Definition: main( (global void) +0:4 Function Call: bar( ( global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence -0:14 Function Call: foo( (global void) -0:15 Function Call: C(b1; (global void) +0:14 Function Call: foo( ( global void) +0:15 Function Call: C(b1; ( global void) 0:15 Constant: 0:15 true (const bool) 0:20 Sequence -0:20 move second child to first child (temp int) -0:20 'f1' (global int) -0:20 Function Call: ret1( (global int) -0:22 Function Definition: ret2( (global int) +0:20 move second child to first child ( temp int) +0:20 'f1' ( global int) +0:20 Function Call: ret1( ( global int) +0:22 Function Definition: ret2( ( global int) 0:22 Function Parameters: 0:22 Sequence 0:22 Branch: Return with expression 0:22 Constant: 0:22 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp int) -0:24 'f2' (global int) -0:24 Function Call: ret2( (global int) +0:24 move second child to first child ( temp int) +0:24 'f2' ( global int) +0:24 Function Call: ret2( ( global int) 0:? Linker Objects -0:? 'f1' (global int) -0:? 'f2' (global int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'f1' ( global int) +0:? 'f2' ( global int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/negativeArraySize.comp.out b/Test/baseResults/negativeArraySize.comp.out index ccbabf5f..abdd51e2 100644 --- a/Test/baseResults/negativeArraySize.comp.out +++ b/Test/baseResults/negativeArraySize.comp.out @@ -7,7 +7,7 @@ ERROR: 1 compilation errors. No code generated. Shader version: 310 local_size = (1, 1, 1) ERROR: node is still EOpNull! -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects @@ -18,7 +18,7 @@ Linked compute stage: Shader version: 310 local_size = (1, 1, 1) ERROR: node is still EOpNull! -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects diff --git a/Test/baseResults/newTexture.frag.out b/Test/baseResults/newTexture.frag.out index f63d79f1..3a1c7a20 100644 --- a/Test/baseResults/newTexture.frag.out +++ b/Test/baseResults/newTexture.frag.out @@ -3,261 +3,261 @@ Warning, version 430 is not yet complete; most version-specific features are pre Shader version: 430 0:? Sequence -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 texture (global 4-component vector of float) -0:38 's2D' (uniform sampler2D) -0:38 'c2D' (smooth in 2-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 textureProj (global 4-component vector of float) -0:39 's3D' (uniform sampler3D) -0:39 'c4D' (smooth in 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 textureLod (global 4-component vector of float) -0:40 's2DArray' (uniform sampler2DArray) -0:40 'c3D' (smooth in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 's2D' ( uniform sampler2D) +0:38 'c2D' ( smooth in 2-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 textureProj ( global 4-component vector of float) +0:39 's3D' ( uniform sampler3D) +0:39 'c4D' ( smooth in 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 textureLod ( global 4-component vector of float) +0:40 's2DArray' ( uniform sampler2DArray) +0:40 'c3D' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.200000 -0:41 add second child into first child (temp float) -0:41 direct index (temp float) -0:41 'v' (temp 4-component vector of float) +0:41 add second child into first child ( temp float) +0:41 direct index ( temp float) +0:41 'v' ( temp 4-component vector of float) 0:41 Constant: 0:41 1 (const int) -0:41 textureOffset (global float) -0:41 's2DShadow' (uniform sampler2DShadow) -0:41 'c3D' (smooth in 3-component vector of float) +0:41 textureOffset ( global float) +0:41 's2DShadow' ( uniform sampler2DShadow) +0:41 'c3D' ( smooth in 3-component vector of float) 0:41 Constant: 0:41 3 (const int) 0:41 3 (const int) -0:41 'c1D' (smooth in float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) -0:42 textureFetch (global 4-component vector of float) -0:42 's3D' (uniform sampler3D) -0:42 'ic3D' (flat in 3-component vector of int) -0:42 'ic1D' (flat in int) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 textureFetchOffset (global 4-component vector of float) -0:43 's2D' (uniform sampler2D) -0:43 'ic2D' (flat in 2-component vector of int) +0:41 'c1D' ( smooth in float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) +0:42 textureFetch ( global 4-component vector of float) +0:42 's3D' ( uniform sampler3D) +0:42 'ic3D' ( flat in 3-component vector of int) +0:42 'ic1D' ( flat in int) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 textureFetchOffset ( global 4-component vector of float) +0:43 's2D' ( uniform sampler2D) +0:43 'ic2D' ( flat in 2-component vector of int) 0:43 Constant: 0:43 4 (const int) 0:43 Constant: 0:43 3 (const int) 0:43 3 (const int) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 textureFetchOffset (global 4-component vector of float) -0:44 'sr' (uniform sampler2DRect) -0:44 'ic2D' (flat in 2-component vector of int) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 textureFetchOffset ( global 4-component vector of float) +0:44 'sr' ( uniform sampler2DRect) +0:44 'ic2D' ( flat in 2-component vector of int) 0:44 Constant: 0:44 4 (const int) 0:44 4 (const int) -0:45 add second child into first child (temp float) -0:45 direct index (temp float) -0:45 'v' (temp 4-component vector of float) +0:45 add second child into first child ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 textureLodOffset (global float) -0:45 's2DShadow' (uniform sampler2DShadow) -0:45 'c3D' (smooth in 3-component vector of float) -0:45 'c1D' (smooth in float) +0:45 textureLodOffset ( global float) +0:45 's2DShadow' ( uniform sampler2DShadow) +0:45 'c3D' ( smooth in 3-component vector of float) +0:45 'c1D' ( smooth in float) 0:45 Constant: 0:45 3 (const int) 0:45 3 (const int) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 textureProjLodOffset (global 4-component vector of float) -0:46 's2D' (uniform sampler2D) -0:46 'c3D' (smooth in 3-component vector of float) -0:46 'c1D' (smooth in float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 textureProjLodOffset ( global 4-component vector of float) +0:46 's2D' ( uniform sampler2D) +0:46 'c3D' ( smooth in 3-component vector of float) +0:46 'c1D' ( smooth in float) 0:46 Constant: 0:46 3 (const int) 0:46 3 (const int) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 textureGrad (global 4-component vector of float) -0:47 'sCube' (uniform samplerCube) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:48 add second child into first child (temp float) -0:48 direct index (temp float) -0:48 'v' (temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 textureGrad ( global 4-component vector of float) +0:47 'sCube' ( uniform samplerCube) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:48 add second child into first child ( temp float) +0:48 direct index ( temp float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 textureGradOffset (global float) -0:48 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:48 'c4D' (smooth in 4-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) +0:48 textureGradOffset ( global float) +0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:48 'c4D' ( smooth in 4-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 3 (const int) 0:48 3 (const int) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 textureProjGrad (global 4-component vector of float) -0:49 's3D' (uniform sampler3D) -0:49 'c4D' (smooth in 4-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 textureProjGradOffset (global 4-component vector of float) -0:50 's2D' (uniform sampler2D) -0:50 'c3D' (smooth in 3-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 textureProjGrad ( global 4-component vector of float) +0:49 's3D' ( uniform sampler3D) +0:49 'c4D' ( smooth in 4-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 textureProjGradOffset ( global 4-component vector of float) +0:50 's2D' ( uniform sampler2D) +0:50 'c3D' ( smooth in 3-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) 0:50 Constant: 0:50 3 (const int) 0:50 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'iv' (temp 4-component vector of int) -0:52 texture (global 4-component vector of int) -0:52 'is2D' (uniform isampler2D) -0:52 'c2D' (smooth in 2-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'v' (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'iv' (temp 4-component vector of int) -0:54 move second child to first child (temp 4-component vector of int) -0:54 'iv' (temp 4-component vector of int) -0:54 textureProjOffset (global 4-component vector of int) -0:54 'is2D' (uniform isampler2D) -0:54 'c4D' (smooth in 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'iv' ( temp 4-component vector of int) +0:52 texture ( global 4-component vector of int) +0:52 'is2D' ( uniform isampler2D) +0:52 'c2D' ( smooth in 2-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'v' ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'iv' ( temp 4-component vector of int) +0:54 move second child to first child ( temp 4-component vector of int) +0:54 'iv' ( temp 4-component vector of int) +0:54 textureProjOffset ( global 4-component vector of int) +0:54 'is2D' ( uniform isampler2D) +0:54 'c4D' ( smooth in 4-component vector of float) 0:54 Constant: 0:54 3 (const int) 0:54 3 (const int) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 Convert int to float (temp 4-component vector of float) -0:55 'iv' (temp 4-component vector of int) -0:56 move second child to first child (temp 4-component vector of int) -0:56 'iv' (temp 4-component vector of int) -0:56 textureProjLod (global 4-component vector of int) -0:56 'is2D' (uniform isampler2D) -0:56 'c3D' (smooth in 3-component vector of float) -0:56 'c1D' (smooth in float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 Convert int to float (temp 4-component vector of float) -0:57 'iv' (temp 4-component vector of int) -0:58 move second child to first child (temp 4-component vector of int) -0:58 'iv' (temp 4-component vector of int) -0:58 textureProjGrad (global 4-component vector of int) -0:58 'is2D' (uniform isampler2D) -0:58 'c3D' (smooth in 3-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:59 add second child into first child (temp 4-component vector of float) -0:59 'v' (temp 4-component vector of float) -0:59 Convert int to float (temp 4-component vector of float) -0:59 'iv' (temp 4-component vector of int) -0:60 move second child to first child (temp 4-component vector of int) -0:60 'iv' (temp 4-component vector of int) -0:60 texture (global 4-component vector of int) -0:60 'is3D' (uniform isampler3D) -0:60 'c3D' (smooth in 3-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 Convert int to float ( temp 4-component vector of float) +0:55 'iv' ( temp 4-component vector of int) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'iv' ( temp 4-component vector of int) +0:56 textureProjLod ( global 4-component vector of int) +0:56 'is2D' ( uniform isampler2D) +0:56 'c3D' ( smooth in 3-component vector of float) +0:56 'c1D' ( smooth in float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 Convert int to float ( temp 4-component vector of float) +0:57 'iv' ( temp 4-component vector of int) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'iv' ( temp 4-component vector of int) +0:58 textureProjGrad ( global 4-component vector of int) +0:58 'is2D' ( uniform isampler2D) +0:58 'c3D' ( smooth in 3-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'v' ( temp 4-component vector of float) +0:59 Convert int to float ( temp 4-component vector of float) +0:59 'iv' ( temp 4-component vector of int) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'iv' ( temp 4-component vector of int) +0:60 texture ( global 4-component vector of int) +0:60 'is3D' ( uniform isampler3D) +0:60 'c3D' ( smooth in 3-component vector of float) 0:60 Constant: 0:60 4.200000 -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'iv' (temp 4-component vector of int) -0:62 move second child to first child (temp 4-component vector of int) -0:62 'iv' (temp 4-component vector of int) -0:62 textureLod (global 4-component vector of int) -0:62 'isCube' (uniform isamplerCube) -0:62 'c3D' (smooth in 3-component vector of float) -0:62 'c1D' (smooth in float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 Convert int to float (temp 4-component vector of float) -0:63 'iv' (temp 4-component vector of int) -0:64 move second child to first child (temp 4-component vector of int) -0:64 'iv' (temp 4-component vector of int) -0:64 textureFetch (global 4-component vector of int) -0:64 'is2DArray' (uniform isampler2DArray) -0:64 'ic3D' (flat in 3-component vector of int) -0:64 'ic1D' (flat in int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'v' (temp 4-component vector of float) -0:65 Convert int to float (temp 4-component vector of float) -0:65 'iv' (temp 4-component vector of int) -0:66 add second child into first child (temp 4-component vector of int) -0:66 'iv' (temp 4-component vector of int) -0:66 textureFetch (global 4-component vector of int) -0:66 'is2Dms' (uniform isampler2DMS) -0:66 'ic2D' (flat in 2-component vector of int) -0:66 'ic1D' (flat in int) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'v' (temp 4-component vector of float) -0:67 Convert int to float (temp 4-component vector of float) -0:67 'iv' (temp 4-component vector of int) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'v' (temp 4-component vector of float) -0:68 textureFetch (global 4-component vector of float) -0:68 'sb' (uniform samplerBuffer) -0:68 'ic1D' (flat in int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 textureFetch (global 4-component vector of float) -0:69 'sr' (uniform sampler2DRect) -0:69 'ic2D' (flat in 2-component vector of int) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'iv' ( temp 4-component vector of int) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'iv' ( temp 4-component vector of int) +0:62 textureLod ( global 4-component vector of int) +0:62 'isCube' ( uniform isamplerCube) +0:62 'c3D' ( smooth in 3-component vector of float) +0:62 'c1D' ( smooth in float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 Convert int to float ( temp 4-component vector of float) +0:63 'iv' ( temp 4-component vector of int) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'iv' ( temp 4-component vector of int) +0:64 textureFetch ( global 4-component vector of int) +0:64 'is2DArray' ( uniform isampler2DArray) +0:64 'ic3D' ( flat in 3-component vector of int) +0:64 'ic1D' ( flat in int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'v' ( temp 4-component vector of float) +0:65 Convert int to float ( temp 4-component vector of float) +0:65 'iv' ( temp 4-component vector of int) +0:66 add second child into first child ( temp 4-component vector of int) +0:66 'iv' ( temp 4-component vector of int) +0:66 textureFetch ( global 4-component vector of int) +0:66 'is2Dms' ( uniform isampler2DMS) +0:66 'ic2D' ( flat in 2-component vector of int) +0:66 'ic1D' ( flat in int) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'v' ( temp 4-component vector of float) +0:67 Convert int to float ( temp 4-component vector of float) +0:67 'iv' ( temp 4-component vector of int) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'v' ( temp 4-component vector of float) +0:68 textureFetch ( global 4-component vector of float) +0:68 'sb' ( uniform samplerBuffer) +0:68 'ic1D' ( flat in int) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 textureFetch ( global 4-component vector of float) +0:69 'sr' ( uniform sampler2DRect) +0:69 'ic2D' ( flat in 2-component vector of int) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of int) -0:71 'iv2' (temp 2-component vector of int) -0:71 textureSize (global 2-component vector of int) -0:71 'sCubeShadow' (uniform samplerCubeShadow) +0:71 move second child to first child ( temp 2-component vector of int) +0:71 'iv2' ( temp 2-component vector of int) +0:71 textureSize ( global 2-component vector of int) +0:71 'sCubeShadow' ( uniform samplerCubeShadow) 0:71 Constant: 0:71 2 (const int) -0:74 move second child to first child (temp 4-component vector of float) -0:74 'FragData' (out 4-component vector of float) -0:74 add (temp 4-component vector of float) -0:74 'v' (temp 4-component vector of float) -0:74 Construct vec4 (temp 4-component vector of float) -0:74 Convert int to float (temp 2-component vector of float) -0:74 'iv2' (temp 2-component vector of int) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'FragData' ( out 4-component vector of float) +0:74 add ( temp 4-component vector of float) +0:74 'v' ( temp 4-component vector of float) +0:74 Construct vec4 ( temp 4-component vector of float) +0:74 Convert int to float ( temp 2-component vector of float) +0:74 'iv2' ( temp 2-component vector of int) 0:74 Constant: 0:74 0.000000 0:74 Constant: 0:74 0.000000 0:? Linker Objects -0:? 'sb' (uniform samplerBuffer) -0:? 'sr' (uniform sampler2DRect) -0:? 's2D' (uniform sampler2D) -0:? 's3D' (uniform sampler3D) -0:? 'sCube' (uniform samplerCube) -0:? 'sCubeShadow' (uniform samplerCubeShadow) -0:? 's2DShadow' (uniform sampler2DShadow) -0:? 's2DArray' (uniform sampler2DArray) -0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:? 'is2D' (uniform isampler2D) -0:? 'is3D' (uniform isampler3D) -0:? 'isCube' (uniform isamplerCube) -0:? 'is2DArray' (uniform isampler2DArray) -0:? 'is2Dms' (uniform isampler2DMS) -0:? 'us2D' (uniform usampler2D) -0:? 'us3D' (uniform usampler3D) -0:? 'usCube' (uniform usamplerCube) -0:? 'us2DArray' (uniform usampler2DArray) -0:? 'c1D' (smooth in float) -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'c3D' (smooth in 3-component vector of float) -0:? 'c4D' (smooth in 4-component vector of float) -0:? 'ic1D' (flat in int) -0:? 'ic2D' (flat in 2-component vector of int) -0:? 'ic3D' (flat in 3-component vector of int) -0:? 'ic4D' (flat in 4-component vector of int) -0:? 'FragData' (out 4-component vector of float) +0:? 'sb' ( uniform samplerBuffer) +0:? 'sr' ( uniform sampler2DRect) +0:? 's2D' ( uniform sampler2D) +0:? 's3D' ( uniform sampler3D) +0:? 'sCube' ( uniform samplerCube) +0:? 'sCubeShadow' ( uniform samplerCubeShadow) +0:? 's2DShadow' ( uniform sampler2DShadow) +0:? 's2DArray' ( uniform sampler2DArray) +0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:? 'is2D' ( uniform isampler2D) +0:? 'is3D' ( uniform isampler3D) +0:? 'isCube' ( uniform isamplerCube) +0:? 'is2DArray' ( uniform isampler2DArray) +0:? 'is2Dms' ( uniform isampler2DMS) +0:? 'us2D' ( uniform usampler2D) +0:? 'us3D' ( uniform usampler3D) +0:? 'usCube' ( uniform usamplerCube) +0:? 'us2DArray' ( uniform usampler2DArray) +0:? 'c1D' ( smooth in float) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'c3D' ( smooth in 3-component vector of float) +0:? 'c4D' ( smooth in 4-component vector of float) +0:? 'ic1D' ( flat in int) +0:? 'ic2D' ( flat in 2-component vector of int) +0:? 'ic3D' ( flat in 3-component vector of int) +0:? 'ic4D' ( flat in 4-component vector of int) +0:? 'FragData' ( out 4-component vector of float) Linked fragment stage: @@ -265,259 +265,259 @@ Linked fragment stage: Shader version: 430 0:? Sequence -0:36 Function Definition: main( (global void) +0:36 Function Definition: main( ( global void) 0:36 Function Parameters: 0:38 Sequence 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of float) -0:38 'v' (temp 4-component vector of float) -0:38 texture (global 4-component vector of float) -0:38 's2D' (uniform sampler2D) -0:38 'c2D' (smooth in 2-component vector of float) -0:39 add second child into first child (temp 4-component vector of float) -0:39 'v' (temp 4-component vector of float) -0:39 textureProj (global 4-component vector of float) -0:39 's3D' (uniform sampler3D) -0:39 'c4D' (smooth in 4-component vector of float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'v' (temp 4-component vector of float) -0:40 textureLod (global 4-component vector of float) -0:40 's2DArray' (uniform sampler2DArray) -0:40 'c3D' (smooth in 3-component vector of float) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'v' ( temp 4-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 's2D' ( uniform sampler2D) +0:38 'c2D' ( smooth in 2-component vector of float) +0:39 add second child into first child ( temp 4-component vector of float) +0:39 'v' ( temp 4-component vector of float) +0:39 textureProj ( global 4-component vector of float) +0:39 's3D' ( uniform sampler3D) +0:39 'c4D' ( smooth in 4-component vector of float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'v' ( temp 4-component vector of float) +0:40 textureLod ( global 4-component vector of float) +0:40 's2DArray' ( uniform sampler2DArray) +0:40 'c3D' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.200000 -0:41 add second child into first child (temp float) -0:41 direct index (temp float) -0:41 'v' (temp 4-component vector of float) +0:41 add second child into first child ( temp float) +0:41 direct index ( temp float) +0:41 'v' ( temp 4-component vector of float) 0:41 Constant: 0:41 1 (const int) -0:41 textureOffset (global float) -0:41 's2DShadow' (uniform sampler2DShadow) -0:41 'c3D' (smooth in 3-component vector of float) +0:41 textureOffset ( global float) +0:41 's2DShadow' ( uniform sampler2DShadow) +0:41 'c3D' ( smooth in 3-component vector of float) 0:41 Constant: 0:41 3 (const int) 0:41 3 (const int) -0:41 'c1D' (smooth in float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'v' (temp 4-component vector of float) -0:42 textureFetch (global 4-component vector of float) -0:42 's3D' (uniform sampler3D) -0:42 'ic3D' (flat in 3-component vector of int) -0:42 'ic1D' (flat in int) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'v' (temp 4-component vector of float) -0:43 textureFetchOffset (global 4-component vector of float) -0:43 's2D' (uniform sampler2D) -0:43 'ic2D' (flat in 2-component vector of int) +0:41 'c1D' ( smooth in float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'v' ( temp 4-component vector of float) +0:42 textureFetch ( global 4-component vector of float) +0:42 's3D' ( uniform sampler3D) +0:42 'ic3D' ( flat in 3-component vector of int) +0:42 'ic1D' ( flat in int) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'v' ( temp 4-component vector of float) +0:43 textureFetchOffset ( global 4-component vector of float) +0:43 's2D' ( uniform sampler2D) +0:43 'ic2D' ( flat in 2-component vector of int) 0:43 Constant: 0:43 4 (const int) 0:43 Constant: 0:43 3 (const int) 0:43 3 (const int) -0:44 add second child into first child (temp 4-component vector of float) -0:44 'v' (temp 4-component vector of float) -0:44 textureFetchOffset (global 4-component vector of float) -0:44 'sr' (uniform sampler2DRect) -0:44 'ic2D' (flat in 2-component vector of int) +0:44 add second child into first child ( temp 4-component vector of float) +0:44 'v' ( temp 4-component vector of float) +0:44 textureFetchOffset ( global 4-component vector of float) +0:44 'sr' ( uniform sampler2DRect) +0:44 'ic2D' ( flat in 2-component vector of int) 0:44 Constant: 0:44 4 (const int) 0:44 4 (const int) -0:45 add second child into first child (temp float) -0:45 direct index (temp float) -0:45 'v' (temp 4-component vector of float) +0:45 add second child into first child ( temp float) +0:45 direct index ( temp float) +0:45 'v' ( temp 4-component vector of float) 0:45 Constant: 0:45 1 (const int) -0:45 textureLodOffset (global float) -0:45 's2DShadow' (uniform sampler2DShadow) -0:45 'c3D' (smooth in 3-component vector of float) -0:45 'c1D' (smooth in float) +0:45 textureLodOffset ( global float) +0:45 's2DShadow' ( uniform sampler2DShadow) +0:45 'c3D' ( smooth in 3-component vector of float) +0:45 'c1D' ( smooth in float) 0:45 Constant: 0:45 3 (const int) 0:45 3 (const int) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'v' (temp 4-component vector of float) -0:46 textureProjLodOffset (global 4-component vector of float) -0:46 's2D' (uniform sampler2D) -0:46 'c3D' (smooth in 3-component vector of float) -0:46 'c1D' (smooth in float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'v' ( temp 4-component vector of float) +0:46 textureProjLodOffset ( global 4-component vector of float) +0:46 's2D' ( uniform sampler2D) +0:46 'c3D' ( smooth in 3-component vector of float) +0:46 'c1D' ( smooth in float) 0:46 Constant: 0:46 3 (const int) 0:46 3 (const int) -0:47 add second child into first child (temp 4-component vector of float) -0:47 'v' (temp 4-component vector of float) -0:47 textureGrad (global 4-component vector of float) -0:47 'sCube' (uniform samplerCube) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:47 'c3D' (smooth in 3-component vector of float) -0:48 add second child into first child (temp float) -0:48 direct index (temp float) -0:48 'v' (temp 4-component vector of float) +0:47 add second child into first child ( temp 4-component vector of float) +0:47 'v' ( temp 4-component vector of float) +0:47 textureGrad ( global 4-component vector of float) +0:47 'sCube' ( uniform samplerCube) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:47 'c3D' ( smooth in 3-component vector of float) +0:48 add second child into first child ( temp float) +0:48 direct index ( temp float) +0:48 'v' ( temp 4-component vector of float) 0:48 Constant: 0:48 0 (const int) -0:48 textureGradOffset (global float) -0:48 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:48 'c4D' (smooth in 4-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) -0:48 'c2D' (smooth in 2-component vector of float) +0:48 textureGradOffset ( global float) +0:48 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:48 'c4D' ( smooth in 4-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) +0:48 'c2D' ( smooth in 2-component vector of float) 0:48 Constant: 0:48 3 (const int) 0:48 3 (const int) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'v' (temp 4-component vector of float) -0:49 textureProjGrad (global 4-component vector of float) -0:49 's3D' (uniform sampler3D) -0:49 'c4D' (smooth in 4-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:49 'c3D' (smooth in 3-component vector of float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'v' (temp 4-component vector of float) -0:50 textureProjGradOffset (global 4-component vector of float) -0:50 's2D' (uniform sampler2D) -0:50 'c3D' (smooth in 3-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) -0:50 'c2D' (smooth in 2-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'v' ( temp 4-component vector of float) +0:49 textureProjGrad ( global 4-component vector of float) +0:49 's3D' ( uniform sampler3D) +0:49 'c4D' ( smooth in 4-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:49 'c3D' ( smooth in 3-component vector of float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'v' ( temp 4-component vector of float) +0:50 textureProjGradOffset ( global 4-component vector of float) +0:50 's2D' ( uniform sampler2D) +0:50 'c3D' ( smooth in 3-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) +0:50 'c2D' ( smooth in 2-component vector of float) 0:50 Constant: 0:50 3 (const int) 0:50 3 (const int) 0:52 Sequence -0:52 move second child to first child (temp 4-component vector of int) -0:52 'iv' (temp 4-component vector of int) -0:52 texture (global 4-component vector of int) -0:52 'is2D' (uniform isampler2D) -0:52 'c2D' (smooth in 2-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'v' (temp 4-component vector of float) -0:53 Convert int to float (temp 4-component vector of float) -0:53 'iv' (temp 4-component vector of int) -0:54 move second child to first child (temp 4-component vector of int) -0:54 'iv' (temp 4-component vector of int) -0:54 textureProjOffset (global 4-component vector of int) -0:54 'is2D' (uniform isampler2D) -0:54 'c4D' (smooth in 4-component vector of float) +0:52 move second child to first child ( temp 4-component vector of int) +0:52 'iv' ( temp 4-component vector of int) +0:52 texture ( global 4-component vector of int) +0:52 'is2D' ( uniform isampler2D) +0:52 'c2D' ( smooth in 2-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'v' ( temp 4-component vector of float) +0:53 Convert int to float ( temp 4-component vector of float) +0:53 'iv' ( temp 4-component vector of int) +0:54 move second child to first child ( temp 4-component vector of int) +0:54 'iv' ( temp 4-component vector of int) +0:54 textureProjOffset ( global 4-component vector of int) +0:54 'is2D' ( uniform isampler2D) +0:54 'c4D' ( smooth in 4-component vector of float) 0:54 Constant: 0:54 3 (const int) 0:54 3 (const int) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'v' (temp 4-component vector of float) -0:55 Convert int to float (temp 4-component vector of float) -0:55 'iv' (temp 4-component vector of int) -0:56 move second child to first child (temp 4-component vector of int) -0:56 'iv' (temp 4-component vector of int) -0:56 textureProjLod (global 4-component vector of int) -0:56 'is2D' (uniform isampler2D) -0:56 'c3D' (smooth in 3-component vector of float) -0:56 'c1D' (smooth in float) -0:57 add second child into first child (temp 4-component vector of float) -0:57 'v' (temp 4-component vector of float) -0:57 Convert int to float (temp 4-component vector of float) -0:57 'iv' (temp 4-component vector of int) -0:58 move second child to first child (temp 4-component vector of int) -0:58 'iv' (temp 4-component vector of int) -0:58 textureProjGrad (global 4-component vector of int) -0:58 'is2D' (uniform isampler2D) -0:58 'c3D' (smooth in 3-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:58 'c2D' (smooth in 2-component vector of float) -0:59 add second child into first child (temp 4-component vector of float) -0:59 'v' (temp 4-component vector of float) -0:59 Convert int to float (temp 4-component vector of float) -0:59 'iv' (temp 4-component vector of int) -0:60 move second child to first child (temp 4-component vector of int) -0:60 'iv' (temp 4-component vector of int) -0:60 texture (global 4-component vector of int) -0:60 'is3D' (uniform isampler3D) -0:60 'c3D' (smooth in 3-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'v' ( temp 4-component vector of float) +0:55 Convert int to float ( temp 4-component vector of float) +0:55 'iv' ( temp 4-component vector of int) +0:56 move second child to first child ( temp 4-component vector of int) +0:56 'iv' ( temp 4-component vector of int) +0:56 textureProjLod ( global 4-component vector of int) +0:56 'is2D' ( uniform isampler2D) +0:56 'c3D' ( smooth in 3-component vector of float) +0:56 'c1D' ( smooth in float) +0:57 add second child into first child ( temp 4-component vector of float) +0:57 'v' ( temp 4-component vector of float) +0:57 Convert int to float ( temp 4-component vector of float) +0:57 'iv' ( temp 4-component vector of int) +0:58 move second child to first child ( temp 4-component vector of int) +0:58 'iv' ( temp 4-component vector of int) +0:58 textureProjGrad ( global 4-component vector of int) +0:58 'is2D' ( uniform isampler2D) +0:58 'c3D' ( smooth in 3-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:58 'c2D' ( smooth in 2-component vector of float) +0:59 add second child into first child ( temp 4-component vector of float) +0:59 'v' ( temp 4-component vector of float) +0:59 Convert int to float ( temp 4-component vector of float) +0:59 'iv' ( temp 4-component vector of int) +0:60 move second child to first child ( temp 4-component vector of int) +0:60 'iv' ( temp 4-component vector of int) +0:60 texture ( global 4-component vector of int) +0:60 'is3D' ( uniform isampler3D) +0:60 'c3D' ( smooth in 3-component vector of float) 0:60 Constant: 0:60 4.200000 -0:61 add second child into first child (temp 4-component vector of float) -0:61 'v' (temp 4-component vector of float) -0:61 Convert int to float (temp 4-component vector of float) -0:61 'iv' (temp 4-component vector of int) -0:62 move second child to first child (temp 4-component vector of int) -0:62 'iv' (temp 4-component vector of int) -0:62 textureLod (global 4-component vector of int) -0:62 'isCube' (uniform isamplerCube) -0:62 'c3D' (smooth in 3-component vector of float) -0:62 'c1D' (smooth in float) -0:63 add second child into first child (temp 4-component vector of float) -0:63 'v' (temp 4-component vector of float) -0:63 Convert int to float (temp 4-component vector of float) -0:63 'iv' (temp 4-component vector of int) -0:64 move second child to first child (temp 4-component vector of int) -0:64 'iv' (temp 4-component vector of int) -0:64 textureFetch (global 4-component vector of int) -0:64 'is2DArray' (uniform isampler2DArray) -0:64 'ic3D' (flat in 3-component vector of int) -0:64 'ic1D' (flat in int) -0:65 add second child into first child (temp 4-component vector of float) -0:65 'v' (temp 4-component vector of float) -0:65 Convert int to float (temp 4-component vector of float) -0:65 'iv' (temp 4-component vector of int) -0:66 add second child into first child (temp 4-component vector of int) -0:66 'iv' (temp 4-component vector of int) -0:66 textureFetch (global 4-component vector of int) -0:66 'is2Dms' (uniform isampler2DMS) -0:66 'ic2D' (flat in 2-component vector of int) -0:66 'ic1D' (flat in int) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'v' (temp 4-component vector of float) -0:67 Convert int to float (temp 4-component vector of float) -0:67 'iv' (temp 4-component vector of int) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'v' (temp 4-component vector of float) -0:68 textureFetch (global 4-component vector of float) -0:68 'sb' (uniform samplerBuffer) -0:68 'ic1D' (flat in int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'v' (temp 4-component vector of float) -0:69 textureFetch (global 4-component vector of float) -0:69 'sr' (uniform sampler2DRect) -0:69 'ic2D' (flat in 2-component vector of int) +0:61 add second child into first child ( temp 4-component vector of float) +0:61 'v' ( temp 4-component vector of float) +0:61 Convert int to float ( temp 4-component vector of float) +0:61 'iv' ( temp 4-component vector of int) +0:62 move second child to first child ( temp 4-component vector of int) +0:62 'iv' ( temp 4-component vector of int) +0:62 textureLod ( global 4-component vector of int) +0:62 'isCube' ( uniform isamplerCube) +0:62 'c3D' ( smooth in 3-component vector of float) +0:62 'c1D' ( smooth in float) +0:63 add second child into first child ( temp 4-component vector of float) +0:63 'v' ( temp 4-component vector of float) +0:63 Convert int to float ( temp 4-component vector of float) +0:63 'iv' ( temp 4-component vector of int) +0:64 move second child to first child ( temp 4-component vector of int) +0:64 'iv' ( temp 4-component vector of int) +0:64 textureFetch ( global 4-component vector of int) +0:64 'is2DArray' ( uniform isampler2DArray) +0:64 'ic3D' ( flat in 3-component vector of int) +0:64 'ic1D' ( flat in int) +0:65 add second child into first child ( temp 4-component vector of float) +0:65 'v' ( temp 4-component vector of float) +0:65 Convert int to float ( temp 4-component vector of float) +0:65 'iv' ( temp 4-component vector of int) +0:66 add second child into first child ( temp 4-component vector of int) +0:66 'iv' ( temp 4-component vector of int) +0:66 textureFetch ( global 4-component vector of int) +0:66 'is2Dms' ( uniform isampler2DMS) +0:66 'ic2D' ( flat in 2-component vector of int) +0:66 'ic1D' ( flat in int) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'v' ( temp 4-component vector of float) +0:67 Convert int to float ( temp 4-component vector of float) +0:67 'iv' ( temp 4-component vector of int) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'v' ( temp 4-component vector of float) +0:68 textureFetch ( global 4-component vector of float) +0:68 'sb' ( uniform samplerBuffer) +0:68 'ic1D' ( flat in int) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'v' ( temp 4-component vector of float) +0:69 textureFetch ( global 4-component vector of float) +0:69 'sr' ( uniform sampler2DRect) +0:69 'ic2D' ( flat in 2-component vector of int) 0:71 Sequence -0:71 move second child to first child (temp 2-component vector of int) -0:71 'iv2' (temp 2-component vector of int) -0:71 textureSize (global 2-component vector of int) -0:71 'sCubeShadow' (uniform samplerCubeShadow) +0:71 move second child to first child ( temp 2-component vector of int) +0:71 'iv2' ( temp 2-component vector of int) +0:71 textureSize ( global 2-component vector of int) +0:71 'sCubeShadow' ( uniform samplerCubeShadow) 0:71 Constant: 0:71 2 (const int) -0:74 move second child to first child (temp 4-component vector of float) -0:74 'FragData' (out 4-component vector of float) -0:74 add (temp 4-component vector of float) -0:74 'v' (temp 4-component vector of float) -0:74 Construct vec4 (temp 4-component vector of float) -0:74 Convert int to float (temp 2-component vector of float) -0:74 'iv2' (temp 2-component vector of int) +0:74 move second child to first child ( temp 4-component vector of float) +0:74 'FragData' ( out 4-component vector of float) +0:74 add ( temp 4-component vector of float) +0:74 'v' ( temp 4-component vector of float) +0:74 Construct vec4 ( temp 4-component vector of float) +0:74 Convert int to float ( temp 2-component vector of float) +0:74 'iv2' ( temp 2-component vector of int) 0:74 Constant: 0:74 0.000000 0:74 Constant: 0:74 0.000000 0:? Linker Objects -0:? 'sb' (uniform samplerBuffer) -0:? 'sr' (uniform sampler2DRect) -0:? 's2D' (uniform sampler2D) -0:? 's3D' (uniform sampler3D) -0:? 'sCube' (uniform samplerCube) -0:? 'sCubeShadow' (uniform samplerCubeShadow) -0:? 's2DShadow' (uniform sampler2DShadow) -0:? 's2DArray' (uniform sampler2DArray) -0:? 's2DArrayShadow' (uniform sampler2DArrayShadow) -0:? 'is2D' (uniform isampler2D) -0:? 'is3D' (uniform isampler3D) -0:? 'isCube' (uniform isamplerCube) -0:? 'is2DArray' (uniform isampler2DArray) -0:? 'is2Dms' (uniform isampler2DMS) -0:? 'us2D' (uniform usampler2D) -0:? 'us3D' (uniform usampler3D) -0:? 'usCube' (uniform usamplerCube) -0:? 'us2DArray' (uniform usampler2DArray) -0:? 'c1D' (smooth in float) -0:? 'c2D' (smooth in 2-component vector of float) -0:? 'c3D' (smooth in 3-component vector of float) -0:? 'c4D' (smooth in 4-component vector of float) -0:? 'ic1D' (flat in int) -0:? 'ic2D' (flat in 2-component vector of int) -0:? 'ic3D' (flat in 3-component vector of int) -0:? 'ic4D' (flat in 4-component vector of int) -0:? 'FragData' (out 4-component vector of float) +0:? 'sb' ( uniform samplerBuffer) +0:? 'sr' ( uniform sampler2DRect) +0:? 's2D' ( uniform sampler2D) +0:? 's3D' ( uniform sampler3D) +0:? 'sCube' ( uniform samplerCube) +0:? 'sCubeShadow' ( uniform samplerCubeShadow) +0:? 's2DShadow' ( uniform sampler2DShadow) +0:? 's2DArray' ( uniform sampler2DArray) +0:? 's2DArrayShadow' ( uniform sampler2DArrayShadow) +0:? 'is2D' ( uniform isampler2D) +0:? 'is3D' ( uniform isampler3D) +0:? 'isCube' ( uniform isamplerCube) +0:? 'is2DArray' ( uniform isampler2DArray) +0:? 'is2Dms' ( uniform isampler2DMS) +0:? 'us2D' ( uniform usampler2D) +0:? 'us3D' ( uniform usampler3D) +0:? 'usCube' ( uniform usamplerCube) +0:? 'us2DArray' ( uniform usampler2DArray) +0:? 'c1D' ( smooth in float) +0:? 'c2D' ( smooth in 2-component vector of float) +0:? 'c3D' ( smooth in 3-component vector of float) +0:? 'c4D' ( smooth in 4-component vector of float) +0:? 'ic1D' ( flat in int) +0:? 'ic2D' ( flat in 2-component vector of int) +0:? 'ic3D' ( flat in 3-component vector of int) +0:? 'ic4D' ( flat in 4-component vector of int) +0:? 'FragData' ( out 4-component vector of float) diff --git a/Test/baseResults/noMain.vert.out b/Test/baseResults/noMain.vert.out index 60ac3a3a..dd262438 100644 --- a/Test/baseResults/noMain.vert.out +++ b/Test/baseResults/noMain.vert.out @@ -1,11 +1,11 @@ noMain.vert Shader version: 300 0:? Sequence -0:3 Function Definition: foo( (global void) +0:3 Function Definition: foo( ( global void) 0:3 Function Parameters: 0:? Linker Objects -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) mains.frag ERROR: 0:7: 'main' : function already has a body @@ -14,9 +14,9 @@ ERROR: 1 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects @@ -31,13 +31,13 @@ Linked fragment stage: Shader version: 300 0:? Sequence 0:? Linker Objects -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Shader version: 300 ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:? Linker Objects diff --git a/Test/baseResults/nonSquare.vert.out b/Test/baseResults/nonSquare.vert.out index c0753696..aa8a8273 100644 --- a/Test/baseResults/nonSquare.vert.out +++ b/Test/baseResults/nonSquare.vert.out @@ -1,34 +1,34 @@ nonSquare.vert Shader version: 120 0:? Sequence -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:? Sequence -0:20 move second child to first child (temp 2-component vector of float) -0:20 'a' (temp 2-component vector of float) -0:20 vector-times-matrix (temp 2-component vector of float) -0:20 'v3' (in 3-component vector of float) -0:20 'm23' (temp 2X3 matrix of float) -0:21 move second child to first child (temp 2-component vector of float) -0:21 'b' (temp 2-component vector of float) -0:21 matrix-times-vector (temp 2-component vector of float) -0:21 'm32' (uniform 3X2 matrix of float) -0:21 'v3' (in 3-component vector of float) -0:23 move second child to first child (temp 4-component vector of float) -0:23 'gl_Position' (gl_Position 4-component vector of float Position) -0:24 add (temp 4-component vector of float) -0:24 add (temp 4-component vector of float) -0:24 add (temp 4-component vector of float) -0:23 add (temp 4-component vector of float) -0:23 Construct vec4 (temp 4-component vector of float) -0:23 matrix-times-vector (temp 3-component vector of float) -0:23 matrix-multiply (temp 3X3 matrix of float) -0:23 'm23' (temp 2X3 matrix of float) -0:23 'm32' (uniform 3X2 matrix of float) -0:23 'v3' (in 3-component vector of float) +0:20 move second child to first child ( temp 2-component vector of float) +0:20 'a' ( temp 2-component vector of float) +0:20 vector-times-matrix ( temp 2-component vector of float) +0:20 'v3' ( in 3-component vector of float) +0:20 'm23' ( temp 2X3 matrix of float) +0:21 move second child to first child ( temp 2-component vector of float) +0:21 'b' ( temp 2-component vector of float) +0:21 matrix-times-vector ( temp 2-component vector of float) +0:21 'm32' ( uniform 3X2 matrix of float) +0:21 'v3' ( in 3-component vector of float) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'gl_Position' ( gl_Position 4-component vector of float Position) +0:24 add ( temp 4-component vector of float) +0:24 add ( temp 4-component vector of float) +0:24 add ( temp 4-component vector of float) +0:23 add ( temp 4-component vector of float) +0:23 Construct vec4 ( temp 4-component vector of float) +0:23 matrix-times-vector ( temp 3-component vector of float) +0:23 matrix-multiply ( temp 3X3 matrix of float) +0:23 'm23' ( temp 2X3 matrix of float) +0:23 'm32' ( uniform 3X2 matrix of float) +0:23 'v3' ( in 3-component vector of float) 0:23 Constant: 0:23 0.000000 -0:24 matrix-times-vector (temp 4-component vector of float) +0:24 matrix-times-vector ( temp 4-component vector of float) 0:24 Constant: 0:24 3.000000 0:24 6.000000 @@ -46,7 +46,7 @@ Shader version: 120 0:24 24.000000 0:24 0.000000 0:24 0.000000 -0:24 'v4' (in 4-component vector of float) +0:24 'v4' ( in 4-component vector of float) 0:24 Constant: 0:24 50.000000 0:24 110.000000 @@ -63,13 +63,13 @@ Shader version: 120 0:24 6.000000 0:24 5.000000 0:? Linker Objects -0:? 'v3' (in 3-component vector of float) -0:? 'v4' (in 4-component vector of float) -0:? 'm32' (uniform 3X2 matrix of float) -0:? 'cv2' (const 2-component vector of float) +0:? 'v3' ( in 3-component vector of float) +0:? 'v4' ( in 4-component vector of float) +0:? 'm32' ( uniform 3X2 matrix of float) +0:? 'cv2' ( const 2-component vector of float) 0:? 10.000000 0:? 20.000000 -0:? 'm24' (const 2X4 matrix of float) +0:? 'm24' ( const 2X4 matrix of float) 0:? 3.000000 0:? 0.000000 0:? 0.000000 @@ -78,7 +78,7 @@ Shader version: 120 0:? 3.000000 0:? 0.000000 0:? 0.000000 -0:? 'm42' (const 4X2 matrix of float) +0:? 'm42' ( const 4X2 matrix of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 @@ -94,34 +94,34 @@ Linked vertex stage: Shader version: 120 0:? Sequence -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:? Sequence -0:20 move second child to first child (temp 2-component vector of float) -0:20 'a' (temp 2-component vector of float) -0:20 vector-times-matrix (temp 2-component vector of float) -0:20 'v3' (in 3-component vector of float) -0:20 'm23' (temp 2X3 matrix of float) -0:21 move second child to first child (temp 2-component vector of float) -0:21 'b' (temp 2-component vector of float) -0:21 matrix-times-vector (temp 2-component vector of float) -0:21 'm32' (uniform 3X2 matrix of float) -0:21 'v3' (in 3-component vector of float) -0:23 move second child to first child (temp 4-component vector of float) -0:23 'gl_Position' (gl_Position 4-component vector of float Position) -0:24 add (temp 4-component vector of float) -0:24 add (temp 4-component vector of float) -0:24 add (temp 4-component vector of float) -0:23 add (temp 4-component vector of float) -0:23 Construct vec4 (temp 4-component vector of float) -0:23 matrix-times-vector (temp 3-component vector of float) -0:23 matrix-multiply (temp 3X3 matrix of float) -0:23 'm23' (temp 2X3 matrix of float) -0:23 'm32' (uniform 3X2 matrix of float) -0:23 'v3' (in 3-component vector of float) +0:20 move second child to first child ( temp 2-component vector of float) +0:20 'a' ( temp 2-component vector of float) +0:20 vector-times-matrix ( temp 2-component vector of float) +0:20 'v3' ( in 3-component vector of float) +0:20 'm23' ( temp 2X3 matrix of float) +0:21 move second child to first child ( temp 2-component vector of float) +0:21 'b' ( temp 2-component vector of float) +0:21 matrix-times-vector ( temp 2-component vector of float) +0:21 'm32' ( uniform 3X2 matrix of float) +0:21 'v3' ( in 3-component vector of float) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'gl_Position' ( gl_Position 4-component vector of float Position) +0:24 add ( temp 4-component vector of float) +0:24 add ( temp 4-component vector of float) +0:24 add ( temp 4-component vector of float) +0:23 add ( temp 4-component vector of float) +0:23 Construct vec4 ( temp 4-component vector of float) +0:23 matrix-times-vector ( temp 3-component vector of float) +0:23 matrix-multiply ( temp 3X3 matrix of float) +0:23 'm23' ( temp 2X3 matrix of float) +0:23 'm32' ( uniform 3X2 matrix of float) +0:23 'v3' ( in 3-component vector of float) 0:23 Constant: 0:23 0.000000 -0:24 matrix-times-vector (temp 4-component vector of float) +0:24 matrix-times-vector ( temp 4-component vector of float) 0:24 Constant: 0:24 3.000000 0:24 6.000000 @@ -139,7 +139,7 @@ Shader version: 120 0:24 24.000000 0:24 0.000000 0:24 0.000000 -0:24 'v4' (in 4-component vector of float) +0:24 'v4' ( in 4-component vector of float) 0:24 Constant: 0:24 50.000000 0:24 110.000000 @@ -156,13 +156,13 @@ Shader version: 120 0:24 6.000000 0:24 5.000000 0:? Linker Objects -0:? 'v3' (in 3-component vector of float) -0:? 'v4' (in 4-component vector of float) -0:? 'm32' (uniform 3X2 matrix of float) -0:? 'cv2' (const 2-component vector of float) +0:? 'v3' ( in 3-component vector of float) +0:? 'v4' ( in 4-component vector of float) +0:? 'm32' ( uniform 3X2 matrix of float) +0:? 'cv2' ( const 2-component vector of float) 0:? 10.000000 0:? 20.000000 -0:? 'm24' (const 2X4 matrix of float) +0:? 'm24' ( const 2X4 matrix of float) 0:? 3.000000 0:? 0.000000 0:? 0.000000 @@ -171,7 +171,7 @@ Shader version: 120 0:? 3.000000 0:? 0.000000 0:? 0.000000 -0:? 'm42' (const 4X2 matrix of float) +0:? 'm42' ( const 4X2 matrix of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 diff --git a/Test/baseResults/nonVulkan.frag.out b/Test/baseResults/nonVulkan.frag.out index 8e03610e..236f5a84 100644 --- a/Test/baseResults/nonVulkan.frag.out +++ b/Test/baseResults/nonVulkan.frag.out @@ -10,10 +10,10 @@ ERROR: 4 compilation errors. No code generated. Shader version: 450 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'arraySize' (specialization-constant const int) +0:? 'arraySize' ( specialization-constant const int) 0:? 12 (const int) -0:? 'foo' (temp int) -0:? 'ubi' (layout(column_major std430 push_constant ) uniform block{layout(column_major std430 offset=0 ) uniform int a}) +0:? 'foo' ( temp int) +0:? 'ubi' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform int a}) Linked fragment stage: @@ -23,8 +23,8 @@ ERROR: Linking fragment stage: Missing entry point: Each stage requires one entr Shader version: 450 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'arraySize' (specialization-constant const int) +0:? 'arraySize' ( specialization-constant const int) 0:? 12 (const int) -0:? 'foo' (temp int) -0:? 'ubi' (layout(column_major std430 push_constant ) uniform block{layout(column_major std430 offset=0 ) uniform int a}) +0:? 'foo' ( temp int) +0:? 'ubi' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform int a}) diff --git a/Test/baseResults/numeral.frag.out b/Test/baseResults/numeral.frag.out index e5b20410..22f4a949 100644 --- a/Test/baseResults/numeral.frag.out +++ b/Test/baseResults/numeral.frag.out @@ -17,407 +17,407 @@ ERROR: 12 compilation errors. No code generated. Shader version: 400 ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'o00' (temp int) +0:5 move second child to first child ( temp int) +0:5 'o00' ( temp int) 0:5 Constant: 0:5 0 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'o000' (temp int) +0:6 move second child to first child ( temp int) +0:6 'o000' ( temp int) 0:6 Constant: 0:6 0 (const int) 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'o0000' (temp int) +0:7 move second child to first child ( temp int) +0:7 'o0000' ( temp int) 0:7 Constant: 0:7 0 (const int) 0:8 Sequence -0:8 move second child to first child (temp int) -0:8 'o5' (temp int) +0:8 move second child to first child ( temp int) +0:8 'o5' ( temp int) 0:8 Constant: 0:8 5 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'o05' (temp int) +0:9 move second child to first child ( temp int) +0:9 'o05' ( temp int) 0:9 Constant: 0:9 5 (const int) 0:10 Sequence -0:10 move second child to first child (temp int) -0:10 'o006' (temp int) +0:10 move second child to first child ( temp int) +0:10 'o006' ( temp int) 0:10 Constant: 0:10 6 (const int) 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'o7' (temp int) +0:11 move second child to first child ( temp int) +0:11 'o7' ( temp int) 0:11 Constant: 0:11 7 (const int) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'o58' (temp int) +0:12 move second child to first child ( temp int) +0:12 'o58' ( temp int) 0:12 Constant: 0:12 58 (const int) 0:13 Sequence -0:13 move second child to first child (temp int) -0:13 'omax' (temp int) +0:13 move second child to first child ( temp int) +0:13 'omax' ( temp int) 0:13 Constant: 0:13 -1 (const int) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'o8' (temp int) +0:14 move second child to first child ( temp int) +0:14 'o8' ( temp int) 0:14 Constant: 0:14 0 (const int) 0:15 Sequence -0:15 move second child to first child (temp int) -0:15 'o08' (temp int) +0:15 move second child to first child ( temp int) +0:15 'o08' ( temp int) 0:15 Constant: 0:15 0 (const int) 0:16 Sequence -0:16 move second child to first child (temp int) -0:16 'o009' (temp int) +0:16 move second child to first child ( temp int) +0:16 'o009' ( temp int) 0:16 Constant: 0:16 0 (const int) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'obig' (temp int) +0:17 move second child to first child ( temp int) +0:17 'obig' ( temp int) 0:17 Constant: 0:17 995208915 (const int) 0:18 Sequence -0:18 move second child to first child (temp int) -0:18 'omax1' (temp int) +0:18 move second child to first child ( temp int) +0:18 'omax1' ( temp int) 0:18 Constant: 0:18 536870912 (const int) 0:20 Sequence -0:20 move second child to first child (temp uint) -0:20 'uo5' (temp uint) +0:20 move second child to first child ( temp uint) +0:20 'uo5' ( temp uint) 0:20 Constant: 0:20 5 (const uint) 0:21 Sequence -0:21 move second child to first child (temp uint) -0:21 'uo6' (temp uint) +0:21 move second child to first child ( temp uint) +0:21 'uo6' ( temp uint) 0:21 Constant: 0:21 6 (const uint) 0:22 Sequence -0:22 move second child to first child (temp uint) -0:22 'uo7' (temp uint) +0:22 move second child to first child ( temp uint) +0:22 'uo7' ( temp uint) 0:22 Constant: 0:22 7 (const uint) 0:23 Sequence -0:23 move second child to first child (temp uint) -0:23 'uo8' (temp uint) +0:23 move second child to first child ( temp uint) +0:23 'uo8' ( temp uint) 0:23 Constant: 0:23 0 (const uint) 0:24 Sequence -0:24 move second child to first child (temp uint) -0:24 'uo9' (temp uint) +0:24 move second child to first child ( temp uint) +0:24 'uo9' ( temp uint) 0:24 Constant: 0:24 0 (const uint) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'h0' (temp int) +0:26 move second child to first child ( temp int) +0:26 'h0' ( temp int) 0:26 Constant: 0:26 0 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'h00' (temp int) +0:27 move second child to first child ( temp int) +0:27 'h00' ( temp int) 0:27 Constant: 0:27 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'h000' (temp int) +0:28 move second child to first child ( temp int) +0:28 'h000' ( temp int) 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'h1' (temp int) +0:29 move second child to first child ( temp int) +0:29 'h1' ( temp int) 0:29 Constant: 0:29 1 (const int) 0:30 Sequence -0:30 move second child to first child (temp int) -0:30 'h2' (temp int) +0:30 move second child to first child ( temp int) +0:30 'h2' ( temp int) 0:30 Constant: 0:30 2 (const int) 0:31 Sequence -0:31 move second child to first child (temp int) -0:31 'h300' (temp int) +0:31 move second child to first child ( temp int) +0:31 'h300' ( temp int) 0:31 Constant: 0:31 768 (const int) 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'hABCDEF' (temp int) +0:32 move second child to first child ( temp int) +0:32 'hABCDEF' ( temp int) 0:32 Constant: 0:32 11259375 (const int) 0:33 Sequence -0:33 move second child to first child (temp int) -0:33 'hFFFFFFFF' (temp int) +0:33 move second child to first child ( temp int) +0:33 'hFFFFFFFF' ( temp int) 0:33 Constant: 0:33 -1 (const int) 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'h12345678' (temp int) +0:34 move second child to first child ( temp int) +0:34 'h12345678' ( temp int) 0:34 Constant: 0:34 12345678 (const int) 0:35 Sequence -0:35 move second child to first child (temp int) -0:35 'hToBeOrNotToBe' (temp int) +0:35 move second child to first child ( temp int) +0:35 'hToBeOrNotToBe' ( temp int) 0:35 Constant: 0:35 -1 (const int) 0:37 Sequence -0:37 move second child to first child (temp uint) -0:37 'uh0' (temp uint) +0:37 move second child to first child ( temp uint) +0:37 'uh0' ( temp uint) 0:37 Constant: 0:37 0 (const uint) 0:38 Sequence -0:38 move second child to first child (temp uint) -0:38 'uhg' (temp uint) +0:38 move second child to first child ( temp uint) +0:38 'uhg' ( temp uint) 0:38 Constant: 0:38 12 (const uint) 0:39 Sequence -0:39 move second child to first child (temp uint) -0:39 'uh000' (temp uint) +0:39 move second child to first child ( temp uint) +0:39 'uh000' ( temp uint) 0:39 Constant: 0:39 0 (const uint) 0:40 Sequence -0:40 move second child to first child (temp uint) -0:40 'uh1' (temp uint) +0:40 move second child to first child ( temp uint) +0:40 'uh1' ( temp uint) 0:40 Constant: 0:40 1 (const uint) 0:41 Sequence -0:41 move second child to first child (temp uint) -0:41 'uh2' (temp uint) +0:41 move second child to first child ( temp uint) +0:41 'uh2' ( temp uint) 0:41 Constant: 0:41 2 (const uint) 0:42 Sequence -0:42 move second child to first child (temp uint) -0:42 'uh300' (temp uint) +0:42 move second child to first child ( temp uint) +0:42 'uh300' ( temp uint) 0:42 Constant: 0:42 768 (const uint) 0:43 Sequence -0:43 move second child to first child (temp uint) -0:43 'uhABCDEF' (temp uint) +0:43 move second child to first child ( temp uint) +0:43 'uhABCDEF' ( temp uint) 0:43 Constant: 0:43 11259375 (const uint) 0:44 Sequence -0:44 move second child to first child (temp uint) -0:44 'uhFFFFFFFF' (temp uint) +0:44 move second child to first child ( temp uint) +0:44 'uhFFFFFFFF' ( temp uint) 0:44 Constant: 0:44 4294967295 (const uint) 0:45 Sequence -0:45 move second child to first child (temp uint) -0:45 'uh12345678' (temp uint) +0:45 move second child to first child ( temp uint) +0:45 'uh12345678' ( temp uint) 0:45 Constant: 0:45 12345678 (const uint) 0:46 Sequence -0:46 move second child to first child (temp uint) -0:46 'uhToBeOrNotToBe' (temp uint) +0:46 move second child to first child ( temp uint) +0:46 'uhToBeOrNotToBe' ( temp uint) 0:46 Constant: 0:46 4294967295 (const uint) 0:49 Sequence -0:49 move second child to first child (temp int) -0:49 'he2' (temp int) +0:49 move second child to first child ( temp int) +0:49 'he2' ( temp int) 0:49 Constant: 0:49 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp int) -0:50 'hbig' (temp int) +0:50 move second child to first child ( temp int) +0:50 'hbig' ( temp int) 0:50 Constant: 0:50 -1 (const int) 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'f1' (temp float) +0:52 move second child to first child ( temp float) +0:52 'f1' ( temp float) 0:52 Constant: 0:52 1.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'f2' (temp float) +0:53 move second child to first child ( temp float) +0:53 'f2' ( temp float) 0:53 Constant: 0:53 2.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'f3' (temp float) +0:54 move second child to first child ( temp float) +0:54 'f3' ( temp float) 0:54 Constant: 0:54 3.000000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'f4' (temp float) +0:55 move second child to first child ( temp float) +0:55 'f4' ( temp float) 0:55 Constant: 0:55 4.000000 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'f5' (temp float) +0:56 move second child to first child ( temp float) +0:56 'f5' ( temp float) 0:56 Constant: 0:56 5.000000 0:57 Sequence -0:57 move second child to first child (temp float) -0:57 'f6' (temp float) +0:57 move second child to first child ( temp float) +0:57 'f6' ( temp float) 0:57 Constant: 0:57 6.000000 0:58 Sequence -0:58 move second child to first child (temp float) -0:58 'f7' (temp float) +0:58 move second child to first child ( temp float) +0:58 'f7' ( temp float) 0:58 Constant: 0:58 7.000000 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'f8' (temp float) +0:59 move second child to first child ( temp float) +0:59 'f8' ( temp float) 0:59 Constant: 0:59 8.000000 0:60 Sequence -0:60 move second child to first child (temp float) -0:60 'f9' (temp float) +0:60 move second child to first child ( temp float) +0:60 'f9' ( temp float) 0:60 Constant: 0:60 9.000000 0:61 Sequence -0:61 move second child to first child (temp float) -0:61 'f10' (temp float) +0:61 move second child to first child ( temp float) +0:61 'f10' ( temp float) 0:61 Constant: 0:61 10.000000 0:62 Sequence -0:62 move second child to first child (temp float) -0:62 'f11' (temp float) +0:62 move second child to first child ( temp float) +0:62 'f11' ( temp float) 0:62 Constant: 0:62 11.000000 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 'f12' (temp float) +0:63 move second child to first child ( temp float) +0:63 'f12' ( temp float) 0:63 Constant: 0:63 12.000000 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'f543' (temp float) +0:64 move second child to first child ( temp float) +0:64 'f543' ( temp float) 0:64 Constant: 0:64 543.000000 0:65 Sequence -0:65 move second child to first child (temp float) -0:65 'f6789' (temp float) +0:65 move second child to first child ( temp float) +0:65 'f6789' ( temp float) 0:65 Constant: 0:65 6789.000000 0:66 Sequence -0:66 move second child to first child (temp float) -0:66 'f88' (temp float) +0:66 move second child to first child ( temp float) +0:66 'f88' ( temp float) 0:66 Constant: 0:66 88.000000 0:68 Sequence -0:68 move second child to first child (temp float) -0:68 'g1' (temp float) +0:68 move second child to first child ( temp float) +0:68 'g1' ( temp float) 0:68 Constant: 0:68 53876.000000 0:69 Sequence -0:69 move second child to first child (temp float) -0:69 'g2' (temp float) +0:69 move second child to first child ( temp float) +0:69 'g2' ( temp float) 0:69 Constant: 0:69 0.040000 0:70 Sequence -0:70 move second child to first child (temp float) -0:70 'g3' (temp float) +0:70 move second child to first child ( temp float) +0:70 'g3' ( temp float) 0:70 Constant: 0:70 100000.000000 0:71 Sequence -0:71 move second child to first child (temp float) -0:71 'g4' (temp float) +0:71 move second child to first child ( temp float) +0:71 'g4' ( temp float) 0:71 Constant: 0:71 0.007321 0:72 Sequence -0:72 move second child to first child (temp float) -0:72 'g5' (temp float) +0:72 move second child to first child ( temp float) +0:72 'g5' ( temp float) 0:72 Constant: 0:72 32000.000000 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'g6' (temp float) +0:73 move second child to first child ( temp float) +0:73 'g6' ( temp float) 0:73 Constant: 0:73 0.000005 0:74 Sequence -0:74 move second child to first child (temp float) -0:74 'g7' (temp float) +0:74 move second child to first child ( temp float) +0:74 'g7' ( temp float) 0:74 Constant: 0:74 0.450000 0:75 Sequence -0:75 move second child to first child (temp float) -0:75 'g8' (temp float) +0:75 move second child to first child ( temp float) +0:75 'g8' ( temp float) 0:75 Constant: 0:75 60000000000.000000 0:77 Sequence -0:77 move second child to first child (temp double) -0:77 'gf1' (temp double) +0:77 move second child to first child ( temp double) +0:77 'gf1' ( temp double) 0:77 Constant: 0:77 1.000000 0:78 Sequence -0:78 move second child to first child (temp double) -0:78 'gf2' (temp double) +0:78 move second child to first child ( temp double) +0:78 'gf2' ( temp double) 0:78 Constant: 0:78 2.000000 0:79 Sequence -0:79 move second child to first child (temp double) -0:79 'gf3' (temp double) +0:79 move second child to first child ( temp double) +0:79 'gf3' ( temp double) 0:79 Constant: 0:79 3.000000 0:80 Sequence -0:80 move second child to first child (temp double) -0:80 'gf4' (temp double) +0:80 move second child to first child ( temp double) +0:80 'gf4' ( temp double) 0:80 Constant: 0:80 4.000000 0:81 Sequence -0:81 move second child to first child (temp float) -0:81 'gf5' (temp float) +0:81 move second child to first child ( temp float) +0:81 'gf5' ( temp float) 0:81 Constant: 0:81 5.000000 0:82 Sequence -0:82 move second child to first child (temp float) -0:82 'gf6' (temp float) +0:82 move second child to first child ( temp float) +0:82 'gf6' ( temp float) 0:82 Constant: 0:82 6.000000 0:88 Sequence -0:88 move second child to first child (temp float) -0:88 'e5' (temp float) +0:88 move second child to first child ( temp float) +0:88 'e5' ( temp float) 0:88 Constant: 0:88 5.000000 0:98 Sequence -0:98 move second child to first child (temp uint) -0:98 'g1' (global uint) +0:98 move second child to first child ( temp uint) +0:98 'g1' ( global uint) 0:98 Constant: 0:98 4294967295 (const uint) 0:99 Sequence -0:99 move second child to first child (temp uint) -0:99 'g2' (global uint) +0:99 move second child to first child ( temp uint) +0:99 'g2' ( global uint) 0:99 Constant: 0:99 4294967295 (const uint) 0:100 Sequence -0:100 move second child to first child (temp uint) -0:100 'g3' (global uint) +0:100 move second child to first child ( temp uint) +0:100 'g3' ( global uint) 0:100 Constant: 0:100 4294967294 (const uint) 0:101 Sequence -0:101 move second child to first child (temp int) -0:101 'g4' (global int) +0:101 move second child to first child ( temp int) +0:101 'g4' ( global int) 0:101 Constant: 0:101 -1 (const int) 0:102 Sequence -0:102 move second child to first child (temp int) -0:102 'g5' (global int) +0:102 move second child to first child ( temp int) +0:102 'g5' ( global int) 0:102 Constant: 0:102 -1 (const int) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'g6' (global int) +0:103 move second child to first child ( temp int) +0:103 'g6' ( global int) 0:103 Constant: 0:103 -2 (const int) 0:? Linker Objects -0:? 'c2' (layout(location=2 ) out 4-component vector of float) -0:? 'c3' (layout(location=3 ) out 4-component vector of float) -0:? 'c4' (layout(location=4 ) out 4-component vector of float) -0:? 'c5' (layout(location=5 ) out 4-component vector of float) -0:? 'c6' (layout(location=6 ) out 4-component vector of float) -0:? 'c7' (layout(location=7 ) out 4-component vector of float) -0:? 'g1' (global uint) -0:? 'g2' (global uint) -0:? 'g3' (global uint) -0:? 'g4' (global int) -0:? 'g5' (global int) -0:? 'g6' (global int) +0:? 'c2' (layout( location=2) out 4-component vector of float) +0:? 'c3' (layout( location=3) out 4-component vector of float) +0:? 'c4' (layout( location=4) out 4-component vector of float) +0:? 'c5' (layout( location=5) out 4-component vector of float) +0:? 'c6' (layout( location=6) out 4-component vector of float) +0:? 'c7' (layout( location=7) out 4-component vector of float) +0:? 'g1' ( global uint) +0:? 'g2' ( global uint) +0:? 'g3' ( global uint) +0:? 'g4' ( global int) +0:? 'g5' ( global int) +0:? 'g6' ( global int) Linked fragment stage: @@ -425,405 +425,405 @@ Linked fragment stage: Shader version: 400 ERROR: node is still EOpNull! -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:5 Sequence 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'o00' (temp int) +0:5 move second child to first child ( temp int) +0:5 'o00' ( temp int) 0:5 Constant: 0:5 0 (const int) 0:6 Sequence -0:6 move second child to first child (temp int) -0:6 'o000' (temp int) +0:6 move second child to first child ( temp int) +0:6 'o000' ( temp int) 0:6 Constant: 0:6 0 (const int) 0:7 Sequence -0:7 move second child to first child (temp int) -0:7 'o0000' (temp int) +0:7 move second child to first child ( temp int) +0:7 'o0000' ( temp int) 0:7 Constant: 0:7 0 (const int) 0:8 Sequence -0:8 move second child to first child (temp int) -0:8 'o5' (temp int) +0:8 move second child to first child ( temp int) +0:8 'o5' ( temp int) 0:8 Constant: 0:8 5 (const int) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'o05' (temp int) +0:9 move second child to first child ( temp int) +0:9 'o05' ( temp int) 0:9 Constant: 0:9 5 (const int) 0:10 Sequence -0:10 move second child to first child (temp int) -0:10 'o006' (temp int) +0:10 move second child to first child ( temp int) +0:10 'o006' ( temp int) 0:10 Constant: 0:10 6 (const int) 0:11 Sequence -0:11 move second child to first child (temp int) -0:11 'o7' (temp int) +0:11 move second child to first child ( temp int) +0:11 'o7' ( temp int) 0:11 Constant: 0:11 7 (const int) 0:12 Sequence -0:12 move second child to first child (temp int) -0:12 'o58' (temp int) +0:12 move second child to first child ( temp int) +0:12 'o58' ( temp int) 0:12 Constant: 0:12 58 (const int) 0:13 Sequence -0:13 move second child to first child (temp int) -0:13 'omax' (temp int) +0:13 move second child to first child ( temp int) +0:13 'omax' ( temp int) 0:13 Constant: 0:13 -1 (const int) 0:14 Sequence -0:14 move second child to first child (temp int) -0:14 'o8' (temp int) +0:14 move second child to first child ( temp int) +0:14 'o8' ( temp int) 0:14 Constant: 0:14 0 (const int) 0:15 Sequence -0:15 move second child to first child (temp int) -0:15 'o08' (temp int) +0:15 move second child to first child ( temp int) +0:15 'o08' ( temp int) 0:15 Constant: 0:15 0 (const int) 0:16 Sequence -0:16 move second child to first child (temp int) -0:16 'o009' (temp int) +0:16 move second child to first child ( temp int) +0:16 'o009' ( temp int) 0:16 Constant: 0:16 0 (const int) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'obig' (temp int) +0:17 move second child to first child ( temp int) +0:17 'obig' ( temp int) 0:17 Constant: 0:17 995208915 (const int) 0:18 Sequence -0:18 move second child to first child (temp int) -0:18 'omax1' (temp int) +0:18 move second child to first child ( temp int) +0:18 'omax1' ( temp int) 0:18 Constant: 0:18 536870912 (const int) 0:20 Sequence -0:20 move second child to first child (temp uint) -0:20 'uo5' (temp uint) +0:20 move second child to first child ( temp uint) +0:20 'uo5' ( temp uint) 0:20 Constant: 0:20 5 (const uint) 0:21 Sequence -0:21 move second child to first child (temp uint) -0:21 'uo6' (temp uint) +0:21 move second child to first child ( temp uint) +0:21 'uo6' ( temp uint) 0:21 Constant: 0:21 6 (const uint) 0:22 Sequence -0:22 move second child to first child (temp uint) -0:22 'uo7' (temp uint) +0:22 move second child to first child ( temp uint) +0:22 'uo7' ( temp uint) 0:22 Constant: 0:22 7 (const uint) 0:23 Sequence -0:23 move second child to first child (temp uint) -0:23 'uo8' (temp uint) +0:23 move second child to first child ( temp uint) +0:23 'uo8' ( temp uint) 0:23 Constant: 0:23 0 (const uint) 0:24 Sequence -0:24 move second child to first child (temp uint) -0:24 'uo9' (temp uint) +0:24 move second child to first child ( temp uint) +0:24 'uo9' ( temp uint) 0:24 Constant: 0:24 0 (const uint) 0:26 Sequence -0:26 move second child to first child (temp int) -0:26 'h0' (temp int) +0:26 move second child to first child ( temp int) +0:26 'h0' ( temp int) 0:26 Constant: 0:26 0 (const int) 0:27 Sequence -0:27 move second child to first child (temp int) -0:27 'h00' (temp int) +0:27 move second child to first child ( temp int) +0:27 'h00' ( temp int) 0:27 Constant: 0:27 0 (const int) 0:28 Sequence -0:28 move second child to first child (temp int) -0:28 'h000' (temp int) +0:28 move second child to first child ( temp int) +0:28 'h000' ( temp int) 0:28 Constant: 0:28 0 (const int) 0:29 Sequence -0:29 move second child to first child (temp int) -0:29 'h1' (temp int) +0:29 move second child to first child ( temp int) +0:29 'h1' ( temp int) 0:29 Constant: 0:29 1 (const int) 0:30 Sequence -0:30 move second child to first child (temp int) -0:30 'h2' (temp int) +0:30 move second child to first child ( temp int) +0:30 'h2' ( temp int) 0:30 Constant: 0:30 2 (const int) 0:31 Sequence -0:31 move second child to first child (temp int) -0:31 'h300' (temp int) +0:31 move second child to first child ( temp int) +0:31 'h300' ( temp int) 0:31 Constant: 0:31 768 (const int) 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'hABCDEF' (temp int) +0:32 move second child to first child ( temp int) +0:32 'hABCDEF' ( temp int) 0:32 Constant: 0:32 11259375 (const int) 0:33 Sequence -0:33 move second child to first child (temp int) -0:33 'hFFFFFFFF' (temp int) +0:33 move second child to first child ( temp int) +0:33 'hFFFFFFFF' ( temp int) 0:33 Constant: 0:33 -1 (const int) 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'h12345678' (temp int) +0:34 move second child to first child ( temp int) +0:34 'h12345678' ( temp int) 0:34 Constant: 0:34 12345678 (const int) 0:35 Sequence -0:35 move second child to first child (temp int) -0:35 'hToBeOrNotToBe' (temp int) +0:35 move second child to first child ( temp int) +0:35 'hToBeOrNotToBe' ( temp int) 0:35 Constant: 0:35 -1 (const int) 0:37 Sequence -0:37 move second child to first child (temp uint) -0:37 'uh0' (temp uint) +0:37 move second child to first child ( temp uint) +0:37 'uh0' ( temp uint) 0:37 Constant: 0:37 0 (const uint) 0:38 Sequence -0:38 move second child to first child (temp uint) -0:38 'uhg' (temp uint) +0:38 move second child to first child ( temp uint) +0:38 'uhg' ( temp uint) 0:38 Constant: 0:38 12 (const uint) 0:39 Sequence -0:39 move second child to first child (temp uint) -0:39 'uh000' (temp uint) +0:39 move second child to first child ( temp uint) +0:39 'uh000' ( temp uint) 0:39 Constant: 0:39 0 (const uint) 0:40 Sequence -0:40 move second child to first child (temp uint) -0:40 'uh1' (temp uint) +0:40 move second child to first child ( temp uint) +0:40 'uh1' ( temp uint) 0:40 Constant: 0:40 1 (const uint) 0:41 Sequence -0:41 move second child to first child (temp uint) -0:41 'uh2' (temp uint) +0:41 move second child to first child ( temp uint) +0:41 'uh2' ( temp uint) 0:41 Constant: 0:41 2 (const uint) 0:42 Sequence -0:42 move second child to first child (temp uint) -0:42 'uh300' (temp uint) +0:42 move second child to first child ( temp uint) +0:42 'uh300' ( temp uint) 0:42 Constant: 0:42 768 (const uint) 0:43 Sequence -0:43 move second child to first child (temp uint) -0:43 'uhABCDEF' (temp uint) +0:43 move second child to first child ( temp uint) +0:43 'uhABCDEF' ( temp uint) 0:43 Constant: 0:43 11259375 (const uint) 0:44 Sequence -0:44 move second child to first child (temp uint) -0:44 'uhFFFFFFFF' (temp uint) +0:44 move second child to first child ( temp uint) +0:44 'uhFFFFFFFF' ( temp uint) 0:44 Constant: 0:44 4294967295 (const uint) 0:45 Sequence -0:45 move second child to first child (temp uint) -0:45 'uh12345678' (temp uint) +0:45 move second child to first child ( temp uint) +0:45 'uh12345678' ( temp uint) 0:45 Constant: 0:45 12345678 (const uint) 0:46 Sequence -0:46 move second child to first child (temp uint) -0:46 'uhToBeOrNotToBe' (temp uint) +0:46 move second child to first child ( temp uint) +0:46 'uhToBeOrNotToBe' ( temp uint) 0:46 Constant: 0:46 4294967295 (const uint) 0:49 Sequence -0:49 move second child to first child (temp int) -0:49 'he2' (temp int) +0:49 move second child to first child ( temp int) +0:49 'he2' ( temp int) 0:49 Constant: 0:49 0 (const int) 0:50 Sequence -0:50 move second child to first child (temp int) -0:50 'hbig' (temp int) +0:50 move second child to first child ( temp int) +0:50 'hbig' ( temp int) 0:50 Constant: 0:50 -1 (const int) 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 'f1' (temp float) +0:52 move second child to first child ( temp float) +0:52 'f1' ( temp float) 0:52 Constant: 0:52 1.000000 0:53 Sequence -0:53 move second child to first child (temp float) -0:53 'f2' (temp float) +0:53 move second child to first child ( temp float) +0:53 'f2' ( temp float) 0:53 Constant: 0:53 2.000000 0:54 Sequence -0:54 move second child to first child (temp float) -0:54 'f3' (temp float) +0:54 move second child to first child ( temp float) +0:54 'f3' ( temp float) 0:54 Constant: 0:54 3.000000 0:55 Sequence -0:55 move second child to first child (temp float) -0:55 'f4' (temp float) +0:55 move second child to first child ( temp float) +0:55 'f4' ( temp float) 0:55 Constant: 0:55 4.000000 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 'f5' (temp float) +0:56 move second child to first child ( temp float) +0:56 'f5' ( temp float) 0:56 Constant: 0:56 5.000000 0:57 Sequence -0:57 move second child to first child (temp float) -0:57 'f6' (temp float) +0:57 move second child to first child ( temp float) +0:57 'f6' ( temp float) 0:57 Constant: 0:57 6.000000 0:58 Sequence -0:58 move second child to first child (temp float) -0:58 'f7' (temp float) +0:58 move second child to first child ( temp float) +0:58 'f7' ( temp float) 0:58 Constant: 0:58 7.000000 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 'f8' (temp float) +0:59 move second child to first child ( temp float) +0:59 'f8' ( temp float) 0:59 Constant: 0:59 8.000000 0:60 Sequence -0:60 move second child to first child (temp float) -0:60 'f9' (temp float) +0:60 move second child to first child ( temp float) +0:60 'f9' ( temp float) 0:60 Constant: 0:60 9.000000 0:61 Sequence -0:61 move second child to first child (temp float) -0:61 'f10' (temp float) +0:61 move second child to first child ( temp float) +0:61 'f10' ( temp float) 0:61 Constant: 0:61 10.000000 0:62 Sequence -0:62 move second child to first child (temp float) -0:62 'f11' (temp float) +0:62 move second child to first child ( temp float) +0:62 'f11' ( temp float) 0:62 Constant: 0:62 11.000000 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 'f12' (temp float) +0:63 move second child to first child ( temp float) +0:63 'f12' ( temp float) 0:63 Constant: 0:63 12.000000 0:64 Sequence -0:64 move second child to first child (temp float) -0:64 'f543' (temp float) +0:64 move second child to first child ( temp float) +0:64 'f543' ( temp float) 0:64 Constant: 0:64 543.000000 0:65 Sequence -0:65 move second child to first child (temp float) -0:65 'f6789' (temp float) +0:65 move second child to first child ( temp float) +0:65 'f6789' ( temp float) 0:65 Constant: 0:65 6789.000000 0:66 Sequence -0:66 move second child to first child (temp float) -0:66 'f88' (temp float) +0:66 move second child to first child ( temp float) +0:66 'f88' ( temp float) 0:66 Constant: 0:66 88.000000 0:68 Sequence -0:68 move second child to first child (temp float) -0:68 'g1' (temp float) +0:68 move second child to first child ( temp float) +0:68 'g1' ( temp float) 0:68 Constant: 0:68 53876.000000 0:69 Sequence -0:69 move second child to first child (temp float) -0:69 'g2' (temp float) +0:69 move second child to first child ( temp float) +0:69 'g2' ( temp float) 0:69 Constant: 0:69 0.040000 0:70 Sequence -0:70 move second child to first child (temp float) -0:70 'g3' (temp float) +0:70 move second child to first child ( temp float) +0:70 'g3' ( temp float) 0:70 Constant: 0:70 100000.000000 0:71 Sequence -0:71 move second child to first child (temp float) -0:71 'g4' (temp float) +0:71 move second child to first child ( temp float) +0:71 'g4' ( temp float) 0:71 Constant: 0:71 0.007321 0:72 Sequence -0:72 move second child to first child (temp float) -0:72 'g5' (temp float) +0:72 move second child to first child ( temp float) +0:72 'g5' ( temp float) 0:72 Constant: 0:72 32000.000000 0:73 Sequence -0:73 move second child to first child (temp float) -0:73 'g6' (temp float) +0:73 move second child to first child ( temp float) +0:73 'g6' ( temp float) 0:73 Constant: 0:73 0.000005 0:74 Sequence -0:74 move second child to first child (temp float) -0:74 'g7' (temp float) +0:74 move second child to first child ( temp float) +0:74 'g7' ( temp float) 0:74 Constant: 0:74 0.450000 0:75 Sequence -0:75 move second child to first child (temp float) -0:75 'g8' (temp float) +0:75 move second child to first child ( temp float) +0:75 'g8' ( temp float) 0:75 Constant: 0:75 60000000000.000000 0:77 Sequence -0:77 move second child to first child (temp double) -0:77 'gf1' (temp double) +0:77 move second child to first child ( temp double) +0:77 'gf1' ( temp double) 0:77 Constant: 0:77 1.000000 0:78 Sequence -0:78 move second child to first child (temp double) -0:78 'gf2' (temp double) +0:78 move second child to first child ( temp double) +0:78 'gf2' ( temp double) 0:78 Constant: 0:78 2.000000 0:79 Sequence -0:79 move second child to first child (temp double) -0:79 'gf3' (temp double) +0:79 move second child to first child ( temp double) +0:79 'gf3' ( temp double) 0:79 Constant: 0:79 3.000000 0:80 Sequence -0:80 move second child to first child (temp double) -0:80 'gf4' (temp double) +0:80 move second child to first child ( temp double) +0:80 'gf4' ( temp double) 0:80 Constant: 0:80 4.000000 0:81 Sequence -0:81 move second child to first child (temp float) -0:81 'gf5' (temp float) +0:81 move second child to first child ( temp float) +0:81 'gf5' ( temp float) 0:81 Constant: 0:81 5.000000 0:82 Sequence -0:82 move second child to first child (temp float) -0:82 'gf6' (temp float) +0:82 move second child to first child ( temp float) +0:82 'gf6' ( temp float) 0:82 Constant: 0:82 6.000000 0:88 Sequence -0:88 move second child to first child (temp float) -0:88 'e5' (temp float) +0:88 move second child to first child ( temp float) +0:88 'e5' ( temp float) 0:88 Constant: 0:88 5.000000 0:98 Sequence -0:98 move second child to first child (temp uint) -0:98 'g1' (global uint) +0:98 move second child to first child ( temp uint) +0:98 'g1' ( global uint) 0:98 Constant: 0:98 4294967295 (const uint) 0:99 Sequence -0:99 move second child to first child (temp uint) -0:99 'g2' (global uint) +0:99 move second child to first child ( temp uint) +0:99 'g2' ( global uint) 0:99 Constant: 0:99 4294967295 (const uint) 0:100 Sequence -0:100 move second child to first child (temp uint) -0:100 'g3' (global uint) +0:100 move second child to first child ( temp uint) +0:100 'g3' ( global uint) 0:100 Constant: 0:100 4294967294 (const uint) 0:101 Sequence -0:101 move second child to first child (temp int) -0:101 'g4' (global int) +0:101 move second child to first child ( temp int) +0:101 'g4' ( global int) 0:101 Constant: 0:101 -1 (const int) 0:102 Sequence -0:102 move second child to first child (temp int) -0:102 'g5' (global int) +0:102 move second child to first child ( temp int) +0:102 'g5' ( global int) 0:102 Constant: 0:102 -1 (const int) 0:103 Sequence -0:103 move second child to first child (temp int) -0:103 'g6' (global int) +0:103 move second child to first child ( temp int) +0:103 'g6' ( global int) 0:103 Constant: 0:103 -2 (const int) 0:? Linker Objects -0:? 'c2' (layout(location=2 ) out 4-component vector of float) -0:? 'c3' (layout(location=3 ) out 4-component vector of float) -0:? 'c4' (layout(location=4 ) out 4-component vector of float) -0:? 'c5' (layout(location=5 ) out 4-component vector of float) -0:? 'c6' (layout(location=6 ) out 4-component vector of float) -0:? 'c7' (layout(location=7 ) out 4-component vector of float) -0:? 'g1' (global uint) -0:? 'g2' (global uint) -0:? 'g3' (global uint) -0:? 'g4' (global int) -0:? 'g5' (global int) -0:? 'g6' (global int) +0:? 'c2' (layout( location=2) out 4-component vector of float) +0:? 'c3' (layout( location=3) out 4-component vector of float) +0:? 'c4' (layout( location=4) out 4-component vector of float) +0:? 'c5' (layout( location=5) out 4-component vector of float) +0:? 'c6' (layout( location=6) out 4-component vector of float) +0:? 'c7' (layout( location=7) out 4-component vector of float) +0:? 'g1' ( global uint) +0:? 'g2' ( global uint) +0:? 'g3' ( global uint) +0:? 'g4' ( global int) +0:? 'g5' ( global int) +0:? 'g6' ( global int) diff --git a/Test/baseResults/pointCoord.frag.out b/Test/baseResults/pointCoord.frag.out index 5d53aea1..f55f9bc4 100644 --- a/Test/baseResults/pointCoord.frag.out +++ b/Test/baseResults/pointCoord.frag.out @@ -1,35 +1,35 @@ pointCoord.frag Shader version: 100 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:? Sequence -0:9 Test condition and select (temp void) +0:9 Test condition and select ( temp void) 0:9 Condition -0:9 Compare Less Than (temp bool) -0:9 length (global mediump float) -0:9 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord) +0:9 Compare Less Than ( temp bool) +0:9 length ( global mediump float) +0:9 'gl_PointCoord' ( gl_PointCoord mediump 2-component vector of float PointCoord) 0:9 Constant: 0:9 0.300000 0:9 true case -0:10 move second child to first child (temp highp 4-component vector of float) -0:10 'color' (temp highp 4-component vector of float) -0:10 texture (global lowp 4-component vector of float, operation at mediump) -0:10 'sampler' (uniform lowp sampler2D) -0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord) +0:10 move second child to first child ( temp highp 4-component vector of float) +0:10 'color' ( temp highp 4-component vector of float) +0:10 texture ( global lowp 4-component vector of float, operation at mediump) +0:10 'sampler' ( uniform lowp sampler2D) +0:10 'gl_PointCoord' ( gl_PointCoord mediump 2-component vector of float PointCoord) 0:9 false case -0:12 move second child to first child (temp highp 4-component vector of float) -0:12 'color' (temp highp 4-component vector of float) +0:12 move second child to first child ( temp highp 4-component vector of float) +0:12 'color' ( temp highp 4-component vector of float) 0:12 Constant: 0:12 0.000000 0:12 0.000000 0:12 0.000000 0:12 0.000000 -0:14 move second child to first child (temp highp 4-component vector of float) -0:14 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor) -0:14 'color' (temp highp 4-component vector of float) +0:14 move second child to first child ( temp highp 4-component vector of float) +0:14 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) +0:14 'color' ( temp highp 4-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform lowp sampler2D) +0:? 'sampler' ( uniform lowp sampler2D) Linked fragment stage: @@ -37,33 +37,33 @@ Linked fragment stage: Shader version: 100 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:? Sequence -0:9 Test condition and select (temp void) +0:9 Test condition and select ( temp void) 0:9 Condition -0:9 Compare Less Than (temp bool) -0:9 length (global mediump float) -0:9 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord) +0:9 Compare Less Than ( temp bool) +0:9 length ( global mediump float) +0:9 'gl_PointCoord' ( gl_PointCoord mediump 2-component vector of float PointCoord) 0:9 Constant: 0:9 0.300000 0:9 true case -0:10 move second child to first child (temp highp 4-component vector of float) -0:10 'color' (temp highp 4-component vector of float) -0:10 texture (global lowp 4-component vector of float, operation at mediump) -0:10 'sampler' (uniform lowp sampler2D) -0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord) +0:10 move second child to first child ( temp highp 4-component vector of float) +0:10 'color' ( temp highp 4-component vector of float) +0:10 texture ( global lowp 4-component vector of float, operation at mediump) +0:10 'sampler' ( uniform lowp sampler2D) +0:10 'gl_PointCoord' ( gl_PointCoord mediump 2-component vector of float PointCoord) 0:9 false case -0:12 move second child to first child (temp highp 4-component vector of float) -0:12 'color' (temp highp 4-component vector of float) +0:12 move second child to first child ( temp highp 4-component vector of float) +0:12 'color' ( temp highp 4-component vector of float) 0:12 Constant: 0:12 0.000000 0:12 0.000000 0:12 0.000000 0:12 0.000000 -0:14 move second child to first child (temp highp 4-component vector of float) -0:14 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor) -0:14 'color' (temp highp 4-component vector of float) +0:14 move second child to first child ( temp highp 4-component vector of float) +0:14 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) +0:14 'color' ( temp highp 4-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform lowp sampler2D) +0:? 'sampler' ( uniform lowp sampler2D) diff --git a/Test/baseResults/precise.tesc.out b/Test/baseResults/precise.tesc.out index 17c7d53f..7beff892 100644 --- a/Test/baseResults/precise.tesc.out +++ b/Test/baseResults/precise.tesc.out @@ -7,360 +7,360 @@ Requested GL_EXT_shader_io_blocks Requested GL_EXT_tessellation_shader vertices = -1 0:? Sequence -0:5 Function Definition: minimal( (global float) +0:5 Function Definition: minimal( ( global float) 0:5 Function Parameters: 0:6 Sequence 0:6 Sequence -0:6 move second child to first child (temp float) -0:6 'result' (noContraction temp float) +0:6 move second child to first child ( temp float) +0:6 'result' ( noContraction temp float) 0:6 Constant: 0:6 5.000000 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 'a' (noContraction temp float) +0:7 move second child to first child ( temp float) +0:7 'a' ( noContraction temp float) 0:7 Constant: 0:7 10.000000 0:8 Sequence -0:8 move second child to first child (temp float) -0:8 'b' (noContraction temp float) +0:8 move second child to first child ( temp float) +0:8 'b' ( noContraction temp float) 0:8 Constant: 0:8 20.000000 0:9 Sequence -0:9 move second child to first child (temp float) -0:9 'c' (noContraction temp float) +0:9 move second child to first child ( temp float) +0:9 'c' ( noContraction temp float) 0:9 Constant: 0:9 30.000000 0:10 Sequence -0:10 move second child to first child (temp float) -0:10 'd' (noContraction temp float) +0:10 move second child to first child ( temp float) +0:10 'd' ( noContraction temp float) 0:10 Constant: 0:10 40.000000 -0:11 move second child to first child (temp float) -0:11 'result' (noContraction temp float) -0:11 add (noContraction temp float) -0:11 component-wise multiply (noContraction temp float) -0:11 'a' (noContraction temp float) -0:11 'b' (noContraction temp float) -0:11 component-wise multiply (noContraction temp float) -0:11 'c' (noContraction temp float) -0:11 'd' (noContraction temp float) +0:11 move second child to first child ( temp float) +0:11 'result' ( noContraction temp float) +0:11 add ( noContraction temp float) +0:11 component-wise multiply ( noContraction temp float) +0:11 'a' ( noContraction temp float) +0:11 'b' ( noContraction temp float) +0:11 component-wise multiply ( noContraction temp float) +0:11 'c' ( noContraction temp float) +0:11 'd' ( noContraction temp float) 0:12 Branch: Return with expression -0:12 'result' (noContraction temp float) -0:15 Function Definition: continuous_assignment( (global void) +0:12 'result' ( noContraction temp float) +0:15 Function Definition: continuous_assignment( ( global void) 0:15 Function Parameters: 0:16 Sequence 0:16 Sequence -0:16 move second child to first child (temp float) -0:16 'result' (noContraction temp float) +0:16 move second child to first child ( temp float) +0:16 'result' ( noContraction temp float) 0:16 Constant: 0:16 5.000000 0:17 Sequence -0:17 move second child to first child (temp float) -0:17 'a' (noContraction temp float) +0:17 move second child to first child ( temp float) +0:17 'a' ( noContraction temp float) 0:17 Constant: 0:17 10.000000 0:18 Sequence -0:18 move second child to first child (temp float) -0:18 'b' (noContraction temp float) +0:18 move second child to first child ( temp float) +0:18 'b' ( noContraction temp float) 0:18 Constant: 0:18 20.000000 -0:19 move second child to first child (temp float) -0:19 'result' (noContraction temp float) -0:19 move second child to first child (temp float) -0:19 'a' (noContraction temp float) -0:19 add (noContraction temp float) -0:19 'b' (noContraction temp float) +0:19 move second child to first child ( temp float) +0:19 'result' ( noContraction temp float) +0:19 move second child to first child ( temp float) +0:19 'a' ( noContraction temp float) +0:19 add ( noContraction temp float) +0:19 'b' ( noContraction temp float) 0:19 Constant: 0:19 4.000000 -0:22 Function Definition: convert( (global void) +0:22 Function Definition: convert( ( global void) 0:22 Function Parameters: 0:? Sequence 0:24 Sequence -0:24 move second child to first child (temp float) -0:24 'a' (noContraction temp float) +0:24 move second child to first child ( temp float) +0:24 'a' ( noContraction temp float) 0:24 Constant: 0:24 10.000000 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'b' (noContraction temp float) +0:25 move second child to first child ( temp float) +0:25 'b' ( noContraction temp float) 0:25 Constant: 0:25 20.000000 -0:26 move second child to first child (temp float) -0:26 'b' (noContraction temp float) -0:26 add (noContraction temp float) -0:26 'a' (noContraction temp float) -0:26 'b' (noContraction temp float) -0:27 move second child to first child (temp double) -0:27 'result' (noContraction temp double) -0:27 Convert float to double (temp double) -0:27 'b' (noContraction temp float) -0:30 Function Definition: loop_for( (global float) +0:26 move second child to first child ( temp float) +0:26 'b' ( noContraction temp float) +0:26 add ( noContraction temp float) +0:26 'a' ( noContraction temp float) +0:26 'b' ( noContraction temp float) +0:27 move second child to first child ( temp double) +0:27 'result' ( noContraction temp double) +0:27 Convert float to double ( temp double) +0:27 'b' ( noContraction temp float) +0:30 Function Definition: loop_for( ( global float) 0:30 Function Parameters: 0:31 Sequence 0:31 Sequence -0:31 move second child to first child (temp float) -0:31 'r1' (noContraction temp float) +0:31 move second child to first child ( temp float) +0:31 'r1' ( noContraction temp float) 0:31 Constant: 0:31 5.000000 0:32 Sequence -0:32 move second child to first child (temp float) -0:32 'r2' (noContraction temp float) +0:32 move second child to first child ( temp float) +0:32 'r2' ( noContraction temp float) 0:32 Constant: 0:32 10.000000 0:33 Sequence -0:33 move second child to first child (temp int) -0:33 'a' (temp int) +0:33 move second child to first child ( temp int) +0:33 'a' ( temp int) 0:33 Constant: 0:33 10 (const int) 0:34 Sequence -0:34 move second child to first child (temp int) -0:34 'b' (noContraction temp int) +0:34 move second child to first child ( temp int) +0:34 'b' ( noContraction temp int) 0:34 Constant: 0:34 20 (const int) 0:35 Sequence -0:35 move second child to first child (temp int) -0:35 'c' (noContraction temp int) +0:35 move second child to first child ( temp int) +0:35 'c' ( noContraction temp int) 0:35 Constant: 0:35 30 (const int) 0:36 Sequence 0:36 Sequence -0:36 move second child to first child (temp int) -0:36 'i' (noContraction temp int) +0:36 move second child to first child ( temp int) +0:36 'i' ( noContraction temp int) 0:36 Constant: 0:36 0 (const int) 0:36 Loop with condition tested first 0:36 Loop Condition -0:36 Compare Less Than (temp bool) -0:36 'i' (temp int) -0:36 'a' (temp int) +0:36 Compare Less Than ( temp bool) +0:36 'i' ( temp int) +0:36 'a' ( temp int) 0:36 Loop Body 0:37 Sequence -0:37 add second child into first child (noContraction temp float) -0:37 'r1' (noContraction temp float) -0:37 add (noContraction temp float) -0:37 add (noContraction temp float) +0:37 add second child into first child ( noContraction temp float) +0:37 'r1' ( noContraction temp float) +0:37 add ( noContraction temp float) +0:37 add ( noContraction temp float) 0:37 Constant: 0:37 3.120000 -0:37 Convert int to float (temp float) -0:37 'b' (noContraction temp int) -0:37 Convert int to float (temp float) -0:37 'i' (noContraction temp int) -0:38 add second child into first child (noContraction temp int) -0:38 'c' (noContraction temp int) +0:37 Convert int to float ( temp float) +0:37 'b' ( noContraction temp int) +0:37 Convert int to float ( temp float) +0:37 'i' ( noContraction temp int) +0:38 add second child into first child ( noContraction temp int) +0:38 'c' ( noContraction temp int) 0:38 Constant: 0:38 1 (const int) 0:36 Loop Terminal Expression -0:36 Post-Increment (noContraction temp int) -0:36 'i' (noContraction temp int) -0:40 add second child into first child (temp int) -0:40 'a' (temp int) +0:36 Post-Increment ( noContraction temp int) +0:36 'i' ( noContraction temp int) +0:40 add second child into first child ( temp int) +0:40 'a' ( temp int) 0:40 Constant: 0:40 1 (const int) -0:41 move second child to first child (temp float) -0:41 'r2' (noContraction temp float) -0:41 Convert int to float (temp float) -0:41 'c' (noContraction temp int) +0:41 move second child to first child ( temp float) +0:41 'r2' ( noContraction temp float) +0:41 Convert int to float ( temp float) +0:41 'c' ( noContraction temp int) 0:42 Branch: Return with expression -0:42 Construct float (temp float) -0:42 add (temp float) -0:42 'r1' (noContraction temp float) -0:42 'r2' (noContraction temp float) -0:45 Function Definition: loop_array( (global void) +0:42 Construct float ( temp float) +0:42 add ( temp float) +0:42 'r1' ( noContraction temp float) +0:42 'r2' ( noContraction temp float) +0:45 Function Definition: loop_array( ( global void) 0:45 Function Parameters: 0:? Sequence 0:48 Sequence -0:48 move second child to first child (temp int) -0:48 'x' (noContraction temp int) +0:48 move second child to first child ( temp int) +0:48 'x' ( noContraction temp int) 0:48 Constant: 0:48 22 (const int) 0:49 Sequence -0:49 move second child to first child (temp int) -0:49 'y' (noContraction temp int) +0:49 move second child to first child ( temp int) +0:49 'y' ( noContraction temp int) 0:49 Constant: 0:49 33 (const int) -0:52 add second child into first child (noContraction temp float) -0:52 'result' (noContraction temp float) -0:52 add (noContraction temp float) -0:52 Convert int to float (temp float) -0:52 'x' (noContraction temp int) -0:52 Convert int to float (temp float) -0:52 'y' (noContraction temp int) +0:52 add second child into first child ( noContraction temp float) +0:52 'result' ( noContraction temp float) +0:52 add ( noContraction temp float) +0:52 Convert int to float ( temp float) +0:52 'x' ( noContraction temp int) +0:52 Convert int to float ( temp float) +0:52 'y' ( noContraction temp int) 0:54 Sequence 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'i' (temp int) +0:54 move second child to first child ( temp int) +0:54 'i' ( temp int) 0:54 Constant: 0:54 0 (const int) 0:54 Loop with condition tested first 0:54 Loop Condition -0:54 Compare Less Than (temp bool) -0:54 'i' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'i' ( temp int) 0:54 Constant: 0:54 3 (const int) 0:54 Loop Body 0:56 Sequence -0:56 add second child into first child (noContraction temp float) -0:56 'result' (noContraction temp float) -0:56 add (noContraction temp float) -0:56 indirect index (noContraction temp float) -0:56 'a0' (temp 3-element array of float) -0:56 'i' (temp int) +0:56 add second child into first child ( noContraction temp float) +0:56 'result' ( noContraction temp float) +0:56 add ( noContraction temp float) +0:56 indirect index ( noContraction temp float) +0:56 'a0' ( temp 3-element array of float) +0:56 'i' ( temp int) 0:56 Constant: 0:56 2.000000 -0:58 move second child to first child (temp float) -0:58 indirect index (noContraction temp float) -0:58 'a0' (noContraction temp 3-element array of float) -0:58 'i' (temp int) -0:58 subtract (noContraction temp float) +0:58 move second child to first child ( temp float) +0:58 indirect index ( noContraction temp float) +0:58 'a0' ( noContraction temp 3-element array of float) +0:58 'i' ( temp int) +0:58 subtract ( noContraction temp float) 0:58 Constant: 0:58 3.000000 -0:58 Post-Increment (noContraction temp float) -0:58 'result' (noContraction temp float) +0:58 Post-Increment ( noContraction temp float) +0:58 'result' ( noContraction temp float) 0:54 Loop Terminal Expression -0:54 Pre-Increment (temp int) -0:54 'i' (temp int) -0:62 Function Definition: loop_while( (global void) +0:54 Pre-Increment ( temp int) +0:54 'i' ( temp int) +0:62 Function Definition: loop_while( ( global void) 0:62 Function Parameters: 0:63 Sequence 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 'result' (noContraction temp float) +0:63 move second child to first child ( temp float) +0:63 'result' ( noContraction temp float) 0:63 Constant: 0:63 5.000000 0:64 Sequence -0:64 move second child to first child (temp int) -0:64 'a' (noContraction temp int) +0:64 move second child to first child ( temp int) +0:64 'a' ( noContraction temp int) 0:64 Constant: 0:64 10 (const int) 0:65 Sequence -0:65 move second child to first child (temp int) -0:65 'b' (noContraction temp int) +0:65 move second child to first child ( temp int) +0:65 'b' ( noContraction temp int) 0:65 Constant: 0:65 20 (const int) 0:66 Loop with condition tested first 0:66 Loop Condition -0:66 Compare Less Than (temp bool) -0:66 'result' (noContraction temp float) +0:66 Compare Less Than ( temp bool) +0:66 'result' ( noContraction temp float) 0:66 Constant: 0:66 10.000000 0:66 Loop Body 0:67 Sequence -0:67 add second child into first child (noContraction temp float) -0:67 'result' (noContraction temp float) -0:67 add (noContraction temp float) +0:67 add second child into first child ( noContraction temp float) +0:67 'result' ( noContraction temp float) +0:67 add ( noContraction temp float) 0:67 Constant: 0:67 3.120000 -0:67 Convert int to float (temp float) -0:67 'b' (noContraction temp int) -0:69 move second child to first child (temp float) -0:69 'result' (noContraction temp float) -0:69 Convert int to float (temp float) -0:69 add (temp int) -0:69 add (temp int) -0:69 'a' (noContraction temp int) -0:69 'b' (noContraction temp int) +0:67 Convert int to float ( temp float) +0:67 'b' ( noContraction temp int) +0:69 move second child to first child ( temp float) +0:69 'result' ( noContraction temp float) +0:69 Convert int to float ( temp float) +0:69 add ( temp int) +0:69 add ( temp int) +0:69 'a' ( noContraction temp int) +0:69 'b' ( noContraction temp int) 0:69 Constant: 0:69 5 (const int) -0:70 move second child to first child (temp float) -0:70 'result' (noContraction temp float) +0:70 move second child to first child ( temp float) +0:70 'result' ( noContraction temp float) 0:70 Constant: 0:70 11.100000 -0:73 Function Definition: fma_not_decorated( (global float) +0:73 Function Definition: fma_not_decorated( ( global float) 0:73 Function Parameters: 0:? Sequence 0:75 Sequence -0:75 move second child to first child (temp float) -0:75 'a' (noContraction temp float) +0:75 move second child to first child ( temp float) +0:75 'a' ( noContraction temp float) 0:75 Constant: 0:75 1.000000 0:76 Sequence -0:76 move second child to first child (temp float) -0:76 'b' (noContraction temp float) +0:76 move second child to first child ( temp float) +0:76 'b' ( noContraction temp float) 0:76 Constant: 0:76 2.000000 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'c' (noContraction temp float) +0:77 move second child to first child ( temp float) +0:77 'c' ( noContraction temp float) 0:77 Constant: 0:77 3.000000 -0:78 move second child to first child (temp float) -0:78 'b' (noContraction temp float) -0:78 add (noContraction temp float) -0:78 'b' (noContraction temp float) -0:78 'c' (noContraction temp float) -0:79 move second child to first child (temp float) -0:79 'result' (noContraction temp float) -0:79 fma (global float) -0:79 'a' (noContraction temp float) -0:79 'b' (noContraction temp float) -0:79 'c' (noContraction temp float) +0:78 move second child to first child ( temp float) +0:78 'b' ( noContraction temp float) +0:78 add ( noContraction temp float) +0:78 'b' ( noContraction temp float) +0:78 'c' ( noContraction temp float) +0:79 move second child to first child ( temp float) +0:79 'result' ( noContraction temp float) +0:79 fma ( global float) +0:79 'a' ( noContraction temp float) +0:79 'b' ( noContraction temp float) +0:79 'c' ( noContraction temp float) 0:80 Branch: Return with expression -0:80 'result' (noContraction temp float) -0:83 Function Definition: precise_return_exp_func( (noContraction temp float) +0:80 'result' ( noContraction temp float) +0:83 Function Definition: precise_return_exp_func( ( noContraction temp float) 0:83 Function Parameters: 0:84 Sequence 0:84 Sequence -0:84 move second child to first child (temp float) -0:84 'a' (noContraction temp float) +0:84 move second child to first child ( temp float) +0:84 'a' ( noContraction temp float) 0:84 Constant: 0:84 1.000000 0:85 Sequence -0:85 move second child to first child (temp float) -0:85 'b' (noContraction temp float) +0:85 move second child to first child ( temp float) +0:85 'b' ( noContraction temp float) 0:85 Constant: 0:85 2.000000 0:86 Branch: Return with expression -0:86 add (noContraction temp float) -0:86 'a' (noContraction temp float) -0:86 'b' (noContraction temp float) -0:89 Function Definition: precise_return_val_func( (noContraction temp float) +0:86 add ( noContraction temp float) +0:86 'a' ( noContraction temp float) +0:86 'b' ( noContraction temp float) +0:89 Function Definition: precise_return_val_func( ( noContraction temp float) 0:89 Function Parameters: 0:90 Sequence 0:90 Sequence -0:90 move second child to first child (temp float) -0:90 'a' (noContraction temp float) +0:90 move second child to first child ( temp float) +0:90 'a' ( noContraction temp float) 0:90 Constant: 0:90 1.000000 0:91 Sequence -0:91 move second child to first child (temp float) -0:91 'b' (noContraction temp float) +0:91 move second child to first child ( temp float) +0:91 'b' ( noContraction temp float) 0:91 Constant: 0:91 2.000000 0:92 Sequence -0:92 move second child to first child (temp float) -0:92 'result' (noContraction temp float) -0:92 add (noContraction temp float) -0:92 'a' (noContraction temp float) -0:92 'b' (noContraction temp float) +0:92 move second child to first child ( temp float) +0:92 'result' ( noContraction temp float) +0:92 add ( noContraction temp float) +0:92 'a' ( noContraction temp float) +0:92 'b' ( noContraction temp float) 0:93 Branch: Return with expression -0:93 'result' (noContraction temp float) -0:96 Function Definition: precise_func_parameter(f1;f1; (global float) +0:93 'result' ( noContraction temp float) +0:96 Function Definition: precise_func_parameter(f1;f1; ( global float) 0:96 Function Parameters: -0:96 'b' (in float) -0:96 'c' (noContraction out float) +0:96 'b' ( in float) +0:96 'c' ( noContraction out float) 0:97 Sequence 0:97 Sequence -0:97 move second child to first child (temp float) -0:97 'a' (noContraction temp float) +0:97 move second child to first child ( temp float) +0:97 'a' ( noContraction temp float) 0:97 Constant: 0:97 0.500000 -0:98 move second child to first child (temp float) -0:98 'c' (noContraction out float) -0:98 add (noContraction temp float) -0:98 'a' (noContraction temp float) -0:98 'b' (noContraction in float) +0:98 move second child to first child ( temp float) +0:98 'c' ( noContraction out float) +0:98 add ( noContraction temp float) +0:98 'a' ( noContraction temp float) +0:98 'b' ( noContraction in float) 0:99 Branch: Return with expression -0:99 subtract (temp float) -0:99 'a' (temp float) -0:99 'b' (in float) -0:102 Function Definition: matrix(mf23;mf32; (global 3X3 matrix of float) +0:99 subtract ( temp float) +0:99 'a' ( temp float) +0:99 'b' ( in float) +0:102 Function Definition: matrix(mf23;mf32; ( global 3X3 matrix of float) 0:102 Function Parameters: -0:102 'a' (in 2X3 matrix of float) -0:102 'b' (in 3X2 matrix of float) +0:102 'a' ( in 2X3 matrix of float) +0:102 'b' ( in 3X2 matrix of float) 0:103 Sequence 0:103 Sequence -0:103 move second child to first child (temp 2X3 matrix of float) -0:103 'c' (noContraction temp 2X3 matrix of float) +0:103 move second child to first child ( temp 2X3 matrix of float) +0:103 'c' ( noContraction temp 2X3 matrix of float) 0:103 Constant: 0:103 1.000000 0:103 2.000000 @@ -368,16 +368,16 @@ vertices = -1 0:103 4.000000 0:103 5.000000 0:103 6.000000 -0:105 move second child to first child (temp 3X3 matrix of float) -0:105 'result' (noContraction temp 3X3 matrix of float) -0:105 matrix-multiply (noContraction temp 3X3 matrix of float) -0:105 add (noContraction temp 2X3 matrix of float) -0:105 'a' (noContraction in 2X3 matrix of float) -0:105 'c' (noContraction temp 2X3 matrix of float) -0:105 'b' (noContraction in 3X2 matrix of float) +0:105 move second child to first child ( temp 3X3 matrix of float) +0:105 'result' ( noContraction temp 3X3 matrix of float) +0:105 matrix-multiply ( noContraction temp 3X3 matrix of float) +0:105 add ( noContraction temp 2X3 matrix of float) +0:105 'a' ( noContraction in 2X3 matrix of float) +0:105 'c' ( noContraction temp 2X3 matrix of float) +0:105 'b' ( noContraction in 3X2 matrix of float) 0:106 Branch: Return with expression -0:106 'result' (noContraction temp 3X3 matrix of float) -0:109 Function Definition: main( (global void) +0:106 'result' ( noContraction temp 3X3 matrix of float) +0:109 Function Definition: main( ( global void) 0:109 Function Parameters: 0:? Linker Objects @@ -392,7 +392,7 @@ Requested GL_EXT_shader_io_blocks Requested GL_EXT_tessellation_shader vertices = -1 0:? Sequence -0:109 Function Definition: main( (global void) +0:109 Function Definition: main( ( global void) 0:109 Function Parameters: 0:? Linker Objects diff --git a/Test/baseResults/precise_struct_block.vert.out b/Test/baseResults/precise_struct_block.vert.out index e40fd0cd..638bd1b5 100644 --- a/Test/baseResults/precise_struct_block.vert.out +++ b/Test/baseResults/precise_struct_block.vert.out @@ -3,381 +3,381 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 0:? Sequence -0:11 Function Definition: struct_member( (global float) +0:11 Function Definition: struct_member( ( global float) 0:11 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp float) -0:12 'a' (noContraction temp float) +0:12 move second child to first child ( temp float) +0:12 'a' ( noContraction temp float) 0:12 Constant: 0:12 1.000000 0:13 Sequence -0:13 move second child to first child (temp float) -0:13 'b' (temp float) +0:13 move second child to first child ( temp float) +0:13 'b' ( temp float) 0:13 Constant: 0:13 2.000000 0:14 Sequence -0:14 move second child to first child (temp float) -0:14 'c' (temp float) +0:14 move second child to first child ( temp float) +0:14 'c' ( temp float) 0:14 Constant: 0:14 3.000000 0:15 Sequence -0:15 move second child to first child (temp float) -0:15 'd' (temp float) +0:15 move second child to first child ( temp float) +0:15 'd' ( temp float) 0:15 Constant: 0:15 4.000000 -0:21 move second child to first child (temp float) -0:21 f1: direct index for structure (noContraction global float) -0:21 'S2' (temp structure{global float f1, global float f2}) +0:21 move second child to first child ( temp float) +0:21 f1: direct index for structure ( noContraction global float) +0:21 'S2' ( temp structure{ global float f1, global float f2}) 0:21 Constant: 0:21 0 (const int) -0:21 add (noContraction temp float) -0:21 'a' (noContraction temp float) +0:21 add ( noContraction temp float) +0:21 'a' ( noContraction temp float) 0:21 Constant: 0:21 0.200000 -0:22 move second child to first child (temp float) -0:22 f2: direct index for structure (global float) -0:22 'S2' (temp structure{global float f1, global float f2}) +0:22 move second child to first child ( temp float) +0:22 f2: direct index for structure ( global float) +0:22 'S2' ( temp structure{ global float f1, global float f2}) 0:22 Constant: 0:22 1 (const int) -0:22 add (temp float) -0:22 'b' (temp float) +0:22 add ( temp float) +0:22 'b' ( temp float) 0:22 Constant: 0:22 0.200000 -0:23 move second child to first child (temp float) -0:23 f1: direct index for structure (global float) -0:23 'S3' (temp structure{global float f1, global float f2}) +0:23 move second child to first child ( temp float) +0:23 f1: direct index for structure ( global float) +0:23 'S3' ( temp structure{ global float f1, global float f2}) 0:23 Constant: 0:23 0 (const int) -0:23 add (temp float) -0:23 'a' (temp float) -0:23 'b' (temp float) -0:24 move second child to first child (temp structure{global float f1, global float f2}) -0:24 'S' (temp structure{global float f1, global float f2}) -0:24 'S2' (temp structure{global float f1, global float f2}) -0:25 move second child to first child (temp float) -0:25 'result' (noContraction temp float) -0:25 add (noContraction temp float) -0:25 f1: direct index for structure (noContraction global float) -0:25 'S' (temp structure{global float f1, global float f2}) +0:23 add ( temp float) +0:23 'a' ( temp float) +0:23 'b' ( temp float) +0:24 move second child to first child ( temp structure{ global float f1, global float f2}) +0:24 'S' ( temp structure{ global float f1, global float f2}) +0:24 'S2' ( temp structure{ global float f1, global float f2}) +0:25 move second child to first child ( temp float) +0:25 'result' ( noContraction temp float) +0:25 add ( noContraction temp float) +0:25 f1: direct index for structure ( noContraction global float) +0:25 'S' ( temp structure{ global float f1, global float f2}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: 0:25 0.100000 0:27 Branch: Return with expression -0:27 'result' (noContraction temp float) -0:30 Function Definition: complex_array_struct( (global float) +0:27 'result' ( noContraction temp float) +0:30 Function Definition: complex_array_struct( ( global float) 0:30 Function Parameters: 0:? Sequence 0:43 Sequence 0:43 Sequence -0:43 move second child to first child (temp int) -0:43 'i' (noContraction temp int) +0:43 move second child to first child ( temp int) +0:43 'i' ( noContraction temp int) 0:43 Constant: 0:43 0 (const int) 0:43 Loop with condition tested first 0:43 Loop Condition -0:43 Compare Less Than (temp bool) -0:43 'i' (temp int) +0:43 Compare Less Than ( temp bool) +0:43 'i' ( temp int) 0:43 Constant: 0:43 10 (const int) 0:43 Loop Body 0:44 Sequence -0:44 move second child to first child (temp float) -0:44 f: direct index for structure (temp float) -0:44 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:44 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:44 'i' (temp int) +0:44 move second child to first child ( temp float) +0:44 f: direct index for structure ( temp float) +0:44 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:44 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:44 'i' ( temp int) 0:44 Constant: 0:44 0 (const int) -0:44 divide (temp float) -0:44 Convert int to float (temp float) -0:44 'i' (temp int) +0:44 divide ( temp float) +0:44 Convert int to float ( temp float) +0:44 'i' ( temp int) 0:44 Constant: 0:44 3.000000 -0:45 move second child to first child (temp 4-component vector of float) -0:45 v: direct index for structure (noContraction temp 4-component vector of float) -0:45 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:45 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:45 'i' (temp int) +0:45 move second child to first child ( temp 4-component vector of float) +0:45 v: direct index for structure ( noContraction temp 4-component vector of float) +0:45 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:45 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:45 'i' ( temp int) 0:45 Constant: 0:45 2 (const int) -0:45 Construct vec4 (temp 4-component vector of float) -0:45 component-wise multiply (noContraction temp float) -0:45 Convert int to float (temp float) -0:45 'i' (noContraction temp int) +0:45 Construct vec4 ( temp 4-component vector of float) +0:45 component-wise multiply ( noContraction temp float) +0:45 Convert int to float ( temp float) +0:45 'i' ( noContraction temp int) 0:45 Constant: 0:45 1.500000 -0:46 move second child to first child (temp int) -0:46 p: direct index for structure (temp int) -0:46 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:46 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:46 'i' (temp int) +0:46 move second child to first child ( temp int) +0:46 p: direct index for structure ( temp int) +0:46 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:46 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:46 'i' ( temp int) 0:46 Constant: 0:46 3 (const int) -0:46 add (temp int) -0:46 'i' (temp int) +0:46 add ( temp int) +0:46 'i' ( temp int) 0:46 Constant: 0:46 1 (const int) 0:47 Sequence 0:47 Sequence -0:47 move second child to first child (temp int) -0:47 'j' (temp int) +0:47 move second child to first child ( temp int) +0:47 'j' ( temp int) 0:47 Constant: 0:47 0 (const int) 0:47 Loop with condition tested first 0:47 Loop Condition -0:47 Compare Less Than (temp bool) -0:47 'j' (temp int) +0:47 Compare Less Than ( temp bool) +0:47 'j' ( temp int) 0:47 Constant: 0:47 5 (const int) 0:47 Loop Body 0:48 Sequence 0:48 Sequence 0:48 Sequence -0:48 move second child to first child (temp int) -0:48 'k' (temp int) +0:48 move second child to first child ( temp int) +0:48 'k' ( temp int) 0:48 Constant: 0:48 0 (const int) 0:48 Loop with condition tested first 0:48 Loop Condition -0:48 Compare Less Than (temp bool) -0:48 'k' (temp int) +0:48 Compare Less Than ( temp bool) +0:48 'k' ( temp int) 0:48 Constant: 0:48 3 (const int) 0:48 Loop Body 0:49 Sequence -0:49 move second child to first child (temp float) -0:49 indirect index (temp float) -0:49 t1_array: direct index for structure (temp 3-element array of float) -0:49 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:49 t1a: direct index for structure (temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:49 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:49 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:49 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:49 'i' (temp int) +0:49 move second child to first child ( temp float) +0:49 indirect index ( temp float) +0:49 t1_array: direct index for structure ( temp 3-element array of float) +0:49 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:49 t1a: direct index for structure ( temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:49 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:49 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:49 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:49 'i' ( temp int) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 0 (const int) -0:49 'j' (temp int) +0:49 'j' ( temp int) 0:49 Constant: 0:49 0 (const int) -0:49 'k' (temp int) -0:49 Convert int to float (temp float) -0:49 add (temp int) -0:49 component-wise multiply (temp int) -0:49 'i' (temp int) -0:49 'j' (temp int) -0:49 'k' (temp int) +0:49 'k' ( temp int) +0:49 Convert int to float ( temp float) +0:49 add ( temp int) +0:49 component-wise multiply ( temp int) +0:49 'i' ( temp int) +0:49 'j' ( temp int) +0:49 'k' ( temp int) 0:48 Loop Terminal Expression -0:48 Post-Increment (temp int) -0:48 'k' (temp int) -0:51 move second child to first child (temp float) -0:51 t1_scalar: direct index for structure (temp float) -0:51 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:51 t1a: direct index for structure (temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:51 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:51 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:51 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:51 'i' (temp int) +0:48 Post-Increment ( temp int) +0:48 'k' ( temp int) +0:51 move second child to first child ( temp float) +0:51 t1_scalar: direct index for structure ( temp float) +0:51 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:51 t1a: direct index for structure ( temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:51 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:51 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:51 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:51 'i' ( temp int) 0:51 Constant: 0:51 1 (const int) 0:51 Constant: 0:51 0 (const int) -0:51 'j' (temp int) +0:51 'j' ( temp int) 0:51 Constant: 0:51 1 (const int) -0:51 divide (temp float) -0:51 component-wise multiply (temp float) -0:51 Convert int to float (temp float) -0:51 'j' (temp int) +0:51 divide ( temp float) +0:51 component-wise multiply ( temp float) +0:51 Convert int to float ( temp float) +0:51 'j' ( temp int) 0:51 Constant: 0:51 2.000000 -0:51 Convert int to float (temp float) -0:51 'i' (temp int) +0:51 Convert int to float ( temp float) +0:51 'i' ( temp int) 0:47 Loop Terminal Expression -0:47 Post-Increment (temp int) -0:47 'j' (temp int) +0:47 Post-Increment ( temp int) +0:47 'j' ( temp int) 0:54 Sequence 0:54 Sequence -0:54 move second child to first child (temp int) -0:54 'j' (noContraction temp int) +0:54 move second child to first child ( temp int) +0:54 'j' ( noContraction temp int) 0:54 Constant: 0:54 0 (const int) 0:54 Loop with condition tested first 0:54 Loop Condition -0:54 Compare Less Than (temp bool) -0:54 'j' (temp int) +0:54 Compare Less Than ( temp bool) +0:54 'j' ( temp int) 0:54 Constant: 0:54 6 (const int) 0:54 Loop Body 0:55 Sequence 0:55 Sequence 0:55 Sequence -0:55 move second child to first child (temp int) -0:55 'k' (temp int) +0:55 move second child to first child ( temp int) +0:55 'k' ( temp int) 0:55 Constant: 0:55 0 (const int) 0:55 Loop with condition tested first 0:55 Loop Condition -0:55 Compare Less Than (temp bool) -0:55 'k' (temp int) +0:55 Compare Less Than ( temp bool) +0:55 'k' ( temp int) 0:55 Constant: 0:55 3 (const int) 0:55 Loop Body 0:56 Sequence -0:56 move second child to first child (temp float) -0:56 indirect index (temp float) -0:56 t1_array: direct index for structure (temp 3-element array of float) -0:56 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:56 t1b: direct index for structure (temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:56 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:56 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:56 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:56 'i' (temp int) +0:56 move second child to first child ( temp float) +0:56 indirect index ( temp float) +0:56 t1_array: direct index for structure ( temp 3-element array of float) +0:56 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:56 t1b: direct index for structure ( temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:56 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:56 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:56 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:56 'i' ( temp int) 0:56 Constant: 0:56 1 (const int) 0:56 Constant: 0:56 1 (const int) -0:56 'j' (temp int) +0:56 'j' ( temp int) 0:56 Constant: 0:56 0 (const int) -0:56 'k' (temp int) -0:56 Convert int to float (temp float) -0:56 add (temp int) -0:56 component-wise multiply (temp int) -0:56 'i' (temp int) -0:56 'j' (temp int) -0:56 'k' (temp int) +0:56 'k' ( temp int) +0:56 Convert int to float ( temp float) +0:56 add ( temp int) +0:56 component-wise multiply ( temp int) +0:56 'i' ( temp int) +0:56 'j' ( temp int) +0:56 'k' ( temp int) 0:55 Loop Terminal Expression -0:55 Post-Increment (temp int) -0:55 'k' (temp int) -0:58 move second child to first child (temp float) -0:58 t1_scalar: direct index for structure (noContraction temp float) -0:58 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:58 t1b: direct index for structure (temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:58 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:58 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:58 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:58 'i' (temp int) +0:55 Post-Increment ( temp int) +0:55 'k' ( temp int) +0:58 move second child to first child ( temp float) +0:58 t1_scalar: direct index for structure ( noContraction temp float) +0:58 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:58 t1b: direct index for structure ( temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:58 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:58 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:58 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:58 'i' ( temp int) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1 (const int) -0:58 'j' (temp int) +0:58 'j' ( temp int) 0:58 Constant: 0:58 1 (const int) -0:58 divide (noContraction temp float) -0:58 component-wise multiply (noContraction temp float) -0:58 Convert int to float (temp float) -0:58 'j' (noContraction temp int) +0:58 divide ( noContraction temp float) +0:58 component-wise multiply ( noContraction temp float) +0:58 Convert int to float ( temp float) +0:58 'j' ( noContraction temp int) 0:58 Constant: 0:58 2.000000 -0:58 Convert int to float (temp float) -0:58 'i' (noContraction temp int) +0:58 Convert int to float ( temp float) +0:58 'i' ( noContraction temp int) 0:54 Loop Terminal Expression -0:54 Post-Increment (noContraction temp int) -0:54 'j' (noContraction temp int) +0:54 Post-Increment ( noContraction temp int) +0:54 'j' ( noContraction temp int) 0:61 Sequence 0:61 Sequence -0:61 move second child to first child (temp int) -0:61 'j' (noContraction temp int) +0:61 move second child to first child ( temp int) +0:61 'j' ( noContraction temp int) 0:61 Constant: 0:61 0 (const int) 0:61 Loop with condition tested first 0:61 Loop Condition -0:61 Compare Less Than (temp bool) -0:61 'j' (temp int) +0:61 Compare Less Than ( temp bool) +0:61 'j' ( temp int) 0:61 Constant: 0:61 6 (const int) 0:61 Loop Body 0:62 Sequence 0:62 Sequence 0:62 Sequence -0:62 move second child to first child (temp int) -0:62 'k' (noContraction temp int) +0:62 move second child to first child ( temp int) +0:62 'k' ( noContraction temp int) 0:62 Constant: 0:62 0 (const int) 0:62 Loop with condition tested first 0:62 Loop Condition -0:62 Compare Less Than (temp bool) -0:62 'k' (temp int) +0:62 Compare Less Than ( temp bool) +0:62 'k' ( temp int) 0:62 Constant: 0:62 3 (const int) 0:62 Loop Body 0:63 Sequence -0:63 move second child to first child (temp float) -0:63 indirect index (noContraction temp float) -0:63 t1_array: direct index for structure (noContraction temp 3-element array of float) -0:63 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:63 t1c: direct index for structure (temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:63 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:63 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:63 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:63 'i' (temp int) +0:63 move second child to first child ( temp float) +0:63 indirect index ( noContraction temp float) +0:63 t1_array: direct index for structure ( noContraction temp 3-element array of float) +0:63 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:63 t1c: direct index for structure ( temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:63 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:63 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:63 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:63 'i' ( temp int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) -0:63 'j' (temp int) +0:63 'j' ( temp int) 0:63 Constant: 0:63 0 (const int) -0:63 'k' (temp int) -0:63 Convert int to float (temp float) -0:63 add (temp int) -0:63 component-wise multiply (temp int) -0:63 'i' (noContraction temp int) -0:63 'j' (noContraction temp int) -0:63 'k' (noContraction temp int) +0:63 'k' ( temp int) +0:63 Convert int to float ( temp float) +0:63 add ( temp int) +0:63 component-wise multiply ( temp int) +0:63 'i' ( noContraction temp int) +0:63 'j' ( noContraction temp int) +0:63 'k' ( noContraction temp int) 0:62 Loop Terminal Expression -0:62 Post-Increment (noContraction temp int) -0:62 'k' (noContraction temp int) -0:65 move second child to first child (temp float) -0:65 t1_scalar: direct index for structure (temp float) -0:65 indirect index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:65 t1c: direct index for structure (temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:65 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:65 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:65 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:65 'i' (temp int) +0:62 Post-Increment ( noContraction temp int) +0:62 'k' ( noContraction temp int) +0:65 move second child to first child ( temp float) +0:65 t1_scalar: direct index for structure ( temp float) +0:65 indirect index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:65 t1c: direct index for structure ( temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:65 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:65 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:65 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:65 'i' ( temp int) 0:65 Constant: 0:65 1 (const int) 0:65 Constant: 0:65 2 (const int) -0:65 'j' (temp int) +0:65 'j' ( temp int) 0:65 Constant: 0:65 1 (const int) -0:65 divide (temp float) -0:65 component-wise multiply (temp float) -0:65 Convert int to float (temp float) -0:65 'j' (temp int) +0:65 divide ( temp float) +0:65 component-wise multiply ( temp float) +0:65 Convert int to float ( temp float) +0:65 'j' ( temp int) 0:65 Constant: 0:65 2.000000 -0:65 Convert int to float (temp float) -0:65 'i' (temp int) +0:65 Convert int to float ( temp float) +0:65 'i' ( temp int) 0:61 Loop Terminal Expression -0:61 Post-Increment (noContraction temp int) -0:61 'j' (noContraction temp int) +0:61 Post-Increment ( noContraction temp int) +0:61 'j' ( noContraction temp int) 0:43 Loop Terminal Expression -0:43 Post-Increment (noContraction temp int) -0:43 'i' (noContraction temp int) +0:43 Post-Increment ( noContraction temp int) +0:43 'i' ( noContraction temp int) 0:68 Sequence -0:68 move second child to first child (temp int) -0:68 'i' (temp int) +0:68 move second child to first child ( temp int) +0:68 'i' ( temp int) 0:68 Constant: 0:68 2 (const int) -0:69 move second child to first child (temp float) -0:69 'result' (noContraction temp float) -0:71 add (noContraction temp float) -0:70 add (noContraction temp float) -0:69 direct index (noContraction temp float) -0:69 t1_array: direct index for structure (temp 3-element array of float) -0:69 direct index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:69 t1c: direct index for structure (temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:69 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:69 direct index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:69 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:69 move second child to first child ( temp float) +0:69 'result' ( noContraction temp float) +0:71 add ( noContraction temp float) +0:70 add ( noContraction temp float) +0:69 direct index ( noContraction temp float) +0:69 t1_array: direct index for structure ( temp 3-element array of float) +0:69 direct index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:69 t1c: direct index for structure ( temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:69 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:69 direct index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:69 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) 0:69 Constant: 0:69 5 (const int) 0:69 Constant: @@ -390,12 +390,12 @@ Shader version: 450 0:69 0 (const int) 0:69 Constant: 0:69 1 (const int) -0:70 t1_scalar: direct index for structure (noContraction temp float) -0:70 direct index (temp structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:70 t1b: direct index for structure (temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar}) -0:70 t2: direct index for structure (temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c}) -0:70 direct index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:70 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:70 t1_scalar: direct index for structure ( noContraction temp float) +0:70 direct index ( temp structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:70 t1b: direct index for structure ( temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar}) +0:70 t2: direct index for structure ( temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c}) +0:70 direct index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:70 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) 0:70 Constant: 0:70 2 (const int) 0:70 Constant: @@ -406,13 +406,13 @@ Shader version: 450 0:70 1 (const int) 0:70 Constant: 0:70 1 (const int) -0:71 direct index (noContraction temp float) -0:71 vector swizzle (temp 2-component vector of float) -0:71 v: direct index for structure (temp 4-component vector of float) -0:71 indirect index (temp structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:71 't3' (temp 10-element array of structure{temp float f, temp structure{temp 5-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) -0:71 subtract (temp int) -0:71 'i' (temp int) +0:71 direct index ( noContraction temp float) +0:71 vector swizzle ( temp 2-component vector of float) +0:71 v: direct index for structure ( temp 4-component vector of float) +0:71 indirect index ( temp structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:71 't3' ( temp 10-element array of structure{ temp float f, temp structure{ temp 5-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1a, temp 6-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1b, temp 7-element array of structure{ temp 3-element array of float t1_array, temp float t1_scalar} t1c} t2, temp 4-component vector of float v, temp int p}) +0:71 subtract ( temp int) +0:71 'i' ( temp int) 0:71 Constant: 0:71 1 (const int) 0:71 Constant: @@ -425,100 +425,100 @@ Shader version: 450 0:71 Constant: 0:71 0 (const int) 0:72 Branch: Return with expression -0:72 'result' (noContraction temp float) -0:75 Function Definition: out_block( (global float) +0:72 'result' ( noContraction temp float) +0:75 Function Definition: out_block( ( global float) 0:75 Function Parameters: 0:76 Sequence 0:76 Sequence -0:76 move second child to first child (temp float) -0:76 'a' (noContraction temp float) +0:76 move second child to first child ( temp float) +0:76 'a' ( noContraction temp float) 0:76 Constant: 0:76 0.100000 0:77 Sequence -0:77 move second child to first child (temp float) -0:77 'b' (noContraction temp float) +0:77 move second child to first child ( temp float) +0:77 'b' ( noContraction temp float) 0:77 Constant: 0:77 0.200000 -0:78 move second child to first child (temp float) -0:78 f1: direct index for structure (noContraction global float) -0:78 s: direct index for structure (noContraction out structure{global float f1, global float f2}) -0:78 'partial_precise_block' (out block{noContraction out structure{global float f1, global float f2} s, out float x}) +0:78 move second child to first child ( temp float) +0:78 f1: direct index for structure ( noContraction global float) +0:78 s: direct index for structure ( noContraction out structure{ global float f1, global float f2}) +0:78 'partial_precise_block' ( out block{ noContraction out structure{ global float f1, global float f2} s, out float x}) 0:78 Constant: 0:78 0 (const int) 0:78 Constant: 0:78 0 (const int) -0:78 add (noContraction temp float) -0:78 'a' (noContraction temp float) -0:78 'b' (noContraction temp float) -0:79 move second child to first child (temp float) -0:79 f2: direct index for structure (noContraction global float) -0:79 s: direct index for structure (noContraction out structure{global float f1, global float f2}) -0:79 'partial_precise_block' (out block{noContraction out structure{global float f1, global float f2} s, out float x}) +0:78 add ( noContraction temp float) +0:78 'a' ( noContraction temp float) +0:78 'b' ( noContraction temp float) +0:79 move second child to first child ( temp float) +0:79 f2: direct index for structure ( noContraction global float) +0:79 s: direct index for structure ( noContraction out structure{ global float f1, global float f2}) +0:79 'partial_precise_block' ( out block{ noContraction out structure{ global float f1, global float f2} s, out float x}) 0:79 Constant: 0:79 0 (const int) 0:79 Constant: 0:79 1 (const int) -0:79 subtract (noContraction temp float) -0:79 'a' (noContraction temp float) -0:79 'b' (noContraction temp float) -0:80 move second child to first child (temp float) -0:80 x: direct index for structure (out float) -0:80 'partial_precise_block' (out block{noContraction out structure{global float f1, global float f2} s, out float x}) +0:79 subtract ( noContraction temp float) +0:79 'a' ( noContraction temp float) +0:79 'b' ( noContraction temp float) +0:80 move second child to first child ( temp float) +0:80 x: direct index for structure ( out float) +0:80 'partial_precise_block' ( out block{ noContraction out structure{ global float f1, global float f2} s, out float x}) 0:80 Constant: 0:80 1 (const int) -0:80 component-wise multiply (temp float) -0:80 'a' (temp float) -0:80 'b' (temp float) -0:82 move second child to first child (temp float) -0:82 f1: direct index for structure (noContraction global float) -0:82 s: direct index for structure (noContraction out structure{global float f1, global float f2}) -0:82 'all_precise_block' (noContraction out block{out structure{global float f1, global float f2} s, out float x}) +0:80 component-wise multiply ( temp float) +0:80 'a' ( temp float) +0:80 'b' ( temp float) +0:82 move second child to first child ( temp float) +0:82 f1: direct index for structure ( noContraction global float) +0:82 s: direct index for structure ( noContraction out structure{ global float f1, global float f2}) +0:82 'all_precise_block' ( noContraction out block{ out structure{ global float f1, global float f2} s, out float x}) 0:82 Constant: 0:82 0 (const int) 0:82 Constant: 0:82 0 (const int) -0:82 add (noContraction temp float) -0:82 add (noContraction temp float) -0:82 'a' (noContraction temp float) -0:82 'b' (noContraction temp float) +0:82 add ( noContraction temp float) +0:82 add ( noContraction temp float) +0:82 'a' ( noContraction temp float) +0:82 'b' ( noContraction temp float) 0:82 Constant: 0:82 1.000000 -0:83 move second child to first child (temp float) -0:83 f2: direct index for structure (noContraction global float) -0:83 s: direct index for structure (noContraction out structure{global float f1, global float f2}) -0:83 'all_precise_block' (noContraction out block{out structure{global float f1, global float f2} s, out float x}) +0:83 move second child to first child ( temp float) +0:83 f2: direct index for structure ( noContraction global float) +0:83 s: direct index for structure ( noContraction out structure{ global float f1, global float f2}) +0:83 'all_precise_block' ( noContraction out block{ out structure{ global float f1, global float f2} s, out float x}) 0:83 Constant: 0:83 0 (const int) 0:83 Constant: 0:83 1 (const int) -0:83 subtract (noContraction temp float) -0:83 subtract (noContraction temp float) -0:83 'a' (noContraction temp float) -0:83 'b' (noContraction temp float) +0:83 subtract ( noContraction temp float) +0:83 subtract ( noContraction temp float) +0:83 'a' ( noContraction temp float) +0:83 'b' ( noContraction temp float) 0:83 Constant: 0:83 1.000000 -0:84 move second child to first child (temp float) -0:84 x: direct index for structure (noContraction out float) -0:84 'all_precise_block' (noContraction out block{out structure{global float f1, global float f2} s, out float x}) +0:84 move second child to first child ( temp float) +0:84 x: direct index for structure ( noContraction out float) +0:84 'all_precise_block' ( noContraction out block{ out structure{ global float f1, global float f2} s, out float x}) 0:84 Constant: 0:84 1 (const int) -0:84 component-wise multiply (noContraction temp float) -0:84 component-wise multiply (noContraction temp float) -0:84 'a' (noContraction temp float) -0:84 'b' (noContraction temp float) +0:84 component-wise multiply ( noContraction temp float) +0:84 component-wise multiply ( noContraction temp float) +0:84 'a' ( noContraction temp float) +0:84 'b' ( noContraction temp float) 0:84 Constant: 0:84 2.000000 0:86 Branch: Return with expression -0:86 add (temp float) -0:86 'a' (temp float) -0:86 'b' (temp float) -0:89 Function Definition: main( (global void) +0:86 add ( temp float) +0:86 'a' ( temp float) +0:86 'b' ( temp float) +0:89 Function Definition: main( ( global void) 0:89 Function Parameters: 0:? Linker Objects -0:? 'partial_precise_block' (out block{noContraction out structure{global float f1, global float f2} s, out float x}) -0:? 'all_precise_block' (noContraction out block{out structure{global float f1, global float f2} s, out float x}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'partial_precise_block' ( out block{ noContraction out structure{ global float f1, global float f2} s, out float x}) +0:? 'all_precise_block' ( noContraction out block{ out structure{ global float f1, global float f2} s, out float x}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -526,11 +526,11 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:89 Function Definition: main( (global void) +0:89 Function Definition: main( ( global void) 0:89 Function Parameters: 0:? Linker Objects -0:? 'partial_precise_block' (out block{noContraction out structure{global float f1, global float f2} s, out float x}) -0:? 'all_precise_block' (noContraction out block{out structure{global float f1, global float f2} s, out float x}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'partial_precise_block' ( out block{ noContraction out structure{ global float f1, global float f2} s, out float x}) +0:? 'all_precise_block' ( noContraction out block{ out structure{ global float f1, global float f2} s, out float x}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/precision.frag.out b/Test/baseResults/precision.frag.out index 5ab99e99..7174049f 100644 --- a/Test/baseResults/precision.frag.out +++ b/Test/baseResults/precision.frag.out @@ -11,118 +11,118 @@ ERROR: 7 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! -0:5 Function Definition: foo(vf3; (global lowp 2-component vector of float) +0:5 Function Definition: foo(vf3; ( global lowp 2-component vector of float) 0:5 Function Parameters: -0:5 'mv3' (in mediump 3-component vector of float) +0:5 'mv3' ( in mediump 3-component vector of float) 0:? Sequence 0:8 Branch: Return with expression -0:8 vector swizzle (temp highp 2-component vector of float) -0:8 'hv4' (temp highp 4-component vector of float) +0:8 vector swizzle ( temp highp 2-component vector of float) +0:8 'hv4' ( temp highp 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const int) -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence 0:27 Sequence -0:27 move second child to first child (temp highp int) -0:27 'sum' (temp lowp int) -0:27 add (temp highp int) -0:27 'global_medium' (global mediump int) -0:27 'global_high' (global highp int) -0:29 move second child to first child (temp mediump 4-component vector of float) -0:29 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor) -0:29 Construct vec4 (temp mediump 4-component vector of float) -0:29 'color' (smooth in mediump 3-component vector of float) +0:27 move second child to first child ( temp highp int) +0:27 'sum' ( temp lowp int) +0:27 add ( temp highp int) +0:27 'global_medium' ( global mediump int) +0:27 'global_high' ( global highp int) +0:29 move second child to first child ( temp mediump 4-component vector of float) +0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) +0:29 Construct vec4 ( temp mediump 4-component vector of float) +0:29 'color' ( smooth in mediump 3-component vector of float) 0:29 Constant: 0:29 1.000000 -0:32 add second child into first child (temp highp int) -0:32 'sum' (temp lowp int) -0:32 'level1_high' (temp highp int) -0:36 add second child into first child (temp lowp int) -0:36 'sum' (temp lowp int) -0:36 'level1_low' (temp lowp int) +0:32 add second child into first child ( temp highp int) +0:32 'sum' ( temp lowp int) +0:32 'level1_high' ( temp highp int) +0:36 add second child into first child ( temp lowp int) +0:36 'sum' ( temp lowp int) +0:36 'level1_low' ( temp lowp int) 0:41 Sequence -0:41 move second child to first child (temp mediump float) -0:41 'd' (temp lowp float) -0:41 distance (global mediump float) -0:41 'arg1' (temp lowp float) -0:41 'arg2' (temp mediump float) +0:41 move second child to first child ( temp mediump float) +0:41 'd' ( temp lowp float) +0:41 distance ( global mediump float) +0:41 'arg1' ( temp lowp float) +0:41 'arg2' ( temp mediump float) 0:? Sequence -0:45 add second child into first child (temp lowp int) -0:45 'sum' (temp lowp int) -0:45 'level2_low' (temp lowp int) -0:49 add second child into first child (temp highp int) -0:49 'sum' (temp lowp int) -0:49 'level2_high' (temp highp int) +0:45 add second child into first child ( temp lowp int) +0:45 'sum' ( temp lowp int) +0:45 'level2_low' ( temp lowp int) +0:49 add second child into first child ( temp highp int) +0:49 'sum' ( temp lowp int) +0:49 'level2_high' ( temp highp int) 0:58 Loop with condition not tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:51 Sequence -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition 0:51 Constant: 0:51 true (const bool) 0:51 true case 0:? Sequence -0:54 add second child into first child (temp mediump int) -0:54 'sum' (temp lowp int) -0:54 'level4_medium' (temp mediump int) -0:57 add second child into first child (temp highp int) -0:57 'sum' (temp lowp int) -0:57 'level3_high' (temp highp int) -0:60 add second child into first child (temp highp int) -0:60 'sum' (temp lowp int) -0:60 'level2_high2' (temp highp int) -0:63 add second child into first child (temp lowp int) -0:63 'sum' (temp lowp int) -0:63 'level1_low3' (temp lowp int) -0:65 add second child into first child (temp lowp int) -0:65 'sum' (temp lowp int) -0:65 add (temp lowp int) +0:54 add second child into first child ( temp mediump int) +0:54 'sum' ( temp lowp int) +0:54 'level4_medium' ( temp mediump int) +0:57 add second child into first child ( temp highp int) +0:57 'sum' ( temp lowp int) +0:57 'level3_high' ( temp highp int) +0:60 add second child into first child ( temp highp int) +0:60 'sum' ( temp lowp int) +0:60 'level2_high2' ( temp highp int) +0:63 add second child into first child ( temp lowp int) +0:63 'sum' ( temp lowp int) +0:63 'level1_low3' ( temp lowp int) +0:65 add second child into first child ( temp lowp int) +0:65 'sum' ( temp lowp int) +0:65 add ( temp lowp int) 0:65 Constant: 0:65 4 (const int) -0:65 direct index (temp lowp int) -0:65 add (temp lowp 2-component vector of int) -0:65 component-wise multiply (temp lowp 2-component vector of int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 'level1_low3' (temp lowp int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 'level1_high' (temp highp int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 Comma (temp highp int) -0:65 'level1_low3' (temp lowp int) -0:65 'level1_high' (temp highp int) +0:65 direct index ( temp lowp int) +0:65 add ( temp lowp 2-component vector of int) +0:65 component-wise multiply ( temp lowp 2-component vector of int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 'level1_low3' ( temp lowp int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 'level1_high' ( temp highp int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 Comma ( temp highp int) +0:65 'level1_low3' ( temp lowp int) +0:65 'level1_high' ( temp highp int) 0:65 Constant: 0:65 0 (const int) -0:67 texture (global lowp 4-component vector of float) -0:67 'samplerLow' (uniform lowp sampler2D) +0:67 texture ( global lowp 4-component vector of float) +0:67 'samplerLow' ( uniform lowp sampler2D) 0:67 Constant: 0:67 0.100000 0:67 0.200000 -0:68 texture (global mediump 4-component vector of float) -0:68 'samplerMed' (uniform mediump sampler2D) +0:68 texture ( global mediump 4-component vector of float) +0:68 'samplerMed' ( uniform mediump sampler2D) 0:68 Constant: 0:68 0.100000 0:68 0.200000 -0:69 texture (global highp 4-component vector of float) -0:69 'samplerHigh' (uniform highp sampler2D) +0:69 texture ( global highp 4-component vector of float) +0:69 'samplerHigh' ( uniform highp sampler2D) 0:69 Constant: 0:69 0.100000 0:69 0.200000 0:? Linker Objects -0:? 'color' (smooth in mediump 3-component vector of float) -0:? 'global_medium' (global mediump int) -0:? 'samplerLow' (uniform lowp sampler2D) -0:? 'samplerMed' (uniform mediump sampler2D) -0:? 'samplerHigh' (uniform highp sampler2D) -0:? 'uint' (global mediump 4-component vector of float) -0:? 'global_high' (global highp int) -0:? 'b2' (global mediump 2-component vector of bool) +0:? 'color' ( smooth in mediump 3-component vector of float) +0:? 'global_medium' ( global mediump int) +0:? 'samplerLow' ( uniform lowp sampler2D) +0:? 'samplerMed' ( uniform mediump sampler2D) +0:? 'samplerHigh' ( uniform highp sampler2D) +0:? 'uint' ( global mediump 4-component vector of float) +0:? 'global_high' ( global highp int) +0:? 'b2' ( global mediump 2-component vector of bool) Linked fragment stage: @@ -130,104 +130,104 @@ Linked fragment stage: Shader version: 100 ERROR: node is still EOpNull! -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence 0:27 Sequence -0:27 move second child to first child (temp highp int) -0:27 'sum' (temp lowp int) -0:27 add (temp highp int) -0:27 'global_medium' (global mediump int) -0:27 'global_high' (global highp int) -0:29 move second child to first child (temp mediump 4-component vector of float) -0:29 'gl_FragColor' (fragColor mediump 4-component vector of float FragColor) -0:29 Construct vec4 (temp mediump 4-component vector of float) -0:29 'color' (smooth in mediump 3-component vector of float) +0:27 move second child to first child ( temp highp int) +0:27 'sum' ( temp lowp int) +0:27 add ( temp highp int) +0:27 'global_medium' ( global mediump int) +0:27 'global_high' ( global highp int) +0:29 move second child to first child ( temp mediump 4-component vector of float) +0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) +0:29 Construct vec4 ( temp mediump 4-component vector of float) +0:29 'color' ( smooth in mediump 3-component vector of float) 0:29 Constant: 0:29 1.000000 -0:32 add second child into first child (temp highp int) -0:32 'sum' (temp lowp int) -0:32 'level1_high' (temp highp int) -0:36 add second child into first child (temp lowp int) -0:36 'sum' (temp lowp int) -0:36 'level1_low' (temp lowp int) +0:32 add second child into first child ( temp highp int) +0:32 'sum' ( temp lowp int) +0:32 'level1_high' ( temp highp int) +0:36 add second child into first child ( temp lowp int) +0:36 'sum' ( temp lowp int) +0:36 'level1_low' ( temp lowp int) 0:41 Sequence -0:41 move second child to first child (temp mediump float) -0:41 'd' (temp lowp float) -0:41 distance (global mediump float) -0:41 'arg1' (temp lowp float) -0:41 'arg2' (temp mediump float) +0:41 move second child to first child ( temp mediump float) +0:41 'd' ( temp lowp float) +0:41 distance ( global mediump float) +0:41 'arg1' ( temp lowp float) +0:41 'arg2' ( temp mediump float) 0:? Sequence -0:45 add second child into first child (temp lowp int) -0:45 'sum' (temp lowp int) -0:45 'level2_low' (temp lowp int) -0:49 add second child into first child (temp highp int) -0:49 'sum' (temp lowp int) -0:49 'level2_high' (temp highp int) +0:45 add second child into first child ( temp lowp int) +0:45 'sum' ( temp lowp int) +0:45 'level2_low' ( temp lowp int) +0:49 add second child into first child ( temp highp int) +0:49 'sum' ( temp lowp int) +0:49 'level2_high' ( temp highp int) 0:58 Loop with condition not tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:51 Sequence -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition 0:51 Constant: 0:51 true (const bool) 0:51 true case 0:? Sequence -0:54 add second child into first child (temp mediump int) -0:54 'sum' (temp lowp int) -0:54 'level4_medium' (temp mediump int) -0:57 add second child into first child (temp highp int) -0:57 'sum' (temp lowp int) -0:57 'level3_high' (temp highp int) -0:60 add second child into first child (temp highp int) -0:60 'sum' (temp lowp int) -0:60 'level2_high2' (temp highp int) -0:63 add second child into first child (temp lowp int) -0:63 'sum' (temp lowp int) -0:63 'level1_low3' (temp lowp int) -0:65 add second child into first child (temp lowp int) -0:65 'sum' (temp lowp int) -0:65 add (temp lowp int) +0:54 add second child into first child ( temp mediump int) +0:54 'sum' ( temp lowp int) +0:54 'level4_medium' ( temp mediump int) +0:57 add second child into first child ( temp highp int) +0:57 'sum' ( temp lowp int) +0:57 'level3_high' ( temp highp int) +0:60 add second child into first child ( temp highp int) +0:60 'sum' ( temp lowp int) +0:60 'level2_high2' ( temp highp int) +0:63 add second child into first child ( temp lowp int) +0:63 'sum' ( temp lowp int) +0:63 'level1_low3' ( temp lowp int) +0:65 add second child into first child ( temp lowp int) +0:65 'sum' ( temp lowp int) +0:65 add ( temp lowp int) 0:65 Constant: 0:65 4 (const int) -0:65 direct index (temp lowp int) -0:65 add (temp lowp 2-component vector of int) -0:65 component-wise multiply (temp lowp 2-component vector of int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 'level1_low3' (temp lowp int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 'level1_high' (temp highp int) -0:65 Construct ivec2 (temp lowp 2-component vector of int) -0:65 Comma (temp highp int) -0:65 'level1_low3' (temp lowp int) -0:65 'level1_high' (temp highp int) +0:65 direct index ( temp lowp int) +0:65 add ( temp lowp 2-component vector of int) +0:65 component-wise multiply ( temp lowp 2-component vector of int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 'level1_low3' ( temp lowp int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 'level1_high' ( temp highp int) +0:65 Construct ivec2 ( temp lowp 2-component vector of int) +0:65 Comma ( temp highp int) +0:65 'level1_low3' ( temp lowp int) +0:65 'level1_high' ( temp highp int) 0:65 Constant: 0:65 0 (const int) -0:67 texture (global lowp 4-component vector of float) -0:67 'samplerLow' (uniform lowp sampler2D) +0:67 texture ( global lowp 4-component vector of float) +0:67 'samplerLow' ( uniform lowp sampler2D) 0:67 Constant: 0:67 0.100000 0:67 0.200000 -0:68 texture (global mediump 4-component vector of float) -0:68 'samplerMed' (uniform mediump sampler2D) +0:68 texture ( global mediump 4-component vector of float) +0:68 'samplerMed' ( uniform mediump sampler2D) 0:68 Constant: 0:68 0.100000 0:68 0.200000 -0:69 texture (global highp 4-component vector of float) -0:69 'samplerHigh' (uniform highp sampler2D) +0:69 texture ( global highp 4-component vector of float) +0:69 'samplerHigh' ( uniform highp sampler2D) 0:69 Constant: 0:69 0.100000 0:69 0.200000 0:? Linker Objects -0:? 'color' (smooth in mediump 3-component vector of float) -0:? 'global_medium' (global mediump int) -0:? 'samplerLow' (uniform lowp sampler2D) -0:? 'samplerMed' (uniform mediump sampler2D) -0:? 'samplerHigh' (uniform highp sampler2D) -0:? 'uint' (global mediump 4-component vector of float) -0:? 'global_high' (global highp int) -0:? 'b2' (global mediump 2-component vector of bool) +0:? 'color' ( smooth in mediump 3-component vector of float) +0:? 'global_medium' ( global mediump int) +0:? 'samplerLow' ( uniform lowp sampler2D) +0:? 'samplerMed' ( uniform mediump sampler2D) +0:? 'samplerHigh' ( uniform highp sampler2D) +0:? 'uint' ( global mediump 4-component vector of float) +0:? 'global_high' ( global highp int) +0:? 'b2' ( global mediump 2-component vector of bool) diff --git a/Test/baseResults/precision.vert.out b/Test/baseResults/precision.vert.out index f433ba52..04ceb3a6 100644 --- a/Test/baseResults/precision.vert.out +++ b/Test/baseResults/precision.vert.out @@ -7,47 +7,47 @@ ERROR: 3 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:18 Function Definition: main( (global void) +0:18 Function Definition: main( ( global void) 0:18 Function Parameters: 0:20 Sequence 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 't' (temp highp 4-component vector of float) -0:20 texture (global lowp 4-component vector of float) -0:20 's2D' (uniform lowp sampler2D) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 't' ( temp highp 4-component vector of float) +0:20 texture ( global lowp 4-component vector of float) +0:20 's2D' ( uniform lowp sampler2D) 0:20 Constant: 0:20 0.100000 0:20 0.200000 -0:21 add second child into first child (temp highp 4-component vector of float) -0:21 't' (temp highp 4-component vector of float) -0:21 texture (global highp 4-component vector of float) -0:21 's2Dhigh' (uniform highp sampler2D) +0:21 add second child into first child ( temp highp 4-component vector of float) +0:21 't' ( temp highp 4-component vector of float) +0:21 texture ( global highp 4-component vector of float) +0:21 's2Dhigh' ( uniform highp sampler2D) 0:21 Constant: 0:21 0.100000 0:21 0.200000 -0:22 add second child into first child (temp highp 4-component vector of float) -0:22 't' (temp highp 4-component vector of float) -0:22 texture (global mediump float) -0:22 's2dAS' (uniform mediump sampler2DArrayShadow) +0:22 add second child into first child ( temp highp 4-component vector of float) +0:22 't' ( temp highp 4-component vector of float) +0:22 texture ( global mediump float) +0:22 's2dAS' ( uniform mediump sampler2DArrayShadow) 0:22 Constant: 0:22 0.500000 0:22 0.500000 0:22 0.500000 0:22 0.500000 -0:24 move second child to first child (temp highp 4-component vector of float) -0:24 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:24 'pos' (in highp 4-component vector of float) +0:24 move second child to first child ( temp highp 4-component vector of float) +0:24 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:24 'pos' ( in highp 4-component vector of float) 0:? Linker Objects -0:? 'pos' (in highp 4-component vector of float) -0:? 's2D' (uniform lowp sampler2D) -0:? 'sCube' (uniform lowp samplerCube) -0:? 'is2DAbad' (uniform mediump isampler2DArray) -0:? 's2dASbad' (uniform mediump sampler2DArrayShadow) -0:? 's2dAS' (uniform mediump sampler2DArrayShadow) -0:? 'is2DAbad2' (uniform mediump isampler2DArray) -0:? 's2Dhigh' (uniform highp sampler2D) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'pos' ( in highp 4-component vector of float) +0:? 's2D' ( uniform lowp sampler2D) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 'is2DAbad' ( uniform mediump isampler2DArray) +0:? 's2dASbad' ( uniform mediump sampler2DArrayShadow) +0:? 's2dAS' ( uniform mediump sampler2DArrayShadow) +0:? 'is2DAbad2' ( uniform mediump isampler2DArray) +0:? 's2Dhigh' ( uniform highp sampler2D) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -55,45 +55,45 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! -0:18 Function Definition: main( (global void) +0:18 Function Definition: main( ( global void) 0:18 Function Parameters: 0:20 Sequence 0:20 Sequence -0:20 move second child to first child (temp highp 4-component vector of float) -0:20 't' (temp highp 4-component vector of float) -0:20 texture (global lowp 4-component vector of float) -0:20 's2D' (uniform lowp sampler2D) +0:20 move second child to first child ( temp highp 4-component vector of float) +0:20 't' ( temp highp 4-component vector of float) +0:20 texture ( global lowp 4-component vector of float) +0:20 's2D' ( uniform lowp sampler2D) 0:20 Constant: 0:20 0.100000 0:20 0.200000 -0:21 add second child into first child (temp highp 4-component vector of float) -0:21 't' (temp highp 4-component vector of float) -0:21 texture (global highp 4-component vector of float) -0:21 's2Dhigh' (uniform highp sampler2D) +0:21 add second child into first child ( temp highp 4-component vector of float) +0:21 't' ( temp highp 4-component vector of float) +0:21 texture ( global highp 4-component vector of float) +0:21 's2Dhigh' ( uniform highp sampler2D) 0:21 Constant: 0:21 0.100000 0:21 0.200000 -0:22 add second child into first child (temp highp 4-component vector of float) -0:22 't' (temp highp 4-component vector of float) -0:22 texture (global mediump float) -0:22 's2dAS' (uniform mediump sampler2DArrayShadow) +0:22 add second child into first child ( temp highp 4-component vector of float) +0:22 't' ( temp highp 4-component vector of float) +0:22 texture ( global mediump float) +0:22 's2dAS' ( uniform mediump sampler2DArrayShadow) 0:22 Constant: 0:22 0.500000 0:22 0.500000 0:22 0.500000 0:22 0.500000 -0:24 move second child to first child (temp highp 4-component vector of float) -0:24 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:24 'pos' (in highp 4-component vector of float) +0:24 move second child to first child ( temp highp 4-component vector of float) +0:24 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:24 'pos' ( in highp 4-component vector of float) 0:? Linker Objects -0:? 'pos' (in highp 4-component vector of float) -0:? 's2D' (uniform lowp sampler2D) -0:? 'sCube' (uniform lowp samplerCube) -0:? 'is2DAbad' (uniform mediump isampler2DArray) -0:? 's2dASbad' (uniform mediump sampler2DArrayShadow) -0:? 's2dAS' (uniform mediump sampler2DArrayShadow) -0:? 'is2DAbad2' (uniform mediump isampler2DArray) -0:? 's2Dhigh' (uniform highp sampler2D) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'pos' ( in highp 4-component vector of float) +0:? 's2D' ( uniform lowp sampler2D) +0:? 'sCube' ( uniform lowp samplerCube) +0:? 'is2DAbad' ( uniform mediump isampler2DArray) +0:? 's2dASbad' ( uniform mediump sampler2DArrayShadow) +0:? 's2dAS' ( uniform mediump sampler2DArrayShadow) +0:? 'is2DAbad2' ( uniform mediump isampler2DArray) +0:? 's2Dhigh' ( uniform highp sampler2D) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/prepost.frag.out b/Test/baseResults/prepost.frag.out index ac242295..d5f73b6d 100644 --- a/Test/baseResults/prepost.frag.out +++ b/Test/baseResults/prepost.frag.out @@ -1,135 +1,135 @@ prepost.frag Shader version: 140 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp int) -0:10 'index' (temp int) +0:10 move second child to first child ( temp int) +0:10 'index' ( temp int) 0:10 Constant: 0:10 5 (const int) -0:12 move second child to first child (temp float) -0:12 direct index (temp float) -0:12 y: direct index for structure (temp 5-element array of float) -0:12 'str' (temp structure{temp 5-element array of float y}) +0:12 move second child to first child ( temp float) +0:12 direct index ( temp float) +0:12 y: direct index for structure ( temp 5-element array of float) +0:12 'str' ( temp structure{ temp 5-element array of float y}) 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 4 (const int) 0:12 Constant: 0:12 2.000000 -0:13 move second child to first child (temp float) -0:13 't' (temp float) -0:13 Pre-Increment (temp float) -0:13 indirect index (temp float) -0:13 y: direct index for structure (temp 5-element array of float) -0:13 'str' (temp structure{temp 5-element array of float y}) +0:13 move second child to first child ( temp float) +0:13 't' ( temp float) +0:13 Pre-Increment ( temp float) +0:13 indirect index ( temp float) +0:13 y: direct index for structure ( temp 5-element array of float) +0:13 'str' ( temp structure{ temp 5-element array of float y}) 0:13 Constant: 0:13 0 (const int) -0:13 Pre-Decrement (temp int) -0:13 'index' (temp int) -0:14 add second child into first child (temp float) -0:14 direct index (temp float) -0:14 y: direct index for structure (temp 5-element array of float) -0:14 'str' (temp structure{temp 5-element array of float y}) +0:13 Pre-Decrement ( temp int) +0:13 'index' ( temp int) +0:14 add second child into first child ( temp float) +0:14 direct index ( temp float) +0:14 y: direct index for structure ( temp 5-element array of float) +0:14 'str' ( temp structure{ temp 5-element array of float y}) 0:14 Constant: 0:14 0 (const int) 0:14 Constant: 0:14 4 (const int) -0:14 't' (temp float) -0:15 move second child to first child (temp float) -0:15 't' (temp float) -0:15 Post-Decrement (temp float) -0:15 direct index (temp float) -0:15 y: direct index for structure (temp 5-element array of float) -0:15 'str' (temp structure{temp 5-element array of float y}) +0:14 't' ( temp float) +0:15 move second child to first child ( temp float) +0:15 't' ( temp float) +0:15 Post-Decrement ( temp float) +0:15 direct index ( temp float) +0:15 y: direct index for structure ( temp 5-element array of float) +0:15 'str' ( temp structure{ temp 5-element array of float y}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: 0:15 4 (const int) -0:16 add second child into first child (temp float) -0:16 indirect index (temp float) -0:16 y: direct index for structure (temp 5-element array of float) -0:16 'str' (temp structure{temp 5-element array of float y}) +0:16 add second child into first child ( temp float) +0:16 indirect index ( temp float) +0:16 y: direct index for structure ( temp 5-element array of float) +0:16 'str' ( temp structure{ temp 5-element array of float y}) 0:16 Constant: 0:16 0 (const int) -0:16 Post-Increment (temp int) -0:16 'index' (temp int) -0:16 't' (temp float) -0:17 Pre-Decrement (temp float) -0:17 indirect index (temp float) -0:17 y: direct index for structure (temp 5-element array of float) -0:17 'str' (temp structure{temp 5-element array of float y}) +0:16 Post-Increment ( temp int) +0:16 'index' ( temp int) +0:16 't' ( temp float) +0:17 Pre-Decrement ( temp float) +0:17 indirect index ( temp float) +0:17 y: direct index for structure ( temp 5-element array of float) +0:17 'str' ( temp structure{ temp 5-element array of float y}) 0:17 Constant: 0:17 0 (const int) -0:17 Pre-Decrement (temp int) -0:17 'index' (temp int) +0:17 Pre-Decrement ( temp int) +0:17 'index' ( temp int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'x' (temp float) -0:19 direct index (temp float) -0:19 y: direct index for structure (temp 5-element array of float) -0:19 'str' (temp structure{temp 5-element array of float y}) +0:19 move second child to first child ( temp float) +0:19 'x' ( temp float) +0:19 direct index ( temp float) +0:19 y: direct index for structure ( temp 5-element array of float) +0:19 'str' ( temp structure{ temp 5-element array of float y}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: 0:19 4 (const int) -0:20 Pre-Increment (temp float) -0:20 'x' (temp float) -0:21 Pre-Decrement (temp float) -0:21 'x' (temp float) -0:22 Post-Increment (temp float) -0:22 'x' (temp float) -0:23 Post-Decrement (temp float) -0:23 'x' (temp float) +0:20 Pre-Increment ( temp float) +0:20 'x' ( temp float) +0:21 Pre-Decrement ( temp float) +0:21 'x' ( temp float) +0:22 Post-Increment ( temp float) +0:22 'x' ( temp float) +0:23 Post-Decrement ( temp float) +0:23 'x' ( temp float) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'y' (temp float) -0:27 component-wise multiply (temp float) -0:27 'x' (temp float) -0:27 Pre-Increment (temp float) -0:27 'x' (temp float) +0:27 move second child to first child ( temp float) +0:27 'y' ( temp float) +0:27 component-wise multiply ( temp float) +0:27 'x' ( temp float) +0:27 Pre-Increment ( temp float) +0:27 'x' ( temp float) 0:28 Sequence -0:28 move second child to first child (temp float) -0:28 'z' (temp float) -0:28 component-wise multiply (temp float) -0:28 'y' (temp float) -0:28 Post-Decrement (temp float) -0:28 'x' (temp float) +0:28 move second child to first child ( temp float) +0:28 'z' ( temp float) +0:28 component-wise multiply ( temp float) +0:28 'y' ( temp float) +0:28 Post-Decrement ( temp float) +0:28 'x' ( temp float) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) 0:33 Constant: 0:33 1.000000 0:33 2.000000 0:33 3.000000 0:33 4.000000 -0:34 move second child to first child (temp float) -0:34 direct index (temp float) -0:34 'v' (temp 4-component vector of float) +0:34 move second child to first child ( temp float) +0:34 direct index ( temp float) +0:34 'v' ( temp 4-component vector of float) 0:34 Constant: 0:34 1 (const int) -0:34 Post-Decrement (temp float) -0:34 direct index (temp float) -0:34 'v' (temp 4-component vector of float) +0:34 Post-Decrement ( temp float) +0:34 direct index ( temp float) +0:34 'v' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'v' (temp 4-component vector of float) +0:35 move second child to first child ( temp float) +0:35 direct index ( temp float) +0:35 'v' ( temp 4-component vector of float) 0:35 Constant: 0:35 0 (const int) -0:35 Pre-Decrement (temp float) -0:35 direct index (temp float) -0:35 'v' (temp 4-component vector of float) +0:35 Pre-Decrement ( temp float) +0:35 direct index ( temp float) +0:35 'v' ( temp 4-component vector of float) 0:35 Constant: 0:35 3 (const int) -0:37 move second child to first child (temp 4-component vector of float) -0:37 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:37 vector-scale (temp 4-component vector of float) -0:37 'z' (temp float) -0:37 'v' (temp 4-component vector of float) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:37 vector-scale ( temp 4-component vector of float) +0:37 'z' ( temp float) +0:37 'v' ( temp 4-component vector of float) 0:? Linker Objects @@ -138,134 +138,134 @@ Linked fragment stage: Shader version: 140 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Sequence 0:10 Sequence -0:10 move second child to first child (temp int) -0:10 'index' (temp int) +0:10 move second child to first child ( temp int) +0:10 'index' ( temp int) 0:10 Constant: 0:10 5 (const int) -0:12 move second child to first child (temp float) -0:12 direct index (temp float) -0:12 y: direct index for structure (temp 5-element array of float) -0:12 'str' (temp structure{temp 5-element array of float y}) +0:12 move second child to first child ( temp float) +0:12 direct index ( temp float) +0:12 y: direct index for structure ( temp 5-element array of float) +0:12 'str' ( temp structure{ temp 5-element array of float y}) 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 4 (const int) 0:12 Constant: 0:12 2.000000 -0:13 move second child to first child (temp float) -0:13 't' (temp float) -0:13 Pre-Increment (temp float) -0:13 indirect index (temp float) -0:13 y: direct index for structure (temp 5-element array of float) -0:13 'str' (temp structure{temp 5-element array of float y}) +0:13 move second child to first child ( temp float) +0:13 't' ( temp float) +0:13 Pre-Increment ( temp float) +0:13 indirect index ( temp float) +0:13 y: direct index for structure ( temp 5-element array of float) +0:13 'str' ( temp structure{ temp 5-element array of float y}) 0:13 Constant: 0:13 0 (const int) -0:13 Pre-Decrement (temp int) -0:13 'index' (temp int) -0:14 add second child into first child (temp float) -0:14 direct index (temp float) -0:14 y: direct index for structure (temp 5-element array of float) -0:14 'str' (temp structure{temp 5-element array of float y}) +0:13 Pre-Decrement ( temp int) +0:13 'index' ( temp int) +0:14 add second child into first child ( temp float) +0:14 direct index ( temp float) +0:14 y: direct index for structure ( temp 5-element array of float) +0:14 'str' ( temp structure{ temp 5-element array of float y}) 0:14 Constant: 0:14 0 (const int) 0:14 Constant: 0:14 4 (const int) -0:14 't' (temp float) -0:15 move second child to first child (temp float) -0:15 't' (temp float) -0:15 Post-Decrement (temp float) -0:15 direct index (temp float) -0:15 y: direct index for structure (temp 5-element array of float) -0:15 'str' (temp structure{temp 5-element array of float y}) +0:14 't' ( temp float) +0:15 move second child to first child ( temp float) +0:15 't' ( temp float) +0:15 Post-Decrement ( temp float) +0:15 direct index ( temp float) +0:15 y: direct index for structure ( temp 5-element array of float) +0:15 'str' ( temp structure{ temp 5-element array of float y}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: 0:15 4 (const int) -0:16 add second child into first child (temp float) -0:16 indirect index (temp float) -0:16 y: direct index for structure (temp 5-element array of float) -0:16 'str' (temp structure{temp 5-element array of float y}) +0:16 add second child into first child ( temp float) +0:16 indirect index ( temp float) +0:16 y: direct index for structure ( temp 5-element array of float) +0:16 'str' ( temp structure{ temp 5-element array of float y}) 0:16 Constant: 0:16 0 (const int) -0:16 Post-Increment (temp int) -0:16 'index' (temp int) -0:16 't' (temp float) -0:17 Pre-Decrement (temp float) -0:17 indirect index (temp float) -0:17 y: direct index for structure (temp 5-element array of float) -0:17 'str' (temp structure{temp 5-element array of float y}) +0:16 Post-Increment ( temp int) +0:16 'index' ( temp int) +0:16 't' ( temp float) +0:17 Pre-Decrement ( temp float) +0:17 indirect index ( temp float) +0:17 y: direct index for structure ( temp 5-element array of float) +0:17 'str' ( temp structure{ temp 5-element array of float y}) 0:17 Constant: 0:17 0 (const int) -0:17 Pre-Decrement (temp int) -0:17 'index' (temp int) +0:17 Pre-Decrement ( temp int) +0:17 'index' ( temp int) 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'x' (temp float) -0:19 direct index (temp float) -0:19 y: direct index for structure (temp 5-element array of float) -0:19 'str' (temp structure{temp 5-element array of float y}) +0:19 move second child to first child ( temp float) +0:19 'x' ( temp float) +0:19 direct index ( temp float) +0:19 y: direct index for structure ( temp 5-element array of float) +0:19 'str' ( temp structure{ temp 5-element array of float y}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: 0:19 4 (const int) -0:20 Pre-Increment (temp float) -0:20 'x' (temp float) -0:21 Pre-Decrement (temp float) -0:21 'x' (temp float) -0:22 Post-Increment (temp float) -0:22 'x' (temp float) -0:23 Post-Decrement (temp float) -0:23 'x' (temp float) +0:20 Pre-Increment ( temp float) +0:20 'x' ( temp float) +0:21 Pre-Decrement ( temp float) +0:21 'x' ( temp float) +0:22 Post-Increment ( temp float) +0:22 'x' ( temp float) +0:23 Post-Decrement ( temp float) +0:23 'x' ( temp float) 0:27 Sequence -0:27 move second child to first child (temp float) -0:27 'y' (temp float) -0:27 component-wise multiply (temp float) -0:27 'x' (temp float) -0:27 Pre-Increment (temp float) -0:27 'x' (temp float) +0:27 move second child to first child ( temp float) +0:27 'y' ( temp float) +0:27 component-wise multiply ( temp float) +0:27 'x' ( temp float) +0:27 Pre-Increment ( temp float) +0:27 'x' ( temp float) 0:28 Sequence -0:28 move second child to first child (temp float) -0:28 'z' (temp float) -0:28 component-wise multiply (temp float) -0:28 'y' (temp float) -0:28 Post-Decrement (temp float) -0:28 'x' (temp float) +0:28 move second child to first child ( temp float) +0:28 'z' ( temp float) +0:28 component-wise multiply ( temp float) +0:28 'y' ( temp float) +0:28 Post-Decrement ( temp float) +0:28 'x' ( temp float) 0:33 Sequence -0:33 move second child to first child (temp 4-component vector of float) -0:33 'v' (temp 4-component vector of float) +0:33 move second child to first child ( temp 4-component vector of float) +0:33 'v' ( temp 4-component vector of float) 0:33 Constant: 0:33 1.000000 0:33 2.000000 0:33 3.000000 0:33 4.000000 -0:34 move second child to first child (temp float) -0:34 direct index (temp float) -0:34 'v' (temp 4-component vector of float) +0:34 move second child to first child ( temp float) +0:34 direct index ( temp float) +0:34 'v' ( temp 4-component vector of float) 0:34 Constant: 0:34 1 (const int) -0:34 Post-Decrement (temp float) -0:34 direct index (temp float) -0:34 'v' (temp 4-component vector of float) +0:34 Post-Decrement ( temp float) +0:34 direct index ( temp float) +0:34 'v' ( temp 4-component vector of float) 0:34 Constant: 0:34 2 (const int) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'v' (temp 4-component vector of float) +0:35 move second child to first child ( temp float) +0:35 direct index ( temp float) +0:35 'v' ( temp 4-component vector of float) 0:35 Constant: 0:35 0 (const int) -0:35 Pre-Decrement (temp float) -0:35 direct index (temp float) -0:35 'v' (temp 4-component vector of float) +0:35 Pre-Decrement ( temp float) +0:35 direct index ( temp float) +0:35 'v' ( temp 4-component vector of float) 0:35 Constant: 0:35 3 (const int) -0:37 move second child to first child (temp 4-component vector of float) -0:37 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:37 vector-scale (temp 4-component vector of float) -0:37 'z' (temp float) -0:37 'v' (temp 4-component vector of float) +0:37 move second child to first child ( temp 4-component vector of float) +0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:37 vector-scale ( temp 4-component vector of float) +0:37 'z' ( temp float) +0:37 'v' ( temp 4-component vector of float) 0:? Linker Objects diff --git a/Test/baseResults/recurse1.vert.out b/Test/baseResults/recurse1.vert.out index 4274eb38..7d09b7c1 100644 --- a/Test/baseResults/recurse1.vert.out +++ b/Test/baseResults/recurse1.vert.out @@ -1,190 +1,190 @@ recurse1.vert Shader version: 330 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: -0:9 Function Definition: self( (global void) +0:9 Function Definition: self( ( global void) 0:9 Function Parameters: 0:11 Sequence -0:11 Function Call: self( (global void) -0:16 Function Definition: foo(f1; (global void) +0:11 Function Call: self( ( global void) +0:16 Function Definition: foo(f1; ( global void) 0:16 Function Parameters: -0:16 '' (in float) +0:16 '' ( in float) 0:18 Sequence -0:18 Function Call: bar(i1; (global float) +0:18 Function Call: bar(i1; ( global float) 0:18 Constant: 0:18 2 (const int) -0:21 Function Definition: bar(i1; (global float) +0:21 Function Definition: bar(i1; ( global float) 0:21 Function Parameters: -0:21 '' (in int) +0:21 '' ( in int) 0:23 Sequence -0:23 Function Call: foo(f1; (global void) +0:23 Function Call: foo(f1; ( global void) 0:23 Constant: 0:23 4.200000 0:25 Branch: Return with expression 0:25 Constant: 0:25 3.200000 -0:32 Function Definition: A( (global void) +0:32 Function Definition: A( ( global void) 0:32 Function Parameters: 0:32 Sequence -0:32 Function Call: B( (global void) -0:33 Function Definition: C( (global void) +0:32 Function Call: B( ( global void) +0:33 Function Definition: C( ( global void) 0:33 Function Parameters: 0:33 Sequence -0:33 Function Call: D( (global void) -0:34 Function Definition: B( (global void) +0:33 Function Call: D( ( global void) +0:34 Function Definition: B( ( global void) 0:34 Function Parameters: 0:34 Sequence -0:34 Function Call: C( (global void) -0:35 Function Definition: D( (global void) +0:34 Function Call: C( ( global void) +0:35 Function Definition: D( ( global void) 0:35 Function Parameters: 0:35 Sequence -0:35 Function Call: A( (global void) -0:41 Function Definition: AT( (global void) +0:35 Function Call: A( ( global void) +0:41 Function Definition: AT( ( global void) 0:41 Function Parameters: 0:41 Sequence -0:41 Function Call: BT( (global void) -0:41 Function Call: BT( (global void) -0:41 Function Call: BT( (global void) -0:42 Function Definition: CT( (global void) +0:41 Function Call: BT( ( global void) +0:41 Function Call: BT( ( global void) +0:41 Function Call: BT( ( global void) +0:42 Function Definition: CT( ( global void) 0:42 Function Parameters: 0:42 Sequence -0:42 Function Call: DT( (global void) -0:42 Function Call: AT( (global void) -0:42 Function Call: DT( (global void) -0:42 Function Call: BT( (global void) -0:43 Function Definition: BT( (global void) +0:42 Function Call: DT( ( global void) +0:42 Function Call: AT( ( global void) +0:42 Function Call: DT( ( global void) +0:42 Function Call: BT( ( global void) +0:43 Function Definition: BT( ( global void) 0:43 Function Parameters: 0:43 Sequence -0:43 Function Call: CT( (global void) -0:43 Function Call: CT( (global void) -0:43 Function Call: CT( (global void) -0:44 Function Definition: DT( (global void) +0:43 Function Call: CT( ( global void) +0:43 Function Call: CT( ( global void) +0:43 Function Call: CT( ( global void) +0:44 Function Definition: DT( ( global void) 0:44 Function Parameters: 0:44 Sequence -0:44 Function Call: AT( (global void) +0:44 Function Call: AT( ( global void) 0:? Linker Objects -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) recurse1.frag Shader version: 330 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: -0:11 Function Definition: cfoo(f1; (global void) +0:11 Function Definition: cfoo(f1; ( global void) 0:11 Function Parameters: -0:11 '' (in float) +0:11 '' ( in float) 0:13 Sequence -0:13 Function Call: cbar(i1; (global float) +0:13 Function Call: cbar(i1; ( global float) 0:13 Constant: 0:13 2 (const int) -0:20 Function Definition: CA( (global void) +0:20 Function Definition: CA( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 Function Call: CB( (global void) -0:21 Function Definition: CC( (global void) +0:20 Function Call: CB( ( global void) +0:21 Function Definition: CC( ( global void) 0:21 Function Parameters: 0:21 Sequence -0:21 Function Call: CD( (global void) -0:27 Function Definition: CAT( (global void) +0:21 Function Call: CD( ( global void) +0:27 Function Definition: CAT( ( global void) 0:27 Function Parameters: 0:27 Sequence -0:27 Function Call: CBT( (global void) -0:27 Function Call: CBT( (global void) -0:27 Function Call: CBT( (global void) -0:28 Function Definition: CCT( (global void) +0:27 Function Call: CBT( ( global void) +0:27 Function Call: CBT( ( global void) +0:27 Function Call: CBT( ( global void) +0:28 Function Definition: CCT( ( global void) 0:28 Function Parameters: 0:28 Sequence -0:28 Function Call: CDT( (global void) -0:28 Function Call: CDT( (global void) -0:28 Function Call: CBT( (global void) -0:32 Function Definition: norA( (global void) +0:28 Function Call: CDT( ( global void) +0:28 Function Call: CDT( ( global void) +0:28 Function Call: CBT( ( global void) +0:32 Function Definition: norA( ( global void) 0:32 Function Parameters: -0:33 Function Definition: norB( (global void) +0:33 Function Definition: norB( ( global void) 0:33 Function Parameters: 0:33 Sequence -0:33 Function Call: norA( (global void) -0:34 Function Definition: norC( (global void) +0:33 Function Call: norA( ( global void) +0:34 Function Definition: norC( ( global void) 0:34 Function Parameters: 0:34 Sequence -0:34 Function Call: norA( (global void) -0:35 Function Definition: norD( (global void) +0:34 Function Call: norA( ( global void) +0:35 Function Definition: norD( ( global void) 0:35 Function Parameters: 0:35 Sequence -0:35 Function Call: norA( (global void) -0:36 Function Definition: norE( (global void) +0:35 Function Call: norA( ( global void) +0:36 Function Definition: norE( ( global void) 0:36 Function Parameters: 0:36 Sequence -0:36 Function Call: norB( (global void) -0:37 Function Definition: norF( (global void) +0:36 Function Call: norB( ( global void) +0:37 Function Definition: norF( ( global void) 0:37 Function Parameters: 0:37 Sequence -0:37 Function Call: norB( (global void) -0:38 Function Definition: norG( (global void) +0:37 Function Call: norB( ( global void) +0:38 Function Definition: norG( ( global void) 0:38 Function Parameters: 0:38 Sequence -0:38 Function Call: norE( (global void) -0:39 Function Definition: norH( (global void) +0:38 Function Call: norE( ( global void) +0:39 Function Definition: norH( ( global void) 0:39 Function Parameters: 0:39 Sequence -0:39 Function Call: norE( (global void) -0:40 Function Definition: norI( (global void) +0:39 Function Call: norE( ( global void) +0:40 Function Definition: norI( ( global void) 0:40 Function Parameters: 0:40 Sequence -0:40 Function Call: norE( (global void) -0:44 Function Definition: norcA( (global void) +0:40 Function Call: norE( ( global void) +0:44 Function Definition: norcA( ( global void) 0:44 Function Parameters: -0:45 Function Definition: norcB( (global void) +0:45 Function Definition: norcB( ( global void) 0:45 Function Parameters: 0:45 Sequence -0:45 Function Call: norcA( (global void) -0:46 Function Definition: norcC( (global void) +0:45 Function Call: norcA( ( global void) +0:46 Function Definition: norcC( ( global void) 0:46 Function Parameters: 0:46 Sequence -0:46 Function Call: norcB( (global void) -0:47 Function Definition: norcD( (global void) +0:46 Function Call: norcB( ( global void) +0:47 Function Definition: norcD( ( global void) 0:47 Function Parameters: 0:47 Sequence -0:47 Function Call: norcC( (global void) -0:47 Function Call: norcB( (global void) -0:48 Function Definition: norcE( (global void) +0:47 Function Call: norcC( ( global void) +0:47 Function Call: norcB( ( global void) +0:48 Function Definition: norcE( ( global void) 0:48 Function Parameters: 0:48 Sequence -0:48 Function Call: norcD( (global void) +0:48 Function Call: norcD( ( global void) 0:? Linker Objects recurse2.frag Shader version: 330 0:? Sequence -0:9 Function Definition: cbar(i1; (global float) +0:9 Function Definition: cbar(i1; ( global float) 0:9 Function Parameters: -0:9 '' (in int) +0:9 '' ( in int) 0:11 Sequence -0:11 Function Call: cfoo(f1; (global void) +0:11 Function Call: cfoo(f1; ( global void) 0:11 Constant: 0:11 4.200000 0:13 Branch: Return with expression 0:13 Constant: 0:13 3.200000 -0:20 Function Definition: CB( (global void) +0:20 Function Definition: CB( ( global void) 0:20 Function Parameters: 0:20 Sequence -0:20 Function Call: CC( (global void) -0:21 Function Definition: CD( (global void) +0:20 Function Call: CC( ( global void) +0:21 Function Definition: CD( ( global void) 0:21 Function Parameters: 0:21 Sequence -0:21 Function Call: CA( (global void) -0:27 Function Definition: CBT( (global void) +0:21 Function Call: CA( ( global void) +0:27 Function Definition: CBT( ( global void) 0:27 Function Parameters: 0:27 Sequence -0:27 Function Call: CCT( (global void) -0:27 Function Call: CCT( (global void) -0:27 Function Call: CCT( (global void) -0:28 Function Definition: CDT( (global void) +0:27 Function Call: CCT( ( global void) +0:27 Function Call: CCT( ( global void) +0:27 Function Call: CCT( ( global void) +0:28 Function Definition: CDT( ( global void) 0:28 Function Parameters: 0:28 Sequence -0:28 Function Call: CAT( (global void) +0:28 Function Call: CAT( ( global void) 0:? Linker Objects @@ -216,14 +216,14 @@ ERROR: Linking fragment stage: Recursion detected: Shader version: 330 0:? Sequence -0:3 Function Definition: main( (global void) +0:3 Function Definition: main( ( global void) 0:3 Function Parameters: 0:? Linker Objects -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 330 0:? Sequence -0:5 Function Definition: main( (global void) +0:5 Function Definition: main( ( global void) 0:5 Function Parameters: 0:? Linker Objects diff --git a/Test/baseResults/sample.frag.out b/Test/baseResults/sample.frag.out index 7ad92955..780789a7 100644 --- a/Test/baseResults/sample.frag.out +++ b/Test/baseResults/sample.frag.out @@ -1,17 +1,17 @@ sample.frag Shader version: 110 0:? Sequence -0:38 Function Definition: main( (global void) +0:38 Function Definition: main( ( global void) 0:38 Function Parameters: 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 Construct vec4 (temp 4-component vector of float) -0:40 'color' (smooth in 3-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 Construct vec4 ( temp 4-component vector of float) +0:40 'color' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.000000 0:? Linker Objects -0:? 'color' (smooth in 3-component vector of float) +0:? 'color' ( smooth in 3-component vector of float) Linked fragment stage: @@ -19,15 +19,15 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:38 Function Definition: main( (global void) +0:38 Function Definition: main( ( global void) 0:38 Function Parameters: 0:40 Sequence -0:40 move second child to first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 Construct vec4 (temp 4-component vector of float) -0:40 'color' (smooth in 3-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 Construct vec4 ( temp 4-component vector of float) +0:40 'color' ( smooth in 3-component vector of float) 0:40 Constant: 0:40 1.000000 0:? Linker Objects -0:? 'color' (smooth in 3-component vector of float) +0:? 'color' ( smooth in 3-component vector of float) diff --git a/Test/baseResults/sample.vert.out b/Test/baseResults/sample.vert.out index e67db574..848598eb 100644 --- a/Test/baseResults/sample.vert.out +++ b/Test/baseResults/sample.vert.out @@ -1,22 +1,22 @@ sample.vert Shader version: 110 0:? Sequence -0:38 Function Definition: main( (global void) +0:38 Function Definition: main( ( global void) 0:38 Function Parameters: 0:40 Sequence -0:40 move second child to first child (temp 3-component vector of float) -0:40 'color' (smooth out 3-component vector of float) +0:40 move second child to first child ( temp 3-component vector of float) +0:40 'color' ( smooth out 3-component vector of float) 0:40 Constant: 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:42 move second child to first child (temp 4-component vector of float) -0:42 'gl_Position' (gl_Position 4-component vector of float Position) -0:42 matrix-times-vector (temp 4-component vector of float) -0:42 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float) -0:42 'gl_Vertex' (in 4-component vector of float Vertex) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'gl_Position' ( gl_Position 4-component vector of float Position) +0:42 matrix-times-vector ( temp 4-component vector of float) +0:42 'gl_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) +0:42 'gl_Vertex' ( in 4-component vector of float Vertex) 0:? Linker Objects -0:? 'color' (smooth out 3-component vector of float) +0:? 'color' ( smooth out 3-component vector of float) Linked vertex stage: @@ -24,20 +24,20 @@ Linked vertex stage: Shader version: 110 0:? Sequence -0:38 Function Definition: main( (global void) +0:38 Function Definition: main( ( global void) 0:38 Function Parameters: 0:40 Sequence -0:40 move second child to first child (temp 3-component vector of float) -0:40 'color' (smooth out 3-component vector of float) +0:40 move second child to first child ( temp 3-component vector of float) +0:40 'color' ( smooth out 3-component vector of float) 0:40 Constant: 0:40 1.000000 0:40 1.000000 0:40 1.000000 -0:42 move second child to first child (temp 4-component vector of float) -0:42 'gl_Position' (gl_Position 4-component vector of float Position) -0:42 matrix-times-vector (temp 4-component vector of float) -0:42 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float) -0:42 'gl_Vertex' (in 4-component vector of float Vertex) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 'gl_Position' ( gl_Position 4-component vector of float Position) +0:42 matrix-times-vector ( temp 4-component vector of float) +0:42 'gl_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) +0:42 'gl_Vertex' ( in 4-component vector of float Vertex) 0:? Linker Objects -0:? 'color' (smooth out 3-component vector of float) +0:? 'color' ( smooth out 3-component vector of float) diff --git a/Test/baseResults/simpleFunctionCall.frag.out b/Test/baseResults/simpleFunctionCall.frag.out index 2cc42a3b..5ccd54d2 100644 --- a/Test/baseResults/simpleFunctionCall.frag.out +++ b/Test/baseResults/simpleFunctionCall.frag.out @@ -3,21 +3,21 @@ WARNING: 0:4: varying deprecated in version 130; may be removed in future releas Shader version: 150 0:? Sequence -0:7 Function Definition: foo( (global 4-component vector of float) +0:7 Function Definition: foo( ( global 4-component vector of float) 0:7 Function Parameters: 0:9 Sequence 0:9 Branch: Return with expression -0:9 'BaseColor' (smooth in 4-component vector of float) -0:12 Function Definition: main( (global void) +0:9 'BaseColor' ( smooth in 4-component vector of float) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:14 Function Call: foo( (global 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:14 Function Call: foo( ( global 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) Linked fragment stage: @@ -25,19 +25,19 @@ Linked fragment stage: Shader version: 150 0:? Sequence -0:7 Function Definition: foo( (global 4-component vector of float) +0:7 Function Definition: foo( ( global 4-component vector of float) 0:7 Function Parameters: 0:9 Sequence 0:9 Branch: Return with expression -0:9 'BaseColor' (smooth in 4-component vector of float) -0:12 Function Definition: main( (global void) +0:9 'BaseColor' ( smooth in 4-component vector of float) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:14 Function Call: foo( (global 4-component vector of float) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:14 Function Call: foo( ( global 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) diff --git a/Test/baseResults/specExamples.frag.out b/Test/baseResults/specExamples.frag.out index f660e66f..939ea620 100644 --- a/Test/baseResults/specExamples.frag.out +++ b/Test/baseResults/specExamples.frag.out @@ -1,6 +1,6 @@ specExamples.frag Warning, version 430 is not yet complete; most version-specific features are present, but some are missing. -ERROR: 0:6: '=' : cannot convert from 'const uint' to 'global int' +ERROR: 0:6: '=' : cannot convert from ' const uint' to ' global int' ERROR: 0:20: '' : numeric literal too big ERROR: 0:21: '' : hexadecimal literal too big ERROR: 0:37: 'view' : redefinition @@ -23,14 +23,14 @@ ERROR: 0:175: 'x' : undeclared identifier ERROR: 0:175: '[]' : scalar integer expression required ERROR: 0:175: 'b' : left of '[' is not of type array, matrix, or vector ERROR: 0:175: 'a' : vector swizzle selection out of range -ERROR: 0:175: 'length' : does not operate on this type: const float +ERROR: 0:175: 'length' : does not operate on this type: const float ERROR: 0:175: '' : function call, method, or subroutine call expected ERROR: 0:175: '' : no matching overloaded function found ERROR: 0:178: '[]' : scalar integer expression required ERROR: 0:178: 's' : undeclared identifier ERROR: 0:178: 's' : left of '[' is not of type array, matrix, or vector ERROR: 0:178: 'a' : vector swizzle selection out of range -ERROR: 0:178: 'length' : does not operate on this type: const float +ERROR: 0:178: 'length' : does not operate on this type: const float ERROR: 0:178: '' : function call, method, or subroutine call expected ERROR: 0:178: '' : no matching overloaded function found ERROR: 0:198: 'e' : redefinition @@ -49,73 +49,73 @@ using early_fragment_tests using depth_greater ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'a' (global int) +0:5 move second child to first child ( temp int) +0:5 'a' ( global int) 0:5 Constant: 0:5 -1 (const int) 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'c' (global uint) +0:7 move second child to first child ( temp uint) +0:7 'c' ( global uint) 0:7 Constant: 0:7 4294967295 (const uint) 0:8 Sequence -0:8 move second child to first child (temp uint) -0:8 'd' (global uint) +0:8 move second child to first child ( temp uint) +0:8 'd' ( global uint) 0:8 Constant: 0:8 4294967295 (const uint) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'e' (global int) +0:9 move second child to first child ( temp int) +0:9 'e' ( global int) 0:9 Constant: 0:9 -1 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'f' (global uint) +0:13 move second child to first child ( temp uint) +0:13 'f' ( global uint) 0:13 Constant: 0:13 4294967295 (const uint) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'g' (global int) +0:17 move second child to first child ( temp int) +0:17 'g' ( global int) 0:17 Constant: 0:17 -1294967296 (const int) 0:19 Sequence -0:19 move second child to first child (temp int) -0:19 'h' (global int) +0:19 move second child to first child ( temp int) +0:19 'h' ( global int) 0:19 Constant: 0:19 -1610612736 (const int) 0:20 Sequence -0:20 move second child to first child (temp int) -0:20 'i' (global int) +0:20 move second child to first child ( temp int) +0:20 'i' ( global int) 0:20 Constant: 0:20 -1 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'j' (global int) +0:21 move second child to first child ( temp int) +0:21 'j' ( global int) 0:21 Constant: 0:21 -1 (const int) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'k' (global int) +0:22 move second child to first child ( temp int) +0:22 'k' ( global int) 0:22 Constant: 0:22 -2147483648 (const int) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'l' (global int) +0:23 move second child to first child ( temp int) +0:23 'l' ( global int) 0:23 Constant: 0:23 -2147483648 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'fb' (global float) +0:25 move second child to first child ( temp float) +0:25 'fb' ( global float) 0:25 Constant: 0:25 1.500000 0:26 Sequence -0:26 move second child to first child (temp double) -0:26 'fd' (global double) +0:26 move second child to first child ( temp double) +0:26 'fd' ( global double) 0:26 Constant: 0:26 2.000000 -0:127 Function Definition: foo(f1[5]; (global 5-element array of float) +0:127 Function Definition: foo(f1[5]; ( global 5-element array of float) 0:127 Function Parameters: -0:127 '' (in 5-element array of float) +0:127 '' ( in 5-element array of float) 0:129 Sequence 0:129 Branch: Return with expression 0:129 Constant: @@ -124,13 +124,13 @@ ERROR: node is still EOpNull! 0:129 5.000000 0:129 5.200000 0:129 1.100000 -0:137 Function Definition: main( (global void) +0:137 Function Definition: main( ( global void) 0:137 Function Parameters: 0:140 Sequence 0:140 Sequence 0:140 Sequence -0:140 move second child to first child (temp 5-element array of float) -0:140 'a' (temp 5-element array of float) +0:140 move second child to first child ( temp 5-element array of float) +0:140 'a' ( temp 5-element array of float) 0:140 Constant: 0:140 3.400000 0:140 4.200000 @@ -139,8 +139,8 @@ ERROR: node is still EOpNull! 0:140 1.100000 0:143 Sequence 0:143 Sequence -0:143 move second child to first child (temp 5-element array of float) -0:143 'a' (temp 5-element array of float) +0:143 move second child to first child ( temp 5-element array of float) +0:143 'a' ( temp 5-element array of float) 0:143 Constant: 0:143 3.400000 0:143 4.200000 @@ -149,8 +149,8 @@ ERROR: node is still EOpNull! 0:143 1.100000 0:? Sequence 0:149 Sequence -0:149 move second child to first child (temp 2-element array of 4-component vector of float) -0:149 'b' (temp 2-element array of 4-component vector of float) +0:149 move second child to first child ( temp 2-element array of 4-component vector of float) +0:149 'b' ( temp 2-element array of 4-component vector of float) 0:149 Constant: 0:149 0.000000 0:149 0.000000 @@ -161,15 +161,15 @@ ERROR: node is still EOpNull! 0:149 0.100000 0:149 0.100000 0:150 Sequence -0:150 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:150 'a3' (temp 3-element array of 2-element array of 4-component vector of float) -0:150 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) +0:150 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 'a3' ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) 0:152 Sequence -0:152 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:152 'a4' (temp 3-element array of 2-element array of 4-component vector of float) +0:152 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:152 'a4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:152 Constant: 0:152 0.000000 0:152 0.000000 @@ -198,18 +198,18 @@ ERROR: node is still EOpNull! 0:? Sequence 0:159 Sequence 0:159 Sequence -0:159 move second child to first child (temp 5-element array of float) -0:159 'b' (temp 5-element array of float) -0:159 'a' (temp 5-element array of float) +0:159 move second child to first child ( temp 5-element array of float) +0:159 'b' ( temp 5-element array of float) +0:159 'a' ( temp 5-element array of float) 0:162 Sequence 0:162 Sequence -0:162 move second child to first child (temp 5-element array of float) -0:162 'b' (temp 5-element array of float) -0:162 'a' (temp 5-element array of float) +0:162 move second child to first child ( temp 5-element array of float) +0:162 'b' ( temp 5-element array of float) +0:162 'a' ( temp 5-element array of float) 0:165 Sequence 0:165 Sequence -0:165 move second child to first child (temp 5-element array of float) -0:165 'b' (temp 5-element array of float) +0:165 move second child to first child ( temp 5-element array of float) +0:165 'b' ( temp 5-element array of float) 0:165 Constant: 0:165 1.000000 0:165 2.000000 @@ -228,15 +228,15 @@ ERROR: node is still EOpNull! 0:178 Constant: 0:178 0.000000 0:193 Sequence -0:193 move second child to first child (temp structure{temp float a, temp int b}) -0:193 'e' (temp structure{temp float a, temp int b}) +0:193 move second child to first child ( temp structure{ temp float a, temp int b}) +0:193 'e' ( temp structure{ temp float a, temp int b}) 0:193 Constant: 0:193 1.200000 0:193 2 (const int) 0:216 Sequence 0:216 Sequence -0:216 move second child to first child (temp 5-element array of float) -0:216 'a' (temp 5-element array of float) +0:216 move second child to first child ( temp 5-element array of float) +0:216 'a' ( temp 5-element array of float) 0:216 Constant: 0:216 3.400000 0:216 4.200000 @@ -244,8 +244,8 @@ ERROR: node is still EOpNull! 0:216 5.200000 0:216 1.100000 0:217 Sequence -0:217 move second child to first child (temp 5-element array of float) -0:217 'b' (temp 5-element array of float) +0:217 move second child to first child ( temp 5-element array of float) +0:217 'b' ( temp 5-element array of float) 0:217 Constant: 0:217 3.400000 0:217 4.200000 @@ -253,75 +253,75 @@ ERROR: node is still EOpNull! 0:217 5.200000 0:217 1.100000 0:218 Sequence -0:218 move second child to first child (temp 5-element array of float) -0:218 'c' (temp 5-element array of float) -0:218 'a' (temp 5-element array of float) +0:218 move second child to first child ( temp 5-element array of float) +0:218 'c' ( temp 5-element array of float) +0:218 'a' ( temp 5-element array of float) 0:219 Sequence -0:219 move second child to first child (temp 5-element array of float) -0:219 'd' (temp 5-element array of float) -0:219 'b' (temp 5-element array of float) +0:219 move second child to first child ( temp 5-element array of float) +0:219 'd' ( temp 5-element array of float) +0:219 'b' ( temp 5-element array of float) 0:? Sequence 0:223 Sequence -0:223 move second child to first child (temp float) -0:223 'ceiling' (const (read only) float) -0:223 Convert int to float (temp float) -0:223 add (temp int) -0:223 'a' (global int) -0:223 'b' (global int) +0:223 move second child to first child ( temp float) +0:223 'ceiling' ( const (read only) float) +0:223 Convert int to float ( temp float) +0:223 add ( temp int) +0:223 'a' ( global int) +0:223 'b' ( global int) 0:? Linker Objects -0:? 'a' (global int) -0:? 'b' (global int) -0:? 'c' (global uint) -0:? 'd' (global uint) -0:? 'e' (global int) -0:? 'f' (global uint) -0:? 'g' (global int) -0:? 'h' (global int) -0:? 'i' (global int) -0:? 'j' (global int) -0:? 'k' (global int) -0:? 'l' (global int) -0:? 'fa' (global float) -0:? 'fb' (global float) -0:? 'fc' (global double) -0:? 'fd' (global double) -0:? 'texcoord1' (global 2-component vector of float) -0:? 'texcoord2' (global 2-component vector of float) -0:? 'position' (global 3-component vector of float) -0:? 'myRGBA' (global 4-component vector of float) -0:? 'textureLookup' (global 2-component vector of int) -0:? 'less' (global 3-component vector of bool) -0:? 'mat2D' (global 2X2 matrix of float) -0:? 'optMatrix' (global 3X3 matrix of float) -0:? 'view' (global 4X4 matrix of float) -0:? 'projection' (global 4X4 matrix of float) -0:? 'm' (global 3X2 matrix of float) -0:? 'highPrecisionMVP' (global 4X4 matrix of double) -0:? 'dm' (global 2X4 matrix of double) -0:? 'lightVar' (global structure{global float intensity, global 3-component vector of float position}) -0:? 'frequencies' (global 3-element array of float) -0:? 'lightPosition' (uniform 4-element array of 4-component vector of float) -0:? 'lights' (global 2-element array of structure{global float intensity, global 3-component vector of float position}) -0:? 'numLights' (const int) +0:? 'a' ( global int) +0:? 'b' ( global int) +0:? 'c' ( global uint) +0:? 'd' ( global uint) +0:? 'e' ( global int) +0:? 'f' ( global uint) +0:? 'g' ( global int) +0:? 'h' ( global int) +0:? 'i' ( global int) +0:? 'j' ( global int) +0:? 'k' ( global int) +0:? 'l' ( global int) +0:? 'fa' ( global float) +0:? 'fb' ( global float) +0:? 'fc' ( global double) +0:? 'fd' ( global double) +0:? 'texcoord1' ( global 2-component vector of float) +0:? 'texcoord2' ( global 2-component vector of float) +0:? 'position' ( global 3-component vector of float) +0:? 'myRGBA' ( global 4-component vector of float) +0:? 'textureLookup' ( global 2-component vector of int) +0:? 'less' ( global 3-component vector of bool) +0:? 'mat2D' ( global 2X2 matrix of float) +0:? 'optMatrix' ( global 3X3 matrix of float) +0:? 'view' ( global 4X4 matrix of float) +0:? 'projection' ( global 4X4 matrix of float) +0:? 'm' ( global 3X2 matrix of float) +0:? 'highPrecisionMVP' ( global 4X4 matrix of double) +0:? 'dm' ( global 2X4 matrix of double) +0:? 'lightVar' ( global structure{ global float intensity, global 3-component vector of float position}) +0:? 'frequencies' ( global 3-element array of float) +0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float) +0:? 'lights' ( global 2-element array of structure{ global float intensity, global 3-component vector of float position}) +0:? 'numLights' ( const int) 0:? 2 (const int) -0:? 'normal' (smooth in 3-component vector of float) -0:? 'TexCoord' (centroid smooth in 2-component vector of float) -0:? 'Color' (invariant centroid smooth in 4-component vector of float) -0:? 'temperature' (noperspective in float) -0:? 'myColor' (flat in 3-component vector of float) -0:? 'myTexCoord' (centroid noperspective in 2-component vector of float) -0:? 'color' (uniform 3-component vector of float) +0:? 'normal' ( smooth in 3-component vector of float) +0:? 'TexCoord' ( centroid smooth in 2-component vector of float) +0:? 'Color' ( invariant centroid smooth in 4-component vector of float) +0:? 'temperature' ( noperspective in float) +0:? 'myColor' ( flat in 3-component vector of float) +0:? 'myTexCoord' ( centroid noperspective in 2-component vector of float) +0:? 'color' ( uniform 3-component vector of float) 0:? 0.700000 0:? 0.700000 0:? 0.200000 -0:? 'anon@0' (in block{smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten}) -0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor}) -0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord}) -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'factor' (layout(location=3 index=1 ) out 4-component vector of float) -0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float) -0:? 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) +0:? 'anon@0' ( in block{ smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten}) +0:? 'anon@1' ( in block{ in 4-component vector of float LightPos, in 3-component vector of float LightColor}) +0:? 'Materiala' ( in block{ in 4-component vector of float Color, in 2-component vector of float TexCoord}) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'factor' (layout( location=3 index=1) out 4-component vector of float) +0:? 'colors' (layout( location=2) out 3-element array of 4-component vector of float) +0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:? 'anon@2' ( in block{ in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) Linked fragment stage: @@ -335,77 +335,77 @@ using early_fragment_tests using depth_greater ERROR: node is still EOpNull! 0:5 Sequence -0:5 move second child to first child (temp int) -0:5 'a' (global int) +0:5 move second child to first child ( temp int) +0:5 'a' ( global int) 0:5 Constant: 0:5 -1 (const int) 0:7 Sequence -0:7 move second child to first child (temp uint) -0:7 'c' (global uint) +0:7 move second child to first child ( temp uint) +0:7 'c' ( global uint) 0:7 Constant: 0:7 4294967295 (const uint) 0:8 Sequence -0:8 move second child to first child (temp uint) -0:8 'd' (global uint) +0:8 move second child to first child ( temp uint) +0:8 'd' ( global uint) 0:8 Constant: 0:8 4294967295 (const uint) 0:9 Sequence -0:9 move second child to first child (temp int) -0:9 'e' (global int) +0:9 move second child to first child ( temp int) +0:9 'e' ( global int) 0:9 Constant: 0:9 -1 (const int) 0:13 Sequence -0:13 move second child to first child (temp uint) -0:13 'f' (global uint) +0:13 move second child to first child ( temp uint) +0:13 'f' ( global uint) 0:13 Constant: 0:13 4294967295 (const uint) 0:17 Sequence -0:17 move second child to first child (temp int) -0:17 'g' (global int) +0:17 move second child to first child ( temp int) +0:17 'g' ( global int) 0:17 Constant: 0:17 -1294967296 (const int) 0:19 Sequence -0:19 move second child to first child (temp int) -0:19 'h' (global int) +0:19 move second child to first child ( temp int) +0:19 'h' ( global int) 0:19 Constant: 0:19 -1610612736 (const int) 0:20 Sequence -0:20 move second child to first child (temp int) -0:20 'i' (global int) +0:20 move second child to first child ( temp int) +0:20 'i' ( global int) 0:20 Constant: 0:20 -1 (const int) 0:21 Sequence -0:21 move second child to first child (temp int) -0:21 'j' (global int) +0:21 move second child to first child ( temp int) +0:21 'j' ( global int) 0:21 Constant: 0:21 -1 (const int) 0:22 Sequence -0:22 move second child to first child (temp int) -0:22 'k' (global int) +0:22 move second child to first child ( temp int) +0:22 'k' ( global int) 0:22 Constant: 0:22 -2147483648 (const int) 0:23 Sequence -0:23 move second child to first child (temp int) -0:23 'l' (global int) +0:23 move second child to first child ( temp int) +0:23 'l' ( global int) 0:23 Constant: 0:23 -2147483648 (const int) 0:25 Sequence -0:25 move second child to first child (temp float) -0:25 'fb' (global float) +0:25 move second child to first child ( temp float) +0:25 'fb' ( global float) 0:25 Constant: 0:25 1.500000 0:26 Sequence -0:26 move second child to first child (temp double) -0:26 'fd' (global double) +0:26 move second child to first child ( temp double) +0:26 'fd' ( global double) 0:26 Constant: 0:26 2.000000 -0:137 Function Definition: main( (global void) +0:137 Function Definition: main( ( global void) 0:137 Function Parameters: 0:140 Sequence 0:140 Sequence 0:140 Sequence -0:140 move second child to first child (temp 5-element array of float) -0:140 'a' (temp 5-element array of float) +0:140 move second child to first child ( temp 5-element array of float) +0:140 'a' ( temp 5-element array of float) 0:140 Constant: 0:140 3.400000 0:140 4.200000 @@ -414,8 +414,8 @@ ERROR: node is still EOpNull! 0:140 1.100000 0:143 Sequence 0:143 Sequence -0:143 move second child to first child (temp 5-element array of float) -0:143 'a' (temp 5-element array of float) +0:143 move second child to first child ( temp 5-element array of float) +0:143 'a' ( temp 5-element array of float) 0:143 Constant: 0:143 3.400000 0:143 4.200000 @@ -424,8 +424,8 @@ ERROR: node is still EOpNull! 0:143 1.100000 0:? Sequence 0:149 Sequence -0:149 move second child to first child (temp 2-element array of 4-component vector of float) -0:149 'b' (temp 2-element array of 4-component vector of float) +0:149 move second child to first child ( temp 2-element array of 4-component vector of float) +0:149 'b' ( temp 2-element array of 4-component vector of float) 0:149 Constant: 0:149 0.000000 0:149 0.000000 @@ -436,15 +436,15 @@ ERROR: node is still EOpNull! 0:149 0.100000 0:149 0.100000 0:150 Sequence -0:150 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:150 'a3' (temp 3-element array of 2-element array of 4-component vector of float) -0:150 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) -0:150 'b' (temp 2-element array of 4-component vector of float) +0:150 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 'a3' ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) +0:150 'b' ( temp 2-element array of 4-component vector of float) 0:152 Sequence -0:152 move second child to first child (temp 3-element array of 2-element array of 4-component vector of float) -0:152 'a4' (temp 3-element array of 2-element array of 4-component vector of float) +0:152 move second child to first child ( temp 3-element array of 2-element array of 4-component vector of float) +0:152 'a4' ( temp 3-element array of 2-element array of 4-component vector of float) 0:152 Constant: 0:152 0.000000 0:152 0.000000 @@ -473,18 +473,18 @@ ERROR: node is still EOpNull! 0:? Sequence 0:159 Sequence 0:159 Sequence -0:159 move second child to first child (temp 5-element array of float) -0:159 'b' (temp 5-element array of float) -0:159 'a' (temp 5-element array of float) +0:159 move second child to first child ( temp 5-element array of float) +0:159 'b' ( temp 5-element array of float) +0:159 'a' ( temp 5-element array of float) 0:162 Sequence 0:162 Sequence -0:162 move second child to first child (temp 5-element array of float) -0:162 'b' (temp 5-element array of float) -0:162 'a' (temp 5-element array of float) +0:162 move second child to first child ( temp 5-element array of float) +0:162 'b' ( temp 5-element array of float) +0:162 'a' ( temp 5-element array of float) 0:165 Sequence 0:165 Sequence -0:165 move second child to first child (temp 5-element array of float) -0:165 'b' (temp 5-element array of float) +0:165 move second child to first child ( temp 5-element array of float) +0:165 'b' ( temp 5-element array of float) 0:165 Constant: 0:165 1.000000 0:165 2.000000 @@ -503,15 +503,15 @@ ERROR: node is still EOpNull! 0:178 Constant: 0:178 0.000000 0:193 Sequence -0:193 move second child to first child (temp structure{temp float a, temp int b}) -0:193 'e' (temp structure{temp float a, temp int b}) +0:193 move second child to first child ( temp structure{ temp float a, temp int b}) +0:193 'e' ( temp structure{ temp float a, temp int b}) 0:193 Constant: 0:193 1.200000 0:193 2 (const int) 0:216 Sequence 0:216 Sequence -0:216 move second child to first child (temp 5-element array of float) -0:216 'a' (temp 5-element array of float) +0:216 move second child to first child ( temp 5-element array of float) +0:216 'a' ( temp 5-element array of float) 0:216 Constant: 0:216 3.400000 0:216 4.200000 @@ -519,8 +519,8 @@ ERROR: node is still EOpNull! 0:216 5.200000 0:216 1.100000 0:217 Sequence -0:217 move second child to first child (temp 5-element array of float) -0:217 'b' (temp 5-element array of float) +0:217 move second child to first child ( temp 5-element array of float) +0:217 'b' ( temp 5-element array of float) 0:217 Constant: 0:217 3.400000 0:217 4.200000 @@ -528,73 +528,73 @@ ERROR: node is still EOpNull! 0:217 5.200000 0:217 1.100000 0:218 Sequence -0:218 move second child to first child (temp 5-element array of float) -0:218 'c' (temp 5-element array of float) -0:218 'a' (temp 5-element array of float) +0:218 move second child to first child ( temp 5-element array of float) +0:218 'c' ( temp 5-element array of float) +0:218 'a' ( temp 5-element array of float) 0:219 Sequence -0:219 move second child to first child (temp 5-element array of float) -0:219 'd' (temp 5-element array of float) -0:219 'b' (temp 5-element array of float) +0:219 move second child to first child ( temp 5-element array of float) +0:219 'd' ( temp 5-element array of float) +0:219 'b' ( temp 5-element array of float) 0:? Sequence 0:223 Sequence -0:223 move second child to first child (temp float) -0:223 'ceiling' (const (read only) float) -0:223 Convert int to float (temp float) -0:223 add (temp int) -0:223 'a' (global int) -0:223 'b' (global int) +0:223 move second child to first child ( temp float) +0:223 'ceiling' ( const (read only) float) +0:223 Convert int to float ( temp float) +0:223 add ( temp int) +0:223 'a' ( global int) +0:223 'b' ( global int) 0:? Linker Objects -0:? 'a' (global int) -0:? 'b' (global int) -0:? 'c' (global uint) -0:? 'd' (global uint) -0:? 'e' (global int) -0:? 'f' (global uint) -0:? 'g' (global int) -0:? 'h' (global int) -0:? 'i' (global int) -0:? 'j' (global int) -0:? 'k' (global int) -0:? 'l' (global int) -0:? 'fa' (global float) -0:? 'fb' (global float) -0:? 'fc' (global double) -0:? 'fd' (global double) -0:? 'texcoord1' (global 2-component vector of float) -0:? 'texcoord2' (global 2-component vector of float) -0:? 'position' (global 3-component vector of float) -0:? 'myRGBA' (global 4-component vector of float) -0:? 'textureLookup' (global 2-component vector of int) -0:? 'less' (global 3-component vector of bool) -0:? 'mat2D' (global 2X2 matrix of float) -0:? 'optMatrix' (global 3X3 matrix of float) -0:? 'view' (global 4X4 matrix of float) -0:? 'projection' (global 4X4 matrix of float) -0:? 'm' (global 3X2 matrix of float) -0:? 'highPrecisionMVP' (global 4X4 matrix of double) -0:? 'dm' (global 2X4 matrix of double) -0:? 'lightVar' (global structure{global float intensity, global 3-component vector of float position}) -0:? 'frequencies' (global 3-element array of float) -0:? 'lightPosition' (uniform 4-element array of 4-component vector of float) -0:? 'lights' (global 2-element array of structure{global float intensity, global 3-component vector of float position}) -0:? 'numLights' (const int) +0:? 'a' ( global int) +0:? 'b' ( global int) +0:? 'c' ( global uint) +0:? 'd' ( global uint) +0:? 'e' ( global int) +0:? 'f' ( global uint) +0:? 'g' ( global int) +0:? 'h' ( global int) +0:? 'i' ( global int) +0:? 'j' ( global int) +0:? 'k' ( global int) +0:? 'l' ( global int) +0:? 'fa' ( global float) +0:? 'fb' ( global float) +0:? 'fc' ( global double) +0:? 'fd' ( global double) +0:? 'texcoord1' ( global 2-component vector of float) +0:? 'texcoord2' ( global 2-component vector of float) +0:? 'position' ( global 3-component vector of float) +0:? 'myRGBA' ( global 4-component vector of float) +0:? 'textureLookup' ( global 2-component vector of int) +0:? 'less' ( global 3-component vector of bool) +0:? 'mat2D' ( global 2X2 matrix of float) +0:? 'optMatrix' ( global 3X3 matrix of float) +0:? 'view' ( global 4X4 matrix of float) +0:? 'projection' ( global 4X4 matrix of float) +0:? 'm' ( global 3X2 matrix of float) +0:? 'highPrecisionMVP' ( global 4X4 matrix of double) +0:? 'dm' ( global 2X4 matrix of double) +0:? 'lightVar' ( global structure{ global float intensity, global 3-component vector of float position}) +0:? 'frequencies' ( global 3-element array of float) +0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float) +0:? 'lights' ( global 2-element array of structure{ global float intensity, global 3-component vector of float position}) +0:? 'numLights' ( const int) 0:? 2 (const int) -0:? 'normal' (smooth in 3-component vector of float) -0:? 'TexCoord' (centroid smooth in 2-component vector of float) -0:? 'Color' (invariant centroid smooth in 4-component vector of float) -0:? 'temperature' (noperspective in float) -0:? 'myColor' (flat in 3-component vector of float) -0:? 'myTexCoord' (centroid noperspective in 2-component vector of float) -0:? 'color' (uniform 3-component vector of float) +0:? 'normal' ( smooth in 3-component vector of float) +0:? 'TexCoord' ( centroid smooth in 2-component vector of float) +0:? 'Color' ( invariant centroid smooth in 4-component vector of float) +0:? 'temperature' ( noperspective in float) +0:? 'myColor' ( flat in 3-component vector of float) +0:? 'myTexCoord' ( centroid noperspective in 2-component vector of float) +0:? 'color' ( uniform 3-component vector of float) 0:? 0.700000 0:? 0.700000 0:? 0.200000 -0:? 'anon@0' (in block{smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten}) -0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor}) -0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord}) -0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord) -0:? 'factor' (layout(location=3 index=1 ) out 4-component vector of float) -0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float) -0:? 'gl_FragDepth' (gl_FragDepth float FragDepth) -0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) +0:? 'anon@0' ( in block{ smooth in 4-component vector of float Color1, smooth in 4-component vector of float Color2, in 2-component vector of float TexCoordA, in float Atten}) +0:? 'anon@1' ( in block{ in 4-component vector of float LightPos, in 3-component vector of float LightColor}) +0:? 'Materiala' ( in block{ in 4-component vector of float Color, in 2-component vector of float TexCoord}) +0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) +0:? 'factor' (layout( location=3 index=1) out 4-component vector of float) +0:? 'colors' (layout( location=2) out 3-element array of 4-component vector of float) +0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth) +0:? 'anon@2' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor}) diff --git a/Test/baseResults/specExamples.vert.out b/Test/baseResults/specExamples.vert.out index d7de758c..f050477b 100644 --- a/Test/baseResults/specExamples.vert.out +++ b/Test/baseResults/specExamples.vert.out @@ -39,79 +39,79 @@ ERROR: 33 compilation errors. No code generated. Shader version: 430 Requested GL_3DL_array_objects ERROR: node is still EOpNull! -0:134 Function Definition: funcA(I21; (global 4-component vector of float) +0:134 Function Definition: funcA(I21; ( global 4-component vector of float) 0:134 Function Parameters: -0:134 'a' (restrict in image2D) -0:136 Function Definition: funcB(I21; (global 4-component vector of float) +0:134 'a' ( restrict in image2D) +0:136 Function Definition: funcB(I21; ( global 4-component vector of float) 0:136 Function Parameters: -0:136 'a' (in image2D) -0:140 Function Definition: func(f1;f1;f1;f1; (global float) +0:136 'a' ( in image2D) +0:140 Function Definition: func(f1;f1;f1;f1; ( global float) 0:140 Function Parameters: -0:140 'e' (in float) -0:140 'f' (in float) -0:140 'g' (in float) -0:140 'h' (in float) +0:140 'e' ( in float) +0:140 'f' ( in float) +0:140 'g' ( in float) +0:140 'h' ( in float) 0:142 Sequence 0:142 Branch: Return with expression -0:142 add (temp float) -0:142 component-wise multiply (temp float) -0:142 'e' (in float) -0:142 'f' (in float) -0:142 component-wise multiply (temp float) -0:142 'g' (in float) -0:142 'h' (in float) -0:146 Function Definition: func2(f1;f1;f1;f1; (global float) +0:142 add ( temp float) +0:142 component-wise multiply ( temp float) +0:142 'e' ( in float) +0:142 'f' ( in float) +0:142 component-wise multiply ( temp float) +0:142 'g' ( in float) +0:142 'h' ( in float) +0:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 0:146 Function Parameters: -0:146 'e' (in float) -0:146 'f' (in float) -0:146 'g' (in float) -0:146 'h' (in float) +0:146 'e' ( in float) +0:146 'f' ( in float) +0:146 'g' ( in float) +0:146 'h' ( in float) 0:148 Sequence 0:148 Sequence -0:148 move second child to first child (temp float) -0:148 'result' (noContraction temp float) -0:148 add (temp float) -0:148 component-wise multiply (temp float) -0:148 'e' (in float) -0:148 'f' (in float) -0:148 component-wise multiply (temp float) -0:148 'g' (in float) -0:148 'h' (in float) +0:148 move second child to first child ( temp float) +0:148 'result' ( noContraction temp float) +0:148 add ( temp float) +0:148 component-wise multiply ( temp float) +0:148 'e' ( in float) +0:148 'f' ( in float) +0:148 component-wise multiply ( temp float) +0:148 'g' ( in float) +0:148 'h' ( in float) 0:150 Branch: Return with expression -0:150 'result' (noContraction temp float) -0:153 Function Definition: func3(f1;f1;f1; (global float) +0:150 'result' ( noContraction temp float) +0:153 Function Definition: func3(f1;f1;f1; ( global float) 0:153 Function Parameters: -0:153 'i' (in float) -0:153 'j' (in float) -0:153 'k' (noContraction out float) +0:153 'i' ( in float) +0:153 'j' ( in float) +0:153 'k' ( noContraction out float) 0:155 Sequence -0:155 move second child to first child (temp float) -0:155 'k' (noContraction out float) -0:155 add (temp float) -0:155 component-wise multiply (temp float) -0:155 'i' (in float) -0:155 'i' (in float) -0:155 'j' (in float) -0:158 Function Definition: main( (global void) +0:155 move second child to first child ( temp float) +0:155 'k' ( noContraction out float) +0:155 add ( temp float) +0:155 component-wise multiply ( temp float) +0:155 'i' ( in float) +0:155 'i' ( in float) +0:155 'j' ( in float) +0:158 Function Definition: main( ( global void) 0:158 Function Parameters: 0:160 Sequence 0:160 Sequence -0:160 move second child to first child (temp 3-component vector of float) -0:160 'r' (temp 3-component vector of float) -0:160 Construct vec3 (temp 3-component vector of float) -0:160 component-wise multiply (temp 4-component vector of float) -0:160 'a' (in 4-component vector of float) -0:160 'b' (in 4-component vector of float) +0:160 move second child to first child ( temp 3-component vector of float) +0:160 'r' ( temp 3-component vector of float) +0:160 Construct vec3 ( temp 3-component vector of float) +0:160 component-wise multiply ( temp 4-component vector of float) +0:160 'a' ( in 4-component vector of float) +0:160 'b' ( in 4-component vector of float) 0:161 Sequence -0:161 move second child to first child (temp 3-component vector of float) -0:161 's' (temp 3-component vector of float) -0:161 Construct vec3 (temp 3-component vector of float) -0:161 component-wise multiply (temp 4-component vector of float) -0:161 'c' (in 4-component vector of float) -0:161 'd' (in 4-component vector of float) -0:162 move second child to first child (temp 3-component vector of float) -0:162 vector swizzle (noContraction temp 3-component vector of float) -0:162 'v' (noContraction smooth out 4-component vector of float) +0:161 move second child to first child ( temp 3-component vector of float) +0:161 's' ( temp 3-component vector of float) +0:161 Construct vec3 ( temp 3-component vector of float) +0:161 component-wise multiply ( temp 4-component vector of float) +0:161 'c' ( in 4-component vector of float) +0:161 'd' ( in 4-component vector of float) +0:162 move second child to first child ( temp 3-component vector of float) +0:162 vector swizzle ( noContraction temp 3-component vector of float) +0:162 'v' ( noContraction smooth out 4-component vector of float) 0:162 Sequence 0:162 Constant: 0:162 0 (const int) @@ -119,108 +119,108 @@ ERROR: node is still EOpNull! 0:162 1 (const int) 0:162 Constant: 0:162 2 (const int) -0:162 add (temp 3-component vector of float) -0:162 'r' (temp 3-component vector of float) -0:162 's' (temp 3-component vector of float) -0:163 move second child to first child (temp float) -0:163 direct index (noContraction temp float) -0:163 'v' (noContraction smooth out 4-component vector of float) +0:162 add ( temp 3-component vector of float) +0:162 'r' ( temp 3-component vector of float) +0:162 's' ( temp 3-component vector of float) +0:163 move second child to first child ( temp float) +0:163 direct index ( noContraction temp float) +0:163 'v' ( noContraction smooth out 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 add (temp float) -0:163 component-wise multiply (temp float) -0:163 direct index (temp float) -0:163 'a' (in 4-component vector of float) +0:163 add ( temp float) +0:163 component-wise multiply ( temp float) +0:163 direct index ( temp float) +0:163 'a' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 direct index (temp float) -0:163 'b' (in 4-component vector of float) +0:163 direct index ( temp float) +0:163 'b' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 component-wise multiply (temp float) -0:163 direct index (temp float) -0:163 'c' (in 4-component vector of float) +0:163 component-wise multiply ( temp float) +0:163 direct index ( temp float) +0:163 'c' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 direct index (temp float) -0:163 'd' (in 4-component vector of float) +0:163 direct index ( temp float) +0:163 'd' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:164 move second child to first child (temp float) -0:164 direct index (noContraction temp float) -0:164 'v' (noContraction smooth out 4-component vector of float) +0:164 move second child to first child ( temp float) +0:164 direct index ( noContraction temp float) +0:164 'v' ( noContraction smooth out 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 Function Call: func(f1;f1;f1;f1; (global float) -0:164 direct index (temp float) -0:164 'a' (in 4-component vector of float) +0:164 Function Call: func(f1;f1;f1;f1; ( global float) +0:164 direct index ( temp float) +0:164 'a' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'b' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'b' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'c' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'c' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'd' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'd' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:166 move second child to first child (temp float) -0:166 direct index (noContraction temp float) -0:166 'v' (noContraction smooth out 4-component vector of float) +0:166 move second child to first child ( temp float) +0:166 direct index ( noContraction temp float) +0:166 'v' ( noContraction smooth out 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 Function Call: func2(f1;f1;f1;f1; (global float) -0:166 direct index (temp float) -0:166 'a' (in 4-component vector of float) +0:166 Function Call: func2(f1;f1;f1;f1; ( global float) +0:166 direct index ( temp float) +0:166 'a' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'b' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'b' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'c' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'c' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'd' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'd' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:167 Function Call: func3(f1;f1;f1; (global float) -0:167 component-wise multiply (temp float) -0:167 direct index (temp float) -0:167 'a' (in 4-component vector of float) +0:167 Function Call: func3(f1;f1;f1; ( global float) +0:167 component-wise multiply ( temp float) +0:167 direct index ( temp float) +0:167 'a' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (temp float) -0:167 'b' (in 4-component vector of float) +0:167 direct index ( temp float) +0:167 'b' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 component-wise multiply (temp float) -0:167 direct index (temp float) -0:167 'c' (in 4-component vector of float) +0:167 component-wise multiply ( temp float) +0:167 direct index ( temp float) +0:167 'c' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (temp float) -0:167 'd' (in 4-component vector of float) +0:167 direct index ( temp float) +0:167 'd' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (noContraction temp float) -0:167 'v' (noContraction smooth out 4-component vector of float) +0:167 direct index ( noContraction temp float) +0:167 'v' ( noContraction smooth out 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:169 Function Call: funcA(I21; (global 4-component vector of float) -0:169 'img1' (layout(rgba32f ) uniform image2D) -0:170 Function Call: funcB(I21; (global 4-component vector of float) -0:170 'img2' (layout(rgba32f ) coherent uniform image2D) +0:169 Function Call: funcA(I21; ( global 4-component vector of float) +0:169 'img1' (layout( rgba32f) uniform image2D) +0:170 Function Call: funcB(I21; ( global 4-component vector of float) +0:170 'img2' (layout( rgba32f) coherent uniform image2D) 0:? Sequence 0:178 Sequence -0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position}) -0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position}) +0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) +0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 0:178 Constant: 0:178 3.000000 0:178 1.000000 @@ -228,32 +228,32 @@ ERROR: node is still EOpNull! 0:178 3.000000 0:? Sequence 0:185 Sequence -0:185 move second child to first child (temp 5-element array of float) -0:185 'a' (temp 5-element array of float) -0:185 Construct float (temp 5-element array of float) -0:185 'g' (temp float) +0:185 move second child to first child ( temp 5-element array of float) +0:185 'a' ( temp 5-element array of float) +0:185 Construct float ( temp 5-element array of float) +0:185 'g' ( temp float) 0:185 Constant: 0:185 1.000000 -0:185 'g' (temp float) +0:185 'g' ( temp float) 0:185 Constant: 0:185 2.300000 -0:185 'g' (temp float) -0:188 move second child to first child (temp 3-element array of float) -0:188 'b' (temp 3-element array of float) -0:188 Construct float (temp 3-element array of float) -0:188 'g' (temp float) -0:188 add (temp float) -0:188 'g' (temp float) +0:185 'g' ( temp float) +0:188 move second child to first child ( temp 3-element array of float) +0:188 'b' ( temp 3-element array of float) +0:188 Construct float ( temp 3-element array of float) +0:188 'g' ( temp float) +0:188 add ( temp float) +0:188 'g' ( temp float) 0:188 Constant: 0:188 1.000000 -0:188 add (temp float) -0:188 'g' (temp float) +0:188 add ( temp float) +0:188 'g' ( temp float) 0:188 Constant: 0:188 2.000000 0:191 Sequence 0:191 Sequence -0:191 move second child to first child (temp 2-element array of 4-component vector of float) -0:191 'b' (temp 2-element array of 4-component vector of float) +0:191 move second child to first child ( temp 2-element array of 4-component vector of float) +0:191 'b' ( temp 2-element array of 4-component vector of float) 0:191 Constant: 0:191 1.000000 0:191 1.000000 @@ -263,57 +263,57 @@ ERROR: node is still EOpNull! 0:191 1.000000 0:191 1.000000 0:191 1.000000 -0:192 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:193 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:194 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) +0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) 0:? Linker Objects -0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture}) -0:? 'anon@0' (out block{out 4-component vector of float Color}) -0:? 'transforms' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform 4X4 matrix of float ModelViewMatrix, layout(column_major shared ) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout(column_major shared ) uniform implicitly-sized array of 4-component vector of float a, layout(column_major shared ) uniform float Deformation}) -0:? 'normal' (layout(location=3 ) in 4-component vector of float) -0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float) -0:? 'transforms2' (layout(location=9 ) in 2-element array of 4X4 matrix of float) -0:? 's' (layout(location=3 ) temp structure{global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) -0:? 'var1' (smooth out 4-component vector of float) -0:? 'anon@1' (out block{out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) -0:? 'var5' (smooth out 4-component vector of float) -0:? 'anon@2' (out block{out 4-component vector of float var6}) -0:? 'var7' (smooth out 4-component vector of float) -0:? 'anon@3' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform 3X3 matrix of float N1}) -0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 4X4 matrix of float M13, layout(row_major shared ) uniform 4X4 matrix of float m14, layout(column_major shared ) uniform 3X3 matrix of float N12}) -0:? 's17' (layout(binding=3 ) uniform sampler2D) -0:? 'a2' (layout(binding=2 offset=4 ) uniform atomic_uint) -0:? 'bar' (layout(binding=2 ) uniform atomic_uint) -0:? 'bar23' (layout(offset=8 ) uniform atomic_uint) -0:? 'b2' (layout(binding=2 ) uniform atomic_uint) -0:? 'c2' (layout(binding=3 ) uniform atomic_uint) -0:? 'd2' (layout(binding=2 ) uniform atomic_uint) -0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...}) -0:? 'ColorInv' (smooth out 3-component vector of float) -0:? 'Color4' (invariant centroid smooth out 3-component vector of float) -0:? 'position' (noContraction smooth out 4-component vector of float) -0:? 'Color5' (noContraction smooth out 3-component vector of float) -0:? 'a' (in 4-component vector of float) -0:? 'b' (in 4-component vector of float) -0:? 'c' (in 4-component vector of float) -0:? 'd' (in 4-component vector of float) -0:? 'v' (noContraction smooth out 4-component vector of float) -0:? 'anon@6' (layout(column_major shared ) coherent buffer block{layout(column_major shared ) readonly buffer 4-component vector of float member1, layout(column_major shared ) buffer 4-component vector of float member2}) -0:? 'anon@7' (layout(column_major shared ) buffer block{layout(column_major shared ) coherent readonly buffer 4-component vector of float member1A, layout(column_major shared ) coherent buffer 4-component vector of float member2A}) -0:? 'shv' (shared 4-component vector of float) -0:? 'img1' (layout(rgba32f ) uniform image2D) -0:? 'img2' (layout(rgba32f ) coherent uniform image2D) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) +0:? 'anon@0' ( out block{ out 4-component vector of float Color}) +0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform implicitly-sized array of 4-component vector of float a, layout( column_major shared) uniform float Deformation}) +0:? 'normal' (layout( location=3) in 4-component vector of float) +0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) +0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) +0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) +0:? 'var1' ( smooth out 4-component vector of float) +0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) +0:? 'var5' ( smooth out 4-component vector of float) +0:? 'anon@2' ( out block{ out 4-component vector of float var6}) +0:? 'var7' ( smooth out 4-component vector of float) +0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1}) +0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12}) +0:? 's17' (layout( binding=3) uniform sampler2D) +0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) +0:? 'bar' (layout( binding=2) uniform atomic_uint) +0:? 'bar23' (layout( offset=8) uniform atomic_uint) +0:? 'b2' (layout( binding=2) uniform atomic_uint) +0:? 'c2' (layout( binding=3) uniform atomic_uint) +0:? 'd2' (layout( binding=2) uniform atomic_uint) +0:? 'anon@5' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'ColorInv' ( smooth out 3-component vector of float) +0:? 'Color4' ( invariant centroid smooth out 3-component vector of float) +0:? 'position' ( noContraction smooth out 4-component vector of float) +0:? 'Color5' ( noContraction smooth out 3-component vector of float) +0:? 'a' ( in 4-component vector of float) +0:? 'b' ( in 4-component vector of float) +0:? 'c' ( in 4-component vector of float) +0:? 'd' ( in 4-component vector of float) +0:? 'v' ( noContraction smooth out 4-component vector of float) +0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) readonly buffer 4-component vector of float member1, layout( column_major shared) buffer 4-component vector of float member2}) +0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A}) +0:? 'shv' ( shared 4-component vector of float) +0:? 'img1' (layout( rgba32f) uniform image2D) +0:? 'img2' (layout( rgba32f) coherent uniform image2D) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -322,79 +322,79 @@ Linked vertex stage: Shader version: 430 Requested GL_3DL_array_objects ERROR: node is still EOpNull! -0:134 Function Definition: funcA(I21; (global 4-component vector of float) +0:134 Function Definition: funcA(I21; ( global 4-component vector of float) 0:134 Function Parameters: -0:134 'a' (restrict in image2D) -0:136 Function Definition: funcB(I21; (global 4-component vector of float) +0:134 'a' ( restrict in image2D) +0:136 Function Definition: funcB(I21; ( global 4-component vector of float) 0:136 Function Parameters: -0:136 'a' (in image2D) -0:140 Function Definition: func(f1;f1;f1;f1; (global float) +0:136 'a' ( in image2D) +0:140 Function Definition: func(f1;f1;f1;f1; ( global float) 0:140 Function Parameters: -0:140 'e' (in float) -0:140 'f' (in float) -0:140 'g' (in float) -0:140 'h' (in float) +0:140 'e' ( in float) +0:140 'f' ( in float) +0:140 'g' ( in float) +0:140 'h' ( in float) 0:142 Sequence 0:142 Branch: Return with expression -0:142 add (temp float) -0:142 component-wise multiply (temp float) -0:142 'e' (in float) -0:142 'f' (in float) -0:142 component-wise multiply (temp float) -0:142 'g' (in float) -0:142 'h' (in float) -0:146 Function Definition: func2(f1;f1;f1;f1; (global float) +0:142 add ( temp float) +0:142 component-wise multiply ( temp float) +0:142 'e' ( in float) +0:142 'f' ( in float) +0:142 component-wise multiply ( temp float) +0:142 'g' ( in float) +0:142 'h' ( in float) +0:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 0:146 Function Parameters: -0:146 'e' (in float) -0:146 'f' (in float) -0:146 'g' (in float) -0:146 'h' (in float) +0:146 'e' ( in float) +0:146 'f' ( in float) +0:146 'g' ( in float) +0:146 'h' ( in float) 0:148 Sequence 0:148 Sequence -0:148 move second child to first child (temp float) -0:148 'result' (noContraction temp float) -0:148 add (temp float) -0:148 component-wise multiply (temp float) -0:148 'e' (in float) -0:148 'f' (in float) -0:148 component-wise multiply (temp float) -0:148 'g' (in float) -0:148 'h' (in float) +0:148 move second child to first child ( temp float) +0:148 'result' ( noContraction temp float) +0:148 add ( temp float) +0:148 component-wise multiply ( temp float) +0:148 'e' ( in float) +0:148 'f' ( in float) +0:148 component-wise multiply ( temp float) +0:148 'g' ( in float) +0:148 'h' ( in float) 0:150 Branch: Return with expression -0:150 'result' (noContraction temp float) -0:153 Function Definition: func3(f1;f1;f1; (global float) +0:150 'result' ( noContraction temp float) +0:153 Function Definition: func3(f1;f1;f1; ( global float) 0:153 Function Parameters: -0:153 'i' (in float) -0:153 'j' (in float) -0:153 'k' (noContraction out float) +0:153 'i' ( in float) +0:153 'j' ( in float) +0:153 'k' ( noContraction out float) 0:155 Sequence -0:155 move second child to first child (temp float) -0:155 'k' (noContraction out float) -0:155 add (temp float) -0:155 component-wise multiply (temp float) -0:155 'i' (in float) -0:155 'i' (in float) -0:155 'j' (in float) -0:158 Function Definition: main( (global void) +0:155 move second child to first child ( temp float) +0:155 'k' ( noContraction out float) +0:155 add ( temp float) +0:155 component-wise multiply ( temp float) +0:155 'i' ( in float) +0:155 'i' ( in float) +0:155 'j' ( in float) +0:158 Function Definition: main( ( global void) 0:158 Function Parameters: 0:160 Sequence 0:160 Sequence -0:160 move second child to first child (temp 3-component vector of float) -0:160 'r' (temp 3-component vector of float) -0:160 Construct vec3 (temp 3-component vector of float) -0:160 component-wise multiply (temp 4-component vector of float) -0:160 'a' (in 4-component vector of float) -0:160 'b' (in 4-component vector of float) +0:160 move second child to first child ( temp 3-component vector of float) +0:160 'r' ( temp 3-component vector of float) +0:160 Construct vec3 ( temp 3-component vector of float) +0:160 component-wise multiply ( temp 4-component vector of float) +0:160 'a' ( in 4-component vector of float) +0:160 'b' ( in 4-component vector of float) 0:161 Sequence -0:161 move second child to first child (temp 3-component vector of float) -0:161 's' (temp 3-component vector of float) -0:161 Construct vec3 (temp 3-component vector of float) -0:161 component-wise multiply (temp 4-component vector of float) -0:161 'c' (in 4-component vector of float) -0:161 'd' (in 4-component vector of float) -0:162 move second child to first child (temp 3-component vector of float) -0:162 vector swizzle (noContraction temp 3-component vector of float) -0:162 'v' (noContraction smooth out 4-component vector of float) +0:161 move second child to first child ( temp 3-component vector of float) +0:161 's' ( temp 3-component vector of float) +0:161 Construct vec3 ( temp 3-component vector of float) +0:161 component-wise multiply ( temp 4-component vector of float) +0:161 'c' ( in 4-component vector of float) +0:161 'd' ( in 4-component vector of float) +0:162 move second child to first child ( temp 3-component vector of float) +0:162 vector swizzle ( noContraction temp 3-component vector of float) +0:162 'v' ( noContraction smooth out 4-component vector of float) 0:162 Sequence 0:162 Constant: 0:162 0 (const int) @@ -402,108 +402,108 @@ ERROR: node is still EOpNull! 0:162 1 (const int) 0:162 Constant: 0:162 2 (const int) -0:162 add (temp 3-component vector of float) -0:162 'r' (temp 3-component vector of float) -0:162 's' (temp 3-component vector of float) -0:163 move second child to first child (temp float) -0:163 direct index (noContraction temp float) -0:163 'v' (noContraction smooth out 4-component vector of float) +0:162 add ( temp 3-component vector of float) +0:162 'r' ( temp 3-component vector of float) +0:162 's' ( temp 3-component vector of float) +0:163 move second child to first child ( temp float) +0:163 direct index ( noContraction temp float) +0:163 'v' ( noContraction smooth out 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 add (temp float) -0:163 component-wise multiply (temp float) -0:163 direct index (temp float) -0:163 'a' (in 4-component vector of float) +0:163 add ( temp float) +0:163 component-wise multiply ( temp float) +0:163 direct index ( temp float) +0:163 'a' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 direct index (temp float) -0:163 'b' (in 4-component vector of float) +0:163 direct index ( temp float) +0:163 'b' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 component-wise multiply (temp float) -0:163 direct index (temp float) -0:163 'c' (in 4-component vector of float) +0:163 component-wise multiply ( temp float) +0:163 direct index ( temp float) +0:163 'c' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:163 direct index (temp float) -0:163 'd' (in 4-component vector of float) +0:163 direct index ( temp float) +0:163 'd' ( in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) -0:164 move second child to first child (temp float) -0:164 direct index (noContraction temp float) -0:164 'v' (noContraction smooth out 4-component vector of float) +0:164 move second child to first child ( temp float) +0:164 direct index ( noContraction temp float) +0:164 'v' ( noContraction smooth out 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 Function Call: func(f1;f1;f1;f1; (global float) -0:164 direct index (temp float) -0:164 'a' (in 4-component vector of float) +0:164 Function Call: func(f1;f1;f1;f1; ( global float) +0:164 direct index ( temp float) +0:164 'a' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'b' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'b' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'c' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'c' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:164 direct index (temp float) -0:164 'd' (in 4-component vector of float) +0:164 direct index ( temp float) +0:164 'd' ( in 4-component vector of float) 0:164 Constant: 0:164 0 (const int) -0:166 move second child to first child (temp float) -0:166 direct index (noContraction temp float) -0:166 'v' (noContraction smooth out 4-component vector of float) +0:166 move second child to first child ( temp float) +0:166 direct index ( noContraction temp float) +0:166 'v' ( noContraction smooth out 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 Function Call: func2(f1;f1;f1;f1; (global float) -0:166 direct index (temp float) -0:166 'a' (in 4-component vector of float) +0:166 Function Call: func2(f1;f1;f1;f1; ( global float) +0:166 direct index ( temp float) +0:166 'a' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'b' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'b' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'c' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'c' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:166 direct index (temp float) -0:166 'd' (in 4-component vector of float) +0:166 direct index ( temp float) +0:166 'd' ( in 4-component vector of float) 0:166 Constant: 0:166 0 (const int) -0:167 Function Call: func3(f1;f1;f1; (global float) -0:167 component-wise multiply (temp float) -0:167 direct index (temp float) -0:167 'a' (in 4-component vector of float) +0:167 Function Call: func3(f1;f1;f1; ( global float) +0:167 component-wise multiply ( temp float) +0:167 direct index ( temp float) +0:167 'a' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (temp float) -0:167 'b' (in 4-component vector of float) +0:167 direct index ( temp float) +0:167 'b' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 component-wise multiply (temp float) -0:167 direct index (temp float) -0:167 'c' (in 4-component vector of float) +0:167 component-wise multiply ( temp float) +0:167 direct index ( temp float) +0:167 'c' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (temp float) -0:167 'd' (in 4-component vector of float) +0:167 direct index ( temp float) +0:167 'd' ( in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:167 direct index (noContraction temp float) -0:167 'v' (noContraction smooth out 4-component vector of float) +0:167 direct index ( noContraction temp float) +0:167 'v' ( noContraction smooth out 4-component vector of float) 0:167 Constant: 0:167 0 (const int) -0:169 Function Call: funcA(I21; (global 4-component vector of float) -0:169 'img1' (layout(rgba32f ) uniform image2D) -0:170 Function Call: funcB(I21; (global 4-component vector of float) -0:170 'img2' (layout(rgba32f ) coherent uniform image2D) +0:169 Function Call: funcA(I21; ( global 4-component vector of float) +0:169 'img1' (layout( rgba32f) uniform image2D) +0:170 Function Call: funcB(I21; ( global 4-component vector of float) +0:170 'img2' (layout( rgba32f) coherent uniform image2D) 0:? Sequence 0:178 Sequence -0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position}) -0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position}) +0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) +0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 0:178 Constant: 0:178 3.000000 0:178 1.000000 @@ -511,32 +511,32 @@ ERROR: node is still EOpNull! 0:178 3.000000 0:? Sequence 0:185 Sequence -0:185 move second child to first child (temp 5-element array of float) -0:185 'a' (temp 5-element array of float) -0:185 Construct float (temp 5-element array of float) -0:185 'g' (temp float) +0:185 move second child to first child ( temp 5-element array of float) +0:185 'a' ( temp 5-element array of float) +0:185 Construct float ( temp 5-element array of float) +0:185 'g' ( temp float) 0:185 Constant: 0:185 1.000000 -0:185 'g' (temp float) +0:185 'g' ( temp float) 0:185 Constant: 0:185 2.300000 -0:185 'g' (temp float) -0:188 move second child to first child (temp 3-element array of float) -0:188 'b' (temp 3-element array of float) -0:188 Construct float (temp 3-element array of float) -0:188 'g' (temp float) -0:188 add (temp float) -0:188 'g' (temp float) +0:185 'g' ( temp float) +0:188 move second child to first child ( temp 3-element array of float) +0:188 'b' ( temp 3-element array of float) +0:188 Construct float ( temp 3-element array of float) +0:188 'g' ( temp float) +0:188 add ( temp float) +0:188 'g' ( temp float) 0:188 Constant: 0:188 1.000000 -0:188 add (temp float) -0:188 'g' (temp float) +0:188 add ( temp float) +0:188 'g' ( temp float) 0:188 Constant: 0:188 2.000000 0:191 Sequence 0:191 Sequence -0:191 move second child to first child (temp 2-element array of 4-component vector of float) -0:191 'b' (temp 2-element array of 4-component vector of float) +0:191 move second child to first child ( temp 2-element array of 4-component vector of float) +0:191 'b' ( temp 2-element array of 4-component vector of float) 0:191 Constant: 0:191 1.000000 0:191 1.000000 @@ -546,55 +546,55 @@ ERROR: node is still EOpNull! 0:191 1.000000 0:191 1.000000 0:191 1.000000 -0:192 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:192 'b' (temp 2-element array of 4-component vector of float) -0:193 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:193 'b' (temp 2-element array of 4-component vector of float) -0:194 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) -0:194 'b' (temp 2-element array of 4-component vector of float) +0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:192 'b' ( temp 2-element array of 4-component vector of float) +0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:193 'b' ( temp 2-element array of 4-component vector of float) +0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) +0:194 'b' ( temp 2-element array of 4-component vector of float) 0:? Linker Objects -0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture}) -0:? 'anon@0' (out block{out 4-component vector of float Color}) -0:? 'transforms' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform 4X4 matrix of float ModelViewMatrix, layout(column_major shared ) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout(column_major shared ) uniform 1-element array of 4-component vector of float a, layout(column_major shared ) uniform float Deformation}) -0:? 'normal' (layout(location=3 ) in 4-component vector of float) -0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float) -0:? 'transforms2' (layout(location=9 ) in 2-element array of 4X4 matrix of float) -0:? 's' (layout(location=3 ) temp structure{global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) -0:? 'var1' (smooth out 4-component vector of float) -0:? 'anon@1' (out block{out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) -0:? 'var5' (smooth out 4-component vector of float) -0:? 'anon@2' (out block{out 4-component vector of float var6}) -0:? 'var7' (smooth out 4-component vector of float) -0:? 'anon@3' (layout(row_major std140 ) uniform block{layout(row_major std140 offset=0 ) uniform 4X4 matrix of float M1, layout(column_major std140 offset=64 ) uniform 4X4 matrix of float M2, layout(row_major std140 offset=128 ) uniform 3X3 matrix of float N1}) -0:? 'anon@4' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform 4X4 matrix of float M13, layout(row_major shared ) uniform 4X4 matrix of float m14, layout(column_major shared ) uniform 3X3 matrix of float N12}) -0:? 's17' (layout(binding=3 ) uniform sampler2D) -0:? 'a2' (layout(binding=2 offset=4 ) uniform atomic_uint) -0:? 'bar' (layout(binding=2 ) uniform atomic_uint) -0:? 'bar23' (layout(offset=8 ) uniform atomic_uint) -0:? 'b2' (layout(binding=2 ) uniform atomic_uint) -0:? 'c2' (layout(binding=3 ) uniform atomic_uint) -0:? 'd2' (layout(binding=2 ) uniform atomic_uint) -0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'ColorInv' (smooth out 3-component vector of float) -0:? 'Color4' (invariant centroid smooth out 3-component vector of float) -0:? 'position' (noContraction smooth out 4-component vector of float) -0:? 'Color5' (noContraction smooth out 3-component vector of float) -0:? 'a' (in 4-component vector of float) -0:? 'b' (in 4-component vector of float) -0:? 'c' (in 4-component vector of float) -0:? 'd' (in 4-component vector of float) -0:? 'v' (noContraction smooth out 4-component vector of float) -0:? 'anon@6' (layout(column_major shared ) coherent buffer block{layout(column_major shared ) readonly buffer 4-component vector of float member1, layout(column_major shared ) buffer 4-component vector of float member2}) -0:? 'anon@7' (layout(column_major shared ) buffer block{layout(column_major shared ) coherent readonly buffer 4-component vector of float member1A, layout(column_major shared ) coherent buffer 4-component vector of float member2A}) -0:? 'shv' (shared 4-component vector of float) -0:? 'img1' (layout(rgba32f ) uniform image2D) -0:? 'img2' (layout(rgba32f ) coherent uniform image2D) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) +0:? 'anon@0' ( out block{ out 4-component vector of float Color}) +0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform 1-element array of 4-component vector of float a, layout( column_major shared) uniform float Deformation}) +0:? 'normal' (layout( location=3) in 4-component vector of float) +0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) +0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) +0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) +0:? 'var1' ( smooth out 4-component vector of float) +0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) +0:? 'var5' ( smooth out 4-component vector of float) +0:? 'anon@2' ( out block{ out 4-component vector of float var6}) +0:? 'var7' ( smooth out 4-component vector of float) +0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1}) +0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12}) +0:? 's17' (layout( binding=3) uniform sampler2D) +0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) +0:? 'bar' (layout( binding=2) uniform atomic_uint) +0:? 'bar23' (layout( offset=8) uniform atomic_uint) +0:? 'b2' (layout( binding=2) uniform atomic_uint) +0:? 'c2' (layout( binding=3) uniform atomic_uint) +0:? 'd2' (layout( binding=2) uniform atomic_uint) +0:? 'anon@5' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'ColorInv' ( smooth out 3-component vector of float) +0:? 'Color4' ( invariant centroid smooth out 3-component vector of float) +0:? 'position' ( noContraction smooth out 4-component vector of float) +0:? 'Color5' ( noContraction smooth out 3-component vector of float) +0:? 'a' ( in 4-component vector of float) +0:? 'b' ( in 4-component vector of float) +0:? 'c' ( in 4-component vector of float) +0:? 'd' ( in 4-component vector of float) +0:? 'v' ( noContraction smooth out 4-component vector of float) +0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) readonly buffer 4-component vector of float member1, layout( column_major shared) buffer 4-component vector of float member2}) +0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A}) +0:? 'shv' ( shared 4-component vector of float) +0:? 'img1' (layout( rgba32f) uniform image2D) +0:? 'img2' (layout( rgba32f) coherent uniform image2D) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/structAssignment.frag.out b/Test/baseResults/structAssignment.frag.out index 75cc44c2..5bd2ca89 100644 --- a/Test/baseResults/structAssignment.frag.out +++ b/Test/baseResults/structAssignment.frag.out @@ -3,15 +3,15 @@ WARNING: 0:4: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:29 Function Definition: main( (global void) +0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:? Sequence -0:33 Test condition and select (temp void) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Greater Than (temp bool) -0:33 i: direct index for structure (global int) -0:33 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:33 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:33 Compare Greater Than ( temp bool) +0:33 i: direct index for structure ( global int) +0:33 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:33 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -19,35 +19,35 @@ Shader version: 130 0:33 Constant: 0:33 0 (const int) 0:33 true case -0:34 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:34 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:34 Constant: 0:34 0 (const int) 0:33 false case -0:36 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:36 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:36 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:38 move second child to first child (temp 4-component vector of float) -0:38 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:38 vector-scale (temp 4-component vector of float) -0:38 f: direct index for structure (global float) -0:38 s1_1: direct index for structure (global structure{global int i, global float f}) -0:38 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:36 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:36 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:36 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:38 vector-scale ( temp 4-component vector of float) +0:38 f: direct index for structure ( global float) +0:38 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:38 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:38 Constant: 0:38 2 (const int) 0:38 Constant: 0:38 1 (const int) -0:38 texture (global 4-component vector of float) -0:38 'sampler' (uniform sampler2D) -0:38 'coord' (smooth in 2-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 'sampler' ( uniform sampler2D) +0:38 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) Linked fragment stage: @@ -55,15 +55,15 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:29 Function Definition: main( (global void) +0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:? Sequence -0:33 Test condition and select (temp void) +0:33 Test condition and select ( temp void) 0:33 Condition -0:33 Compare Greater Than (temp bool) -0:33 i: direct index for structure (global int) -0:33 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:33 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:33 Compare Greater Than ( temp bool) +0:33 i: direct index for structure ( global int) +0:33 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:33 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -71,33 +71,33 @@ Shader version: 130 0:33 Constant: 0:33 0 (const int) 0:33 true case -0:34 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 s2_1: direct index for structure (global structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:34 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 s2_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:34 Constant: 0:34 0 (const int) 0:33 false case -0:36 move second child to first child (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:36 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:36 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:38 move second child to first child (temp 4-component vector of float) -0:38 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:38 vector-scale (temp 4-component vector of float) -0:38 f: direct index for structure (global float) -0:38 s1_1: direct index for structure (global structure{global int i, global float f}) -0:38 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) +0:36 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:36 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:36 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:38 move second child to first child ( temp 4-component vector of float) +0:38 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:38 vector-scale ( temp 4-component vector of float) +0:38 f: direct index for structure ( global float) +0:38 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:38 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:38 Constant: 0:38 2 (const int) 0:38 Constant: 0:38 1 (const int) -0:38 texture (global 4-component vector of float) -0:38 'sampler' (uniform sampler2D) -0:38 'coord' (smooth in 2-component vector of float) +0:38 texture ( global 4-component vector of float) +0:38 'sampler' ( uniform sampler2D) +0:38 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo3' (uniform structure{global structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo3' ( uniform structure{ global structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) diff --git a/Test/baseResults/structDeref.frag.out b/Test/baseResults/structDeref.frag.out index fc9d3778..c3f964c7 100644 --- a/Test/baseResults/structDeref.frag.out +++ b/Test/baseResults/structDeref.frag.out @@ -3,16 +3,16 @@ WARNING: 0:4: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:41 Function Definition: main( (global void) +0:41 Function Definition: main( ( global void) 0:41 Function Parameters: 0:? Sequence -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition -0:51 Compare Greater Than (temp bool) -0:51 i: direct index for structure (global int) -0:51 direct index (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:51 s2_1: direct index for structure (global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:51 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:51 Compare Greater Than ( temp bool) +0:51 i: direct index for structure ( global int) +0:51 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:51 s2_1: direct index for structure ( global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:51 'foo3' ( uniform structure{ global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -23,24 +23,24 @@ Shader version: 130 0:51 0 (const int) 0:51 true case 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 f: direct index for structure (global float) -0:52 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:52 move second child to first child ( temp float) +0:52 f: direct index for structure ( global float) +0:52 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 -0:53 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:53 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:53 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:53 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:53 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:53 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:53 Constant: 0:53 2 (const int) 0:53 Constant: 0:53 0 (const int) 0:53 1.000000 0:53 0 (const int) -0:54 move second child to first child (temp 6-element array of float) -0:54 'fArray' (temp 6-element array of float) +0:54 move second child to first child ( temp 6-element array of float) +0:54 'fArray' ( temp 6-element array of float) 0:54 Constant: 0:54 0.000000 0:54 0.000000 @@ -48,46 +48,46 @@ Shader version: 130 0:54 0.000000 0:54 0.000000 0:54 0.000000 -0:55 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:55 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:55 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:55 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:55 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:55 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:55 Constant: 0:55 6 (const int) -0:55 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) -0:56 move second child to first child (temp structure{global int i}) -0:56 'locals0' (temp structure{global int i}) +0:55 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:56 move second child to first child ( temp structure{ global int i}) +0:56 'locals0' ( temp structure{ global int i}) 0:56 Constant: 0:56 0 (const int) -0:57 move second child to first child (temp structure{global structure{global int i} s0_0}) -0:57 'locals00' (temp structure{global structure{global int i} s0_0}) +0:57 move second child to first child ( temp structure{ global structure{ global int i} s0_0}) +0:57 'locals00' ( temp structure{ global structure{ global int i} s0_0}) 0:57 Constant: 0:57 0 (const int) 0:51 false case 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 f: direct index for structure (global float) -0:59 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:59 move second child to first child ( temp float) +0:59 f: direct index for structure ( global float) +0:59 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp float) -0:59 'coord' (smooth in 2-component vector of float) +0:59 direct index ( temp float) +0:59 'coord' ( smooth in 2-component vector of float) 0:59 Constant: 0:59 0 (const int) -0:60 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:60 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:60 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:60 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:60 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:60 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:60 Constant: 0:60 2 (const int) -0:60 Construct structure (temp structure{global int i, global float f, global structure{global int i} s0_1}) +0:60 Construct structure ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:60 Constant: 0:60 1 (const int) -0:60 direct index (temp float) -0:60 'coord' (smooth in 2-component vector of float) +0:60 direct index ( temp float) +0:60 'coord' ( smooth in 2-component vector of float) 0:60 Constant: 0:60 1 (const int) -0:60 'foo0' (uniform structure{global int i}) -0:61 move second child to first child (temp 6-element array of float) -0:61 'fArray' (temp 6-element array of float) +0:60 'foo0' ( uniform structure{ global int i}) +0:61 move second child to first child ( temp 6-element array of float) +0:61 'fArray' ( temp 6-element array of float) 0:61 Constant: 0:61 0.000000 0:61 1.000000 @@ -95,80 +95,80 @@ Shader version: 130 0:61 3.000000 0:61 4.000000 0:61 5.000000 -0:62 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:62 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:62 Constant: 0:62 6 (const int) -0:62 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:62 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:62 Constant: 0:62 2 (const int) -0:63 move second child to first child (temp structure{global int i}) -0:63 'locals0' (temp structure{global int i}) -0:63 s0_1: direct index for structure (global structure{global int i}) -0:63 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) +0:63 move second child to first child ( temp structure{ global int i}) +0:63 'locals0' ( temp structure{ global int i}) +0:63 s0_1: direct index for structure ( global structure{ global int i}) +0:63 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:63 Constant: 0:63 2 (const int) -0:64 move second child to first child (temp structure{global structure{global int i} s0_0}) -0:64 'locals00' (temp structure{global structure{global int i} s0_0}) -0:64 'foo00' (uniform structure{global structure{global int i} s0_0}) -0:67 Test condition and select (temp void) +0:64 move second child to first child ( temp structure{ global structure{ global int i} s0_0}) +0:64 'locals00' ( temp structure{ global structure{ global int i} s0_0}) +0:64 'foo00' ( uniform structure{ global structure{ global int i} s0_0}) +0:67 Test condition and select ( temp void) 0:67 Condition -0:67 Compare Greater Than (temp bool) -0:67 i: direct index for structure (global int) -0:67 'locals0' (temp structure{global int i}) +0:67 Compare Greater Than ( temp bool) +0:67 i: direct index for structure ( global int) +0:67 'locals0' ( temp structure{ global int i}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 5 (const int) 0:67 true case -0:68 move second child to first child (temp structure{global int i}) -0:68 'locals0' (temp structure{global int i}) -0:68 s0_0: direct index for structure (global structure{global int i}) -0:68 'locals00' (temp structure{global structure{global int i} s0_0}) +0:68 move second child to first child ( temp structure{ global int i}) +0:68 'locals0' ( temp structure{ global int i}) +0:68 s0_0: direct index for structure ( global structure{ global int i}) +0:68 'locals00' ( temp structure{ global structure{ global int i} s0_0}) 0:68 Constant: 0:68 0 (const int) -0:70 move second child to first child (temp 4-component vector of float) -0:70 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:70 vector-scale (temp 4-component vector of float) -0:70 add (temp float) -0:70 add (temp float) -0:70 add (temp float) -0:70 Convert int to float (temp float) -0:70 i: direct index for structure (global int) -0:70 'locals0' (temp structure{global int i}) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:70 vector-scale ( temp 4-component vector of float) +0:70 add ( temp float) +0:70 add ( temp float) +0:70 add ( temp float) +0:70 Convert int to float ( temp float) +0:70 i: direct index for structure ( global int) +0:70 'locals0' ( temp structure{ global int i}) 0:70 Constant: 0:70 0 (const int) -0:70 f: direct index for structure (global float) -0:70 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:70 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:70 f: direct index for structure ( global float) +0:70 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:70 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:70 Constant: 0:70 6 (const int) 0:70 Constant: 0:70 1 (const int) -0:70 direct index (temp float) -0:70 'fArray' (temp 6-element array of float) +0:70 direct index ( temp float) +0:70 'fArray' ( temp 6-element array of float) 0:70 Constant: 0:70 3 (const int) -0:70 f: direct index for structure (global float) -0:70 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:70 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:70 f: direct index for structure ( global float) +0:70 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:70 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:70 Constant: 0:70 2 (const int) 0:70 Constant: 0:70 1 (const int) -0:70 texture (global 4-component vector of float) -0:70 'sampler' (uniform sampler2D) -0:70 'coord' (smooth in 2-component vector of float) +0:70 texture ( global 4-component vector of float) +0:70 'sampler' ( uniform sampler2D) +0:70 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo0' (uniform structure{global int i}) -0:? 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:? 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:? 'foo00' (uniform structure{global structure{global int i} s0_0}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo0' ( uniform structure{ global int i}) +0:? 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:? 'foo3' ( uniform structure{ global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:? 'foo00' ( uniform structure{ global structure{ global int i} s0_0}) Linked fragment stage: @@ -176,16 +176,16 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:41 Function Definition: main( (global void) +0:41 Function Definition: main( ( global void) 0:41 Function Parameters: 0:? Sequence -0:51 Test condition and select (temp void) +0:51 Test condition and select ( temp void) 0:51 Condition -0:51 Compare Greater Than (temp bool) -0:51 i: direct index for structure (global int) -0:51 direct index (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:51 s2_1: direct index for structure (global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:51 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:51 Compare Greater Than ( temp bool) +0:51 i: direct index for structure ( global int) +0:51 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:51 s2_1: direct index for structure ( global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:51 'foo3' ( uniform structure{ global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -196,24 +196,24 @@ Shader version: 130 0:51 0 (const int) 0:51 true case 0:52 Sequence -0:52 move second child to first child (temp float) -0:52 f: direct index for structure (global float) -0:52 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:52 move second child to first child ( temp float) +0:52 f: direct index for structure ( global float) +0:52 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 -0:53 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:53 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:53 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:53 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:53 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:53 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:53 Constant: 0:53 2 (const int) 0:53 Constant: 0:53 0 (const int) 0:53 1.000000 0:53 0 (const int) -0:54 move second child to first child (temp 6-element array of float) -0:54 'fArray' (temp 6-element array of float) +0:54 move second child to first child ( temp 6-element array of float) +0:54 'fArray' ( temp 6-element array of float) 0:54 Constant: 0:54 0.000000 0:54 0.000000 @@ -221,46 +221,46 @@ Shader version: 130 0:54 0.000000 0:54 0.000000 0:54 0.000000 -0:55 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:55 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:55 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:55 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:55 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:55 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:55 Constant: 0:55 6 (const int) -0:55 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) -0:56 move second child to first child (temp structure{global int i}) -0:56 'locals0' (temp structure{global int i}) +0:55 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:56 move second child to first child ( temp structure{ global int i}) +0:56 'locals0' ( temp structure{ global int i}) 0:56 Constant: 0:56 0 (const int) -0:57 move second child to first child (temp structure{global structure{global int i} s0_0}) -0:57 'locals00' (temp structure{global structure{global int i} s0_0}) +0:57 move second child to first child ( temp structure{ global structure{ global int i} s0_0}) +0:57 'locals00' ( temp structure{ global structure{ global int i} s0_0}) 0:57 Constant: 0:57 0 (const int) 0:51 false case 0:59 Sequence -0:59 move second child to first child (temp float) -0:59 f: direct index for structure (global float) -0:59 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:59 move second child to first child ( temp float) +0:59 f: direct index for structure ( global float) +0:59 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp float) -0:59 'coord' (smooth in 2-component vector of float) +0:59 direct index ( temp float) +0:59 'coord' ( smooth in 2-component vector of float) 0:59 Constant: 0:59 0 (const int) -0:60 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:60 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:60 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:60 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:60 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:60 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:60 Constant: 0:60 2 (const int) -0:60 Construct structure (temp structure{global int i, global float f, global structure{global int i} s0_1}) +0:60 Construct structure ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:60 Constant: 0:60 1 (const int) -0:60 direct index (temp float) -0:60 'coord' (smooth in 2-component vector of float) +0:60 direct index ( temp float) +0:60 'coord' ( smooth in 2-component vector of float) 0:60 Constant: 0:60 1 (const int) -0:60 'foo0' (uniform structure{global int i}) -0:61 move second child to first child (temp 6-element array of float) -0:61 'fArray' (temp 6-element array of float) +0:60 'foo0' ( uniform structure{ global int i}) +0:61 move second child to first child ( temp 6-element array of float) +0:61 'fArray' ( temp 6-element array of float) 0:61 Constant: 0:61 0.000000 0:61 1.000000 @@ -268,78 +268,78 @@ Shader version: 130 0:61 3.000000 0:61 4.000000 0:61 5.000000 -0:62 move second child to first child (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:62 move second child to first child ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:62 Constant: 0:62 6 (const int) -0:62 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:62 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:62 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:62 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:62 Constant: 0:62 2 (const int) -0:63 move second child to first child (temp structure{global int i}) -0:63 'locals0' (temp structure{global int i}) -0:63 s0_1: direct index for structure (global structure{global int i}) -0:63 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) +0:63 move second child to first child ( temp structure{ global int i}) +0:63 'locals0' ( temp structure{ global int i}) +0:63 s0_1: direct index for structure ( global structure{ global int i}) +0:63 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:63 Constant: 0:63 2 (const int) -0:64 move second child to first child (temp structure{global structure{global int i} s0_0}) -0:64 'locals00' (temp structure{global structure{global int i} s0_0}) -0:64 'foo00' (uniform structure{global structure{global int i} s0_0}) -0:67 Test condition and select (temp void) +0:64 move second child to first child ( temp structure{ global structure{ global int i} s0_0}) +0:64 'locals00' ( temp structure{ global structure{ global int i} s0_0}) +0:64 'foo00' ( uniform structure{ global structure{ global int i} s0_0}) +0:67 Test condition and select ( temp void) 0:67 Condition -0:67 Compare Greater Than (temp bool) -0:67 i: direct index for structure (global int) -0:67 'locals0' (temp structure{global int i}) +0:67 Compare Greater Than ( temp bool) +0:67 i: direct index for structure ( global int) +0:67 'locals0' ( temp structure{ global int i}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 5 (const int) 0:67 true case -0:68 move second child to first child (temp structure{global int i}) -0:68 'locals0' (temp structure{global int i}) -0:68 s0_0: direct index for structure (global structure{global int i}) -0:68 'locals00' (temp structure{global structure{global int i} s0_0}) +0:68 move second child to first child ( temp structure{ global int i}) +0:68 'locals0' ( temp structure{ global int i}) +0:68 s0_0: direct index for structure ( global structure{ global int i}) +0:68 'locals00' ( temp structure{ global structure{ global int i} s0_0}) 0:68 Constant: 0:68 0 (const int) -0:70 move second child to first child (temp 4-component vector of float) -0:70 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:70 vector-scale (temp 4-component vector of float) -0:70 add (temp float) -0:70 add (temp float) -0:70 add (temp float) -0:70 Convert int to float (temp float) -0:70 i: direct index for structure (global int) -0:70 'locals0' (temp structure{global int i}) +0:70 move second child to first child ( temp 4-component vector of float) +0:70 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:70 vector-scale ( temp 4-component vector of float) +0:70 add ( temp float) +0:70 add ( temp float) +0:70 add ( temp float) +0:70 Convert int to float ( temp float) +0:70 i: direct index for structure ( global int) +0:70 'locals0' ( temp structure{ global int i}) 0:70 Constant: 0:70 0 (const int) -0:70 f: direct index for structure (global float) -0:70 direct index (temp structure{global int i, global float f, global structure{global int i} s0_1}) -0:70 'locals1Array' (temp 10-element array of structure{global int i, global float f, global structure{global int i} s0_1}) +0:70 f: direct index for structure ( global float) +0:70 direct index ( temp structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:70 'locals1Array' ( temp 10-element array of structure{ global int i, global float f, global structure{ global int i} s0_1}) 0:70 Constant: 0:70 6 (const int) 0:70 Constant: 0:70 1 (const int) -0:70 direct index (temp float) -0:70 'fArray' (temp 6-element array of float) +0:70 direct index ( temp float) +0:70 'fArray' ( temp 6-element array of float) 0:70 Constant: 0:70 3 (const int) -0:70 f: direct index for structure (global float) -0:70 s1_1: direct index for structure (global structure{global int i, global float f, global structure{global int i} s0_1}) -0:70 'locals2' (temp structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) +0:70 f: direct index for structure ( global float) +0:70 s1_1: direct index for structure ( global structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:70 'locals2' ( temp structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) 0:70 Constant: 0:70 2 (const int) 0:70 Constant: 0:70 1 (const int) -0:70 texture (global 4-component vector of float) -0:70 'sampler' (uniform sampler2D) -0:70 'coord' (smooth in 2-component vector of float) +0:70 texture ( global 4-component vector of float) +0:70 'sampler' ( uniform sampler2D) +0:70 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo0' (uniform structure{global int i}) -0:? 'foo1' (uniform structure{global int i, global float f, global structure{global int i} s0_1}) -0:? 'foo2' (uniform structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:? 'foo3' (uniform structure{global 12-element array of structure{global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f, global structure{global int i} s0_1} s1_1}) -0:? 'foo00' (uniform structure{global structure{global int i} s0_0}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo0' ( uniform structure{ global int i}) +0:? 'foo1' ( uniform structure{ global int i, global float f, global structure{ global int i} s0_1}) +0:? 'foo2' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:? 'foo3' ( uniform structure{ global 12-element array of structure{ global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f, global structure{ global int i} s0_1} s1_1}) +0:? 'foo00' ( uniform structure{ global structure{ global int i} s0_0}) diff --git a/Test/baseResults/structure.frag.out b/Test/baseResults/structure.frag.out index 666b1407..d12dceb4 100644 --- a/Test/baseResults/structure.frag.out +++ b/Test/baseResults/structure.frag.out @@ -3,21 +3,21 @@ WARNING: 0:3: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'scale' (temp float) +0:22 move second child to first child ( temp float) +0:22 'scale' ( temp float) 0:22 Constant: 0:22 0.000000 -0:24 Test condition and select (temp void) +0:24 Test condition and select ( temp void) 0:24 Condition -0:24 Compare Greater Than (temp bool) -0:24 direct index (temp int) -0:24 i: direct index for structure (global 5-element array of int) -0:24 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:24 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:24 Compare Greater Than ( temp bool) +0:24 direct index ( temp int) +0:24 i: direct index for structure ( global 5-element array of int) +0:24 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:24 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:24 Constant: 0:24 3 (const int) 0:24 Constant: @@ -27,15 +27,15 @@ Shader version: 130 0:24 Constant: 0:24 0 (const int) 0:24 true case -0:25 move second child to first child (temp float) -0:25 'scale' (temp float) -0:25 direct index (temp float) -0:25 direct index (temp 4-component vector of float) -0:25 color: direct index for structure (global 5-element array of 4-component vector of float) -0:25 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:25 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:25 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:25 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:25 move second child to first child ( temp float) +0:25 'scale' ( temp float) +0:25 direct index ( temp float) +0:25 direct index ( temp 4-component vector of float) +0:25 color: direct index for structure ( global 5-element array of 4-component vector of float) +0:25 direct index ( temp structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:25 s1_1: direct index for structure ( global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:25 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:25 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:25 Constant: 0:25 3 (const int) 0:25 Constant: @@ -49,14 +49,14 @@ Shader version: 130 0:25 Constant: 0:25 0 (const int) 0:24 false case -0:27 move second child to first child (temp float) -0:27 'scale' (temp float) -0:27 direct index (temp float) -0:27 f: direct index for structure (global 4-element array of float) -0:27 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:27 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:27 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:27 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:27 move second child to first child ( temp float) +0:27 'scale' ( temp float) +0:27 direct index ( temp float) +0:27 f: direct index for structure ( global 4-element array of float) +0:27 direct index ( temp structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:27 s1_1: direct index for structure ( global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:27 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:27 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: @@ -67,18 +67,18 @@ Shader version: 130 0:27 1 (const int) 0:27 Constant: 0:27 3 (const int) -0:29 move second child to first child (temp 4-component vector of float) -0:29 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:29 vector-scale (temp 4-component vector of float) -0:29 'scale' (temp float) -0:29 texture (global 4-component vector of float) -0:29 'sampler' (uniform sampler2D) -0:29 'coord' (smooth in 2-component vector of float) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:29 vector-scale ( temp 4-component vector of float) +0:29 'scale' ( temp float) +0:29 texture ( global 4-component vector of float) +0:29 'sampler' ( uniform sampler2D) +0:29 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:? 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:? 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) Linked fragment stage: @@ -86,21 +86,21 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:20 Function Definition: main( (global void) +0:20 Function Definition: main( ( global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'scale' (temp float) +0:22 move second child to first child ( temp float) +0:22 'scale' ( temp float) 0:22 Constant: 0:22 0.000000 -0:24 Test condition and select (temp void) +0:24 Test condition and select ( temp void) 0:24 Condition -0:24 Compare Greater Than (temp bool) -0:24 direct index (temp int) -0:24 i: direct index for structure (global 5-element array of int) -0:24 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:24 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:24 Compare Greater Than ( temp bool) +0:24 direct index ( temp int) +0:24 i: direct index for structure ( global 5-element array of int) +0:24 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:24 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:24 Constant: 0:24 3 (const int) 0:24 Constant: @@ -110,15 +110,15 @@ Shader version: 130 0:24 Constant: 0:24 0 (const int) 0:24 true case -0:25 move second child to first child (temp float) -0:25 'scale' (temp float) -0:25 direct index (temp float) -0:25 direct index (temp 4-component vector of float) -0:25 color: direct index for structure (global 5-element array of 4-component vector of float) -0:25 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:25 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:25 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:25 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:25 move second child to first child ( temp float) +0:25 'scale' ( temp float) +0:25 direct index ( temp float) +0:25 direct index ( temp 4-component vector of float) +0:25 color: direct index for structure ( global 5-element array of 4-component vector of float) +0:25 direct index ( temp structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:25 s1_1: direct index for structure ( global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:25 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:25 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:25 Constant: 0:25 3 (const int) 0:25 Constant: @@ -132,14 +132,14 @@ Shader version: 130 0:25 Constant: 0:25 0 (const int) 0:24 false case -0:27 move second child to first child (temp float) -0:27 'scale' (temp float) -0:27 direct index (temp float) -0:27 f: direct index for structure (global 4-element array of float) -0:27 direct index (temp structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:27 s1_1: direct index for structure (global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:27 direct index (temp structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) -0:27 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:27 move second child to first child ( temp float) +0:27 'scale' ( temp float) +0:27 direct index ( temp float) +0:27 f: direct index for structure ( global 4-element array of float) +0:27 direct index ( temp structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:27 s1_1: direct index for structure ( global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:27 direct index ( temp structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:27 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) 0:27 Constant: 0:27 3 (const int) 0:27 Constant: @@ -150,16 +150,16 @@ Shader version: 130 0:27 1 (const int) 0:27 Constant: 0:27 3 (const int) -0:29 move second child to first child (temp 4-component vector of float) -0:29 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:29 vector-scale (temp 4-component vector of float) -0:29 'scale' (temp float) -0:29 texture (global 4-component vector of float) -0:29 'sampler' (uniform sampler2D) -0:29 'coord' (smooth in 2-component vector of float) +0:29 move second child to first child ( temp 4-component vector of float) +0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:29 vector-scale ( temp 4-component vector of float) +0:29 'scale' ( temp float) +0:29 texture ( global 4-component vector of float) +0:29 'sampler' ( uniform sampler2D) +0:29 'coord' ( smooth in 2-component vector of float) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) -0:? 'foo2' (uniform 5-element array of structure{global 5-element array of int i, global float f, global 7-element array of structure{global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color}) +0:? 'foo2' ( uniform 5-element array of structure{ global 5-element array of int i, global float f, global 7-element array of structure{ global int i, global 4-element array of float f, global 5-element array of 4-component vector of float color} s1_1}) diff --git a/Test/baseResults/switch.frag.out b/Test/baseResults/switch.frag.out index f8b179c0..9649c9bb 100644 --- a/Test/baseResults/switch.frag.out +++ b/Test/baseResults/switch.frag.out @@ -23,15 +23,15 @@ ERROR: 19 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:? Sequence -0:11 'f' (temp highp float) -0:14 'a' (temp 2-element array of mediump int) -0:17 'c' (uniform mediump int) +0:11 'f' ( temp highp float) +0:14 'a' ( temp 2-element array of mediump int) +0:17 'c' ( uniform mediump int) 0:21 switch 0:21 condition -0:21 'c' (uniform mediump int) +0:21 'c' ( uniform mediump int) 0:21 body 0:21 Sequence 0:23 case: with expression @@ -41,26 +41,26 @@ ERROR: node is still EOpNull! 0:21 Branch: Break 0:26 switch 0:26 condition -0:26 'c' (uniform mediump int) +0:26 'c' ( uniform mediump int) 0:26 body 0:26 Sequence 0:28 Sequence -0:28 move second child to first child (temp highp float) -0:28 'f' (temp highp float) -0:28 sine (global highp float) -0:28 'x' (smooth in highp float) +0:28 move second child to first child ( temp highp float) +0:28 'f' ( temp highp float) +0:28 sine ( global highp float) +0:28 'x' ( smooth in highp float) 0:29 case: with expression 0:29 Constant: 0:29 2 (const int) 0:? Sequence -0:30 move second child to first child (temp highp float) -0:30 'f' (temp highp float) -0:30 cosine (global highp float) -0:30 'x' (smooth in highp float) +0:30 move second child to first child ( temp highp float) +0:30 'f' ( temp highp float) +0:30 cosine ( global highp float) +0:30 'x' ( smooth in highp float) 0:31 Branch: Break 0:34 switch 0:34 condition -0:34 'c' (uniform mediump int) +0:34 'c' ( uniform mediump int) 0:34 body 0:34 Sequence 0:35 default: @@ -70,39 +70,39 @@ ERROR: node is still EOpNull! 0:37 Constant: 0:37 1 (const int) 0:? Sequence -0:38 move second child to first child (temp highp float) -0:38 'f' (temp highp float) -0:38 sine (global highp float) -0:38 'x' (smooth in highp float) +0:38 move second child to first child ( temp highp float) +0:38 'f' ( temp highp float) +0:38 sine ( global highp float) +0:38 'x' ( smooth in highp float) 0:39 Branch: Break 0:40 case: with expression 0:40 Constant: 0:40 2 (const int) 0:? Sequence -0:41 move second child to first child (temp highp float) -0:41 'f' (temp highp float) -0:41 cosine (global highp float) -0:41 'x' (smooth in highp float) +0:41 move second child to first child ( temp highp float) +0:41 'f' ( temp highp float) +0:41 cosine ( global highp float) +0:41 'x' ( smooth in highp float) 0:42 Branch: Break 0:43 default: 0:? Sequence -0:44 move second child to first child (temp highp float) -0:44 'f' (temp highp float) -0:44 tangent (global highp float) -0:44 'x' (smooth in highp float) +0:44 move second child to first child ( temp highp float) +0:44 'f' ( temp highp float) +0:44 tangent ( global highp float) +0:44 'x' ( smooth in highp float) 0:47 switch 0:47 condition -0:47 'c' (uniform mediump int) +0:47 'c' ( uniform mediump int) 0:47 body 0:47 Sequence 0:48 case: with expression 0:48 Constant: 0:48 1 (const int) 0:? Sequence -0:49 move second child to first child (temp highp float) -0:49 'f' (temp highp float) -0:49 sine (global highp float) -0:49 'x' (smooth in highp float) +0:49 move second child to first child ( temp highp float) +0:49 'f' ( temp highp float) +0:49 sine ( global highp float) +0:49 'x' ( smooth in highp float) 0:50 Branch: Break 0:51 case: with expression 0:51 Constant: @@ -110,38 +110,38 @@ ERROR: node is still EOpNull! 0:? Sequence 0:52 switch 0:52 condition -0:52 'd' (uniform mediump int) +0:52 'd' ( uniform mediump int) 0:52 body 0:52 Sequence 0:53 case: with expression 0:53 Constant: 0:53 1 (const int) 0:? Sequence -0:54 move second child to first child (temp highp float) -0:54 'f' (temp highp float) -0:54 component-wise multiply (temp highp float) -0:54 component-wise multiply (temp highp float) -0:54 'x' (smooth in highp float) -0:54 'x' (smooth in highp float) -0:54 'x' (smooth in highp float) +0:54 move second child to first child ( temp highp float) +0:54 'f' ( temp highp float) +0:54 component-wise multiply ( temp highp float) +0:54 component-wise multiply ( temp highp float) +0:54 'x' ( smooth in highp float) +0:54 'x' ( smooth in highp float) +0:54 'x' ( smooth in highp float) 0:55 Branch: Break 0:56 case: with expression 0:56 Constant: 0:56 2 (const int) 0:? Sequence -0:57 move second child to first child (temp highp float) -0:57 'f' (temp highp float) -0:57 component-wise multiply (temp highp float) -0:57 'x' (smooth in highp float) -0:57 'x' (smooth in highp float) +0:57 move second child to first child ( temp highp float) +0:57 'f' ( temp highp float) +0:57 component-wise multiply ( temp highp float) +0:57 'x' ( smooth in highp float) +0:57 'x' ( smooth in highp float) 0:58 Branch: Break 0:60 Branch: Break 0:61 default: 0:? Sequence -0:62 move second child to first child (temp highp float) -0:62 'f' (temp highp float) -0:62 tangent (global highp float) -0:62 'x' (smooth in highp float) +0:62 move second child to first child ( temp highp float) +0:62 'f' ( temp highp float) +0:62 tangent ( global highp float) +0:62 'x' ( smooth in highp float) 0:63 case: with expression 0:63 Constant: 0:63 1 (const int) @@ -153,22 +153,22 @@ ERROR: node is still EOpNull! 0:? Sequence 0:66 Branch: Break 0:67 case: with expression -0:67 'c' (uniform mediump int) +0:67 'c' ( uniform mediump int) 0:? Sequence 0:68 Branch: Break 0:71 switch 0:71 condition -0:71 'c' (uniform mediump int) +0:71 'c' ( uniform mediump int) 0:71 body 0:71 Sequence 0:72 case: with expression 0:72 Constant: 0:72 1 (const int) 0:? Sequence -0:73 move second child to first child (temp highp float) -0:73 'f' (temp highp float) -0:73 sine (global highp float) -0:73 'x' (smooth in highp float) +0:73 move second child to first child ( temp highp float) +0:73 'f' ( temp highp float) +0:73 sine ( global highp float) +0:73 'x' ( smooth in highp float) 0:74 Branch: Break 0:75 case: with expression 0:75 Constant: @@ -176,52 +176,52 @@ ERROR: node is still EOpNull! 0:? Sequence 0:76 switch 0:76 condition -0:76 'd' (uniform mediump int) +0:76 'd' ( uniform mediump int) 0:76 body 0:76 Sequence 0:77 case: with expression 0:77 Constant: 0:77 1 (const int) 0:? Sequence -0:78 move second child to first child (temp highp float) -0:78 'f' (temp highp float) -0:78 component-wise multiply (temp highp float) -0:78 component-wise multiply (temp highp float) -0:78 'x' (smooth in highp float) -0:78 'x' (smooth in highp float) -0:78 'x' (smooth in highp float) +0:78 move second child to first child ( temp highp float) +0:78 'f' ( temp highp float) +0:78 component-wise multiply ( temp highp float) +0:78 component-wise multiply ( temp highp float) +0:78 'x' ( smooth in highp float) +0:78 'x' ( smooth in highp float) +0:78 'x' ( smooth in highp float) 0:79 Branch: Break 0:80 case: with expression 0:80 Constant: 0:80 2 (const int) 0:? Sequence -0:81 move second child to first child (temp highp float) -0:81 'f' (temp highp float) -0:81 component-wise multiply (temp highp float) -0:81 'x' (smooth in highp float) -0:81 'x' (smooth in highp float) +0:81 move second child to first child ( temp highp float) +0:81 'f' ( temp highp float) +0:81 component-wise multiply ( temp highp float) +0:81 'x' ( smooth in highp float) +0:81 'x' ( smooth in highp float) 0:82 Branch: Break 0:84 Branch: Break 0:85 default: 0:? Sequence -0:86 move second child to first child (temp highp float) -0:86 'f' (temp highp float) -0:86 tangent (global highp float) -0:86 'x' (smooth in highp float) +0:86 move second child to first child ( temp highp float) +0:86 'f' ( temp highp float) +0:86 tangent ( global highp float) +0:86 'x' ( smooth in highp float) 0:89 Branch: Break 0:91 switch 0:91 condition -0:91 'c' (uniform mediump int) +0:91 'c' ( uniform mediump int) 0:91 body 0:91 Sequence 0:92 case: with expression 0:92 Constant: 0:92 1 (const int) 0:? Sequence -0:93 move second child to first child (temp highp float) -0:93 'f' (temp highp float) -0:93 sine (global highp float) -0:93 'x' (smooth in highp float) +0:93 move second child to first child ( temp highp float) +0:93 'f' ( temp highp float) +0:93 sine ( global highp float) +0:93 'x' ( smooth in highp float) 0:94 Branch: Break 0:95 case: with expression 0:95 Constant: @@ -229,7 +229,7 @@ ERROR: node is still EOpNull! 0:? Sequence 0:96 switch 0:96 condition -0:96 'd' (uniform mediump int) +0:96 'd' ( uniform mediump int) 0:96 body 0:96 Sequence 0:97 case: with expression @@ -238,30 +238,30 @@ ERROR: node is still EOpNull! 0:? Sequence 0:? Sequence 0:100 Branch: Break -0:102 move second child to first child (temp highp float) -0:102 'f' (temp highp float) -0:102 component-wise multiply (temp highp float) -0:102 component-wise multiply (temp highp float) -0:102 'x' (smooth in highp float) -0:102 'x' (smooth in highp float) -0:102 'x' (smooth in highp float) -0:103 Test condition and select (temp void) +0:102 move second child to first child ( temp highp float) +0:102 'f' ( temp highp float) +0:102 component-wise multiply ( temp highp float) +0:102 component-wise multiply ( temp highp float) +0:102 'x' ( smooth in highp float) +0:102 'x' ( smooth in highp float) +0:102 'x' ( smooth in highp float) +0:103 Test condition and select ( temp void) 0:103 Condition -0:103 Compare Less Than (temp bool) -0:103 'c' (uniform mediump int) -0:103 'd' (uniform mediump int) +0:103 Compare Less Than ( temp bool) +0:103 'c' ( uniform mediump int) +0:103 'd' ( uniform mediump int) 0:103 true case 0:? Sequence -0:105 move second child to first child (temp highp float) -0:105 'f' (temp highp float) -0:105 component-wise multiply (temp highp float) -0:105 'x' (smooth in highp float) -0:105 'x' (smooth in highp float) -0:107 Test condition and select (temp void) +0:105 move second child to first child ( temp highp float) +0:105 'f' ( temp highp float) +0:105 component-wise multiply ( temp highp float) +0:105 'x' ( smooth in highp float) +0:105 'x' ( smooth in highp float) +0:107 Test condition and select ( temp void) 0:107 Condition -0:107 Compare Less Than (temp bool) -0:107 'd' (uniform mediump int) -0:107 'c' (uniform mediump int) +0:107 Compare Less Than ( temp bool) +0:107 'd' ( uniform mediump int) +0:107 'c' ( uniform mediump int) 0:107 true case is null 0:109 Branch: Break 0:111 Branch: Break @@ -269,14 +269,14 @@ ERROR: node is still EOpNull! 0:112 Constant: 0:112 4 (const int) 0:? Sequence -0:113 move second child to first child (temp highp float) -0:113 'f' (temp highp float) -0:113 tangent (global highp float) -0:113 'x' (smooth in highp float) -0:114 Test condition and select (temp void) +0:113 move second child to first child ( temp highp float) +0:113 'f' ( temp highp float) +0:113 tangent ( global highp float) +0:113 'x' ( smooth in highp float) +0:114 Test condition and select ( temp void) 0:114 Condition -0:114 Compare Less Than (temp bool) -0:114 'f' (temp highp float) +0:114 Compare Less Than ( temp bool) +0:114 'f' ( temp highp float) 0:114 Constant: 0:114 0.000000 0:114 true case is null @@ -290,11 +290,11 @@ ERROR: node is still EOpNull! 0:123 default: 0:? Sequence 0:124 Sequence -0:124 move second child to first child (temp mediump int) -0:124 'onlyInSwitch' (temp mediump int) +0:124 move second child to first child ( temp mediump int) +0:124 'onlyInSwitch' ( temp mediump int) 0:124 Constant: 0:124 0 (const int) -0:126 'onlyInSwitch' (temp float) +0:126 'onlyInSwitch' ( temp float) 0:128 switch 0:128 condition 0:128 Constant: @@ -306,7 +306,7 @@ ERROR: node is still EOpNull! 0:128 Branch: Break 0:133 switch 0:133 condition -0:133 'c' (uniform mediump int) +0:133 'c' ( uniform mediump int) 0:133 body 0:133 Sequence 0:134 case: with expression @@ -319,7 +319,7 @@ ERROR: node is still EOpNull! 0:139 Constant: 0:139 2 (const int) 0:? Sequence -0:140 'nestedX' (temp float) +0:140 'nestedX' ( temp float) 0:143 Branch: Break 0:144 case: with expression 0:144 Constant: @@ -332,9 +332,9 @@ ERROR: node is still EOpNull! 0:148 4 (const int) 0:? Sequence 0:149 Sequence -0:149 move second child to first child (temp mediump int) -0:149 'linearY' (temp mediump int) -0:149 'linearZ' (temp mediump int) +0:149 move second child to first child ( temp mediump int) +0:149 'linearY' ( temp mediump int) +0:149 'linearZ' ( temp mediump int) 0:150 Branch: Break 0:151 case: with expression 0:151 Constant: @@ -347,11 +347,11 @@ ERROR: node is still EOpNull! 0:? Sequence 0:155 Constant: 0:155 4 (const int) -0:157 'nestedZ' (temp float) +0:157 'nestedZ' ( temp float) 0:? Linker Objects -0:? 'c' (uniform mediump int) -0:? 'd' (uniform mediump int) -0:? 'x' (smooth in highp float) +0:? 'c' ( uniform mediump int) +0:? 'd' ( uniform mediump int) +0:? 'x' ( smooth in highp float) Linked fragment stage: @@ -359,15 +359,15 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:6 Function Definition: main( (global void) +0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:? Sequence -0:11 'f' (temp highp float) -0:14 'a' (temp 2-element array of mediump int) -0:17 'c' (uniform mediump int) +0:11 'f' ( temp highp float) +0:14 'a' ( temp 2-element array of mediump int) +0:17 'c' ( uniform mediump int) 0:21 switch 0:21 condition -0:21 'c' (uniform mediump int) +0:21 'c' ( uniform mediump int) 0:21 body 0:21 Sequence 0:23 case: with expression @@ -377,26 +377,26 @@ ERROR: node is still EOpNull! 0:21 Branch: Break 0:26 switch 0:26 condition -0:26 'c' (uniform mediump int) +0:26 'c' ( uniform mediump int) 0:26 body 0:26 Sequence 0:28 Sequence -0:28 move second child to first child (temp highp float) -0:28 'f' (temp highp float) -0:28 sine (global highp float) -0:28 'x' (smooth in highp float) +0:28 move second child to first child ( temp highp float) +0:28 'f' ( temp highp float) +0:28 sine ( global highp float) +0:28 'x' ( smooth in highp float) 0:29 case: with expression 0:29 Constant: 0:29 2 (const int) 0:? Sequence -0:30 move second child to first child (temp highp float) -0:30 'f' (temp highp float) -0:30 cosine (global highp float) -0:30 'x' (smooth in highp float) +0:30 move second child to first child ( temp highp float) +0:30 'f' ( temp highp float) +0:30 cosine ( global highp float) +0:30 'x' ( smooth in highp float) 0:31 Branch: Break 0:34 switch 0:34 condition -0:34 'c' (uniform mediump int) +0:34 'c' ( uniform mediump int) 0:34 body 0:34 Sequence 0:35 default: @@ -406,39 +406,39 @@ ERROR: node is still EOpNull! 0:37 Constant: 0:37 1 (const int) 0:? Sequence -0:38 move second child to first child (temp highp float) -0:38 'f' (temp highp float) -0:38 sine (global highp float) -0:38 'x' (smooth in highp float) +0:38 move second child to first child ( temp highp float) +0:38 'f' ( temp highp float) +0:38 sine ( global highp float) +0:38 'x' ( smooth in highp float) 0:39 Branch: Break 0:40 case: with expression 0:40 Constant: 0:40 2 (const int) 0:? Sequence -0:41 move second child to first child (temp highp float) -0:41 'f' (temp highp float) -0:41 cosine (global highp float) -0:41 'x' (smooth in highp float) +0:41 move second child to first child ( temp highp float) +0:41 'f' ( temp highp float) +0:41 cosine ( global highp float) +0:41 'x' ( smooth in highp float) 0:42 Branch: Break 0:43 default: 0:? Sequence -0:44 move second child to first child (temp highp float) -0:44 'f' (temp highp float) -0:44 tangent (global highp float) -0:44 'x' (smooth in highp float) +0:44 move second child to first child ( temp highp float) +0:44 'f' ( temp highp float) +0:44 tangent ( global highp float) +0:44 'x' ( smooth in highp float) 0:47 switch 0:47 condition -0:47 'c' (uniform mediump int) +0:47 'c' ( uniform mediump int) 0:47 body 0:47 Sequence 0:48 case: with expression 0:48 Constant: 0:48 1 (const int) 0:? Sequence -0:49 move second child to first child (temp highp float) -0:49 'f' (temp highp float) -0:49 sine (global highp float) -0:49 'x' (smooth in highp float) +0:49 move second child to first child ( temp highp float) +0:49 'f' ( temp highp float) +0:49 sine ( global highp float) +0:49 'x' ( smooth in highp float) 0:50 Branch: Break 0:51 case: with expression 0:51 Constant: @@ -446,38 +446,38 @@ ERROR: node is still EOpNull! 0:? Sequence 0:52 switch 0:52 condition -0:52 'd' (uniform mediump int) +0:52 'd' ( uniform mediump int) 0:52 body 0:52 Sequence 0:53 case: with expression 0:53 Constant: 0:53 1 (const int) 0:? Sequence -0:54 move second child to first child (temp highp float) -0:54 'f' (temp highp float) -0:54 component-wise multiply (temp highp float) -0:54 component-wise multiply (temp highp float) -0:54 'x' (smooth in highp float) -0:54 'x' (smooth in highp float) -0:54 'x' (smooth in highp float) +0:54 move second child to first child ( temp highp float) +0:54 'f' ( temp highp float) +0:54 component-wise multiply ( temp highp float) +0:54 component-wise multiply ( temp highp float) +0:54 'x' ( smooth in highp float) +0:54 'x' ( smooth in highp float) +0:54 'x' ( smooth in highp float) 0:55 Branch: Break 0:56 case: with expression 0:56 Constant: 0:56 2 (const int) 0:? Sequence -0:57 move second child to first child (temp highp float) -0:57 'f' (temp highp float) -0:57 component-wise multiply (temp highp float) -0:57 'x' (smooth in highp float) -0:57 'x' (smooth in highp float) +0:57 move second child to first child ( temp highp float) +0:57 'f' ( temp highp float) +0:57 component-wise multiply ( temp highp float) +0:57 'x' ( smooth in highp float) +0:57 'x' ( smooth in highp float) 0:58 Branch: Break 0:60 Branch: Break 0:61 default: 0:? Sequence -0:62 move second child to first child (temp highp float) -0:62 'f' (temp highp float) -0:62 tangent (global highp float) -0:62 'x' (smooth in highp float) +0:62 move second child to first child ( temp highp float) +0:62 'f' ( temp highp float) +0:62 tangent ( global highp float) +0:62 'x' ( smooth in highp float) 0:63 case: with expression 0:63 Constant: 0:63 1 (const int) @@ -489,22 +489,22 @@ ERROR: node is still EOpNull! 0:? Sequence 0:66 Branch: Break 0:67 case: with expression -0:67 'c' (uniform mediump int) +0:67 'c' ( uniform mediump int) 0:? Sequence 0:68 Branch: Break 0:71 switch 0:71 condition -0:71 'c' (uniform mediump int) +0:71 'c' ( uniform mediump int) 0:71 body 0:71 Sequence 0:72 case: with expression 0:72 Constant: 0:72 1 (const int) 0:? Sequence -0:73 move second child to first child (temp highp float) -0:73 'f' (temp highp float) -0:73 sine (global highp float) -0:73 'x' (smooth in highp float) +0:73 move second child to first child ( temp highp float) +0:73 'f' ( temp highp float) +0:73 sine ( global highp float) +0:73 'x' ( smooth in highp float) 0:74 Branch: Break 0:75 case: with expression 0:75 Constant: @@ -512,52 +512,52 @@ ERROR: node is still EOpNull! 0:? Sequence 0:76 switch 0:76 condition -0:76 'd' (uniform mediump int) +0:76 'd' ( uniform mediump int) 0:76 body 0:76 Sequence 0:77 case: with expression 0:77 Constant: 0:77 1 (const int) 0:? Sequence -0:78 move second child to first child (temp highp float) -0:78 'f' (temp highp float) -0:78 component-wise multiply (temp highp float) -0:78 component-wise multiply (temp highp float) -0:78 'x' (smooth in highp float) -0:78 'x' (smooth in highp float) -0:78 'x' (smooth in highp float) +0:78 move second child to first child ( temp highp float) +0:78 'f' ( temp highp float) +0:78 component-wise multiply ( temp highp float) +0:78 component-wise multiply ( temp highp float) +0:78 'x' ( smooth in highp float) +0:78 'x' ( smooth in highp float) +0:78 'x' ( smooth in highp float) 0:79 Branch: Break 0:80 case: with expression 0:80 Constant: 0:80 2 (const int) 0:? Sequence -0:81 move second child to first child (temp highp float) -0:81 'f' (temp highp float) -0:81 component-wise multiply (temp highp float) -0:81 'x' (smooth in highp float) -0:81 'x' (smooth in highp float) +0:81 move second child to first child ( temp highp float) +0:81 'f' ( temp highp float) +0:81 component-wise multiply ( temp highp float) +0:81 'x' ( smooth in highp float) +0:81 'x' ( smooth in highp float) 0:82 Branch: Break 0:84 Branch: Break 0:85 default: 0:? Sequence -0:86 move second child to first child (temp highp float) -0:86 'f' (temp highp float) -0:86 tangent (global highp float) -0:86 'x' (smooth in highp float) +0:86 move second child to first child ( temp highp float) +0:86 'f' ( temp highp float) +0:86 tangent ( global highp float) +0:86 'x' ( smooth in highp float) 0:89 Branch: Break 0:91 switch 0:91 condition -0:91 'c' (uniform mediump int) +0:91 'c' ( uniform mediump int) 0:91 body 0:91 Sequence 0:92 case: with expression 0:92 Constant: 0:92 1 (const int) 0:? Sequence -0:93 move second child to first child (temp highp float) -0:93 'f' (temp highp float) -0:93 sine (global highp float) -0:93 'x' (smooth in highp float) +0:93 move second child to first child ( temp highp float) +0:93 'f' ( temp highp float) +0:93 sine ( global highp float) +0:93 'x' ( smooth in highp float) 0:94 Branch: Break 0:95 case: with expression 0:95 Constant: @@ -565,7 +565,7 @@ ERROR: node is still EOpNull! 0:? Sequence 0:96 switch 0:96 condition -0:96 'd' (uniform mediump int) +0:96 'd' ( uniform mediump int) 0:96 body 0:96 Sequence 0:97 case: with expression @@ -574,30 +574,30 @@ ERROR: node is still EOpNull! 0:? Sequence 0:? Sequence 0:100 Branch: Break -0:102 move second child to first child (temp highp float) -0:102 'f' (temp highp float) -0:102 component-wise multiply (temp highp float) -0:102 component-wise multiply (temp highp float) -0:102 'x' (smooth in highp float) -0:102 'x' (smooth in highp float) -0:102 'x' (smooth in highp float) -0:103 Test condition and select (temp void) +0:102 move second child to first child ( temp highp float) +0:102 'f' ( temp highp float) +0:102 component-wise multiply ( temp highp float) +0:102 component-wise multiply ( temp highp float) +0:102 'x' ( smooth in highp float) +0:102 'x' ( smooth in highp float) +0:102 'x' ( smooth in highp float) +0:103 Test condition and select ( temp void) 0:103 Condition -0:103 Compare Less Than (temp bool) -0:103 'c' (uniform mediump int) -0:103 'd' (uniform mediump int) +0:103 Compare Less Than ( temp bool) +0:103 'c' ( uniform mediump int) +0:103 'd' ( uniform mediump int) 0:103 true case 0:? Sequence -0:105 move second child to first child (temp highp float) -0:105 'f' (temp highp float) -0:105 component-wise multiply (temp highp float) -0:105 'x' (smooth in highp float) -0:105 'x' (smooth in highp float) -0:107 Test condition and select (temp void) +0:105 move second child to first child ( temp highp float) +0:105 'f' ( temp highp float) +0:105 component-wise multiply ( temp highp float) +0:105 'x' ( smooth in highp float) +0:105 'x' ( smooth in highp float) +0:107 Test condition and select ( temp void) 0:107 Condition -0:107 Compare Less Than (temp bool) -0:107 'd' (uniform mediump int) -0:107 'c' (uniform mediump int) +0:107 Compare Less Than ( temp bool) +0:107 'd' ( uniform mediump int) +0:107 'c' ( uniform mediump int) 0:107 true case is null 0:109 Branch: Break 0:111 Branch: Break @@ -605,14 +605,14 @@ ERROR: node is still EOpNull! 0:112 Constant: 0:112 4 (const int) 0:? Sequence -0:113 move second child to first child (temp highp float) -0:113 'f' (temp highp float) -0:113 tangent (global highp float) -0:113 'x' (smooth in highp float) -0:114 Test condition and select (temp void) +0:113 move second child to first child ( temp highp float) +0:113 'f' ( temp highp float) +0:113 tangent ( global highp float) +0:113 'x' ( smooth in highp float) +0:114 Test condition and select ( temp void) 0:114 Condition -0:114 Compare Less Than (temp bool) -0:114 'f' (temp highp float) +0:114 Compare Less Than ( temp bool) +0:114 'f' ( temp highp float) 0:114 Constant: 0:114 0.000000 0:114 true case is null @@ -626,11 +626,11 @@ ERROR: node is still EOpNull! 0:123 default: 0:? Sequence 0:124 Sequence -0:124 move second child to first child (temp mediump int) -0:124 'onlyInSwitch' (temp mediump int) +0:124 move second child to first child ( temp mediump int) +0:124 'onlyInSwitch' ( temp mediump int) 0:124 Constant: 0:124 0 (const int) -0:126 'onlyInSwitch' (temp float) +0:126 'onlyInSwitch' ( temp float) 0:128 switch 0:128 condition 0:128 Constant: @@ -642,7 +642,7 @@ ERROR: node is still EOpNull! 0:128 Branch: Break 0:133 switch 0:133 condition -0:133 'c' (uniform mediump int) +0:133 'c' ( uniform mediump int) 0:133 body 0:133 Sequence 0:134 case: with expression @@ -655,7 +655,7 @@ ERROR: node is still EOpNull! 0:139 Constant: 0:139 2 (const int) 0:? Sequence -0:140 'nestedX' (temp float) +0:140 'nestedX' ( temp float) 0:143 Branch: Break 0:144 case: with expression 0:144 Constant: @@ -668,9 +668,9 @@ ERROR: node is still EOpNull! 0:148 4 (const int) 0:? Sequence 0:149 Sequence -0:149 move second child to first child (temp mediump int) -0:149 'linearY' (temp mediump int) -0:149 'linearZ' (temp mediump int) +0:149 move second child to first child ( temp mediump int) +0:149 'linearY' ( temp mediump int) +0:149 'linearZ' ( temp mediump int) 0:150 Branch: Break 0:151 case: with expression 0:151 Constant: @@ -683,9 +683,9 @@ ERROR: node is still EOpNull! 0:? Sequence 0:155 Constant: 0:155 4 (const int) -0:157 'nestedZ' (temp float) +0:157 'nestedZ' ( temp float) 0:? Linker Objects -0:? 'c' (uniform mediump int) -0:? 'd' (uniform mediump int) -0:? 'x' (smooth in highp float) +0:? 'c' ( uniform mediump int) +0:? 'd' ( uniform mediump int) +0:? 'x' ( smooth in highp float) diff --git a/Test/baseResults/swizzle.frag.out b/Test/baseResults/swizzle.frag.out index 8e1b759c..b66a945d 100644 --- a/Test/baseResults/swizzle.frag.out +++ b/Test/baseResults/swizzle.frag.out @@ -1,58 +1,58 @@ swizzle.frag Shader version: 110 0:? Sequence -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'blendscale' (temp float) +0:11 move second child to first child ( temp float) +0:11 'blendscale' ( temp float) 0:11 Constant: 0:11 1.789000 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'w' (temp 4-component vector of float) -0:13 'u' (uniform 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'w' ( temp 4-component vector of float) +0:13 'u' ( uniform 4-component vector of float) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 'w_dep' (temp 4-component vector of float) -0:15 'u' (uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'w_dep' ( temp 4-component vector of float) +0:15 'u' ( uniform 4-component vector of float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:16 'w_reorder' (temp 4-component vector of float) -0:16 'u' (uniform 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 'w_reorder' ( temp 4-component vector of float) +0:16 'u' ( uniform 4-component vector of float) 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'w2' (temp 4-component vector of float) -0:17 'u' (uniform 4-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'w2' ( temp 4-component vector of float) +0:17 'u' ( uniform 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 'w_flow' (temp 4-component vector of float) -0:18 'u' (uniform 4-component vector of float) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 'w_reorder' (temp 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'w_flow' ( temp 4-component vector of float) +0:18 'u' ( uniform 4-component vector of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 'w_reorder' ( temp 4-component vector of float) 0:20 Constant: 0:20 2 (const int) -0:20 'blendscale' (temp float) -0:22 move second child to first child (temp 2-component vector of float) -0:22 vector swizzle (temp 2-component vector of float) -0:22 'w' (temp 4-component vector of float) +0:20 'blendscale' ( temp float) +0:22 move second child to first child ( temp 2-component vector of float) +0:22 vector swizzle ( temp 2-component vector of float) +0:22 'w' ( temp 4-component vector of float) 0:22 Sequence 0:22 Constant: 0:22 3 (const int) 0:22 Constant: 0:22 1 (const int) -0:22 't' (smooth in 2-component vector of float) -0:24 move second child to first child (temp float) -0:24 direct index (temp float) -0:24 'w_reorder' (temp 4-component vector of float) +0:22 't' ( smooth in 2-component vector of float) +0:24 move second child to first child ( temp float) +0:24 direct index ( temp float) +0:24 'w_reorder' ( temp 4-component vector of float) 0:24 Constant: 0:24 0 (const int) -0:24 'blendscale' (temp float) -0:26 move second child to first child (temp 4-component vector of float) -0:26 vector swizzle (temp 4-component vector of float) -0:26 'w2' (temp 4-component vector of float) +0:24 'blendscale' ( temp float) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 vector swizzle ( temp 4-component vector of float) +0:26 'w2' ( temp 4-component vector of float) 0:26 Sequence 0:26 Constant: 0:26 0 (const int) @@ -62,8 +62,8 @@ Shader version: 110 0:26 2 (const int) 0:26 Constant: 0:26 3 (const int) -0:26 vector swizzle (temp 4-component vector of float) -0:26 'u' (uniform 4-component vector of float) +0:26 vector swizzle ( temp 4-component vector of float) +0:26 'u' ( uniform 4-component vector of float) 0:26 Sequence 0:26 Constant: 0:26 2 (const int) @@ -73,140 +73,140 @@ Shader version: 110 0:26 0 (const int) 0:26 Constant: 0:26 1 (const int) -0:28 move second child to first child (temp float) -0:28 direct index (temp float) -0:28 'w_reorder' (temp 4-component vector of float) +0:28 move second child to first child ( temp float) +0:28 direct index ( temp float) +0:28 'w_reorder' ( temp 4-component vector of float) 0:28 Constant: 0:28 1 (const int) -0:28 'blendscale' (temp float) -0:30 move second child to first child (temp 2-component vector of float) -0:30 vector swizzle (temp 2-component vector of float) -0:30 'w_dep' (temp 4-component vector of float) +0:28 'blendscale' ( temp float) +0:30 move second child to first child ( temp 2-component vector of float) +0:30 vector swizzle ( temp 2-component vector of float) +0:30 'w_dep' ( temp 4-component vector of float) 0:30 Sequence 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 vector swizzle (temp 2-component vector of float) -0:30 'w2' (temp 4-component vector of float) +0:30 vector swizzle ( temp 2-component vector of float) +0:30 'w2' ( temp 4-component vector of float) 0:30 Sequence 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 2 (const int) -0:31 move second child to first child (temp 2-component vector of float) -0:31 vector swizzle (temp 2-component vector of float) -0:31 'w_dep' (temp 4-component vector of float) +0:31 move second child to first child ( temp 2-component vector of float) +0:31 vector swizzle ( temp 2-component vector of float) +0:31 'w_dep' ( temp 4-component vector of float) 0:31 Sequence 0:31 Constant: 0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) -0:31 't' (smooth in 2-component vector of float) -0:33 move second child to first child (temp 2-component vector of float) -0:33 vector swizzle (temp 2-component vector of float) -0:33 'w_undef' (temp 4-component vector of float) +0:31 't' ( smooth in 2-component vector of float) +0:33 move second child to first child ( temp 2-component vector of float) +0:33 vector swizzle ( temp 2-component vector of float) +0:33 'w_undef' ( temp 4-component vector of float) 0:33 Sequence 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 vector swizzle (temp 2-component vector of float) -0:33 'u' (uniform 4-component vector of float) +0:33 vector swizzle ( temp 2-component vector of float) +0:33 'u' ( uniform 4-component vector of float) 0:33 Sequence 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 3 (const int) -0:35 Test condition and select (temp void) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 'p' (uniform bool) +0:35 'p' ( uniform bool) 0:35 true case -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 'w_flow' (temp 4-component vector of float) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 'w_flow' ( temp 4-component vector of float) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp float) -0:36 't' (smooth in 2-component vector of float) +0:36 direct index ( temp float) +0:36 't' ( smooth in 2-component vector of float) 0:36 Constant: 0:36 0 (const int) 0:35 false case -0:38 move second child to first child (temp float) -0:38 direct index (temp float) -0:38 'w_flow' (temp 4-component vector of float) +0:38 move second child to first child ( temp float) +0:38 direct index ( temp float) +0:38 'w_flow' ( temp 4-component vector of float) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp float) -0:38 't' (smooth in 2-component vector of float) +0:38 direct index ( temp float) +0:38 't' ( smooth in 2-component vector of float) 0:38 Constant: 0:38 1 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 mix (global 4-component vector of float) -0:40 'w_reorder' (temp 4-component vector of float) -0:40 'w_undef' (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 'w' (temp 4-component vector of float) -0:40 'w2' (temp 4-component vector of float) -0:40 'w_dep' (temp 4-component vector of float) -0:40 'w_flow' (temp 4-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 mix ( global 4-component vector of float) +0:40 'w_reorder' ( temp 4-component vector of float) +0:40 'w_undef' ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 'w' ( temp 4-component vector of float) +0:40 'w2' ( temp 4-component vector of float) +0:40 'w_dep' ( temp 4-component vector of float) +0:40 'w_flow' ( temp 4-component vector of float) 0:42 Sequence -0:42 move second child to first child (temp 2-component vector of float) -0:42 'c' (temp 2-component vector of float) -0:42 't' (smooth in 2-component vector of float) +0:42 move second child to first child ( temp 2-component vector of float) +0:42 'c' ( temp 2-component vector of float) +0:42 't' ( smooth in 2-component vector of float) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'rep' (temp 4-component vector of float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'rep' ( temp 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 0.000000 0:43 1.000000 -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition -0:45 Compare Less Than (temp bool) -0:45 direct index (temp float) -0:45 'c' (temp 2-component vector of float) +0:45 Compare Less Than ( temp bool) +0:45 direct index ( temp float) +0:45 'c' ( temp 2-component vector of float) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: 0:45 0.000000 0:45 true case -0:46 multiply second child into first child (temp float) -0:46 direct index (temp float) -0:46 'c' (temp 2-component vector of float) +0:46 multiply second child into first child ( temp float) +0:46 direct index ( temp float) +0:46 'c' ( temp 2-component vector of float) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 -1.000000 -0:48 Test condition and select (temp void) +0:48 Test condition and select ( temp void) 0:48 Condition -0:48 Compare Less Than or Equal (temp bool) -0:48 direct index (temp float) -0:48 'c' (temp 2-component vector of float) +0:48 Compare Less Than or Equal ( temp bool) +0:48 direct index ( temp float) +0:48 'c' ( temp 2-component vector of float) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: 0:48 1.000000 0:48 true case -0:49 move second child to first child (temp float) -0:49 direct index (temp float) -0:49 'rep' (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 direct index ( temp float) +0:49 'rep' ( temp 4-component vector of float) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 3.400000 -0:51 add second child into first child (temp 4-component vector of float) -0:51 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:51 'rep' (temp 4-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:51 'rep' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'blend' (uniform float) -0:? 'u' (uniform 4-component vector of float) -0:? 'p' (uniform bool) -0:? 't' (smooth in 2-component vector of float) +0:? 'blend' ( uniform float) +0:? 'u' ( uniform 4-component vector of float) +0:? 'p' ( uniform bool) +0:? 't' ( smooth in 2-component vector of float) Linked fragment stage: @@ -214,58 +214,58 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:9 Function Definition: main( (global void) +0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 Sequence -0:11 move second child to first child (temp float) -0:11 'blendscale' (temp float) +0:11 move second child to first child ( temp float) +0:11 'blendscale' ( temp float) 0:11 Constant: 0:11 1.789000 0:13 Sequence -0:13 move second child to first child (temp 4-component vector of float) -0:13 'w' (temp 4-component vector of float) -0:13 'u' (uniform 4-component vector of float) +0:13 move second child to first child ( temp 4-component vector of float) +0:13 'w' ( temp 4-component vector of float) +0:13 'u' ( uniform 4-component vector of float) 0:15 Sequence -0:15 move second child to first child (temp 4-component vector of float) -0:15 'w_dep' (temp 4-component vector of float) -0:15 'u' (uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'w_dep' ( temp 4-component vector of float) +0:15 'u' ( uniform 4-component vector of float) 0:16 Sequence -0:16 move second child to first child (temp 4-component vector of float) -0:16 'w_reorder' (temp 4-component vector of float) -0:16 'u' (uniform 4-component vector of float) +0:16 move second child to first child ( temp 4-component vector of float) +0:16 'w_reorder' ( temp 4-component vector of float) +0:16 'u' ( uniform 4-component vector of float) 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'w2' (temp 4-component vector of float) -0:17 'u' (uniform 4-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'w2' ( temp 4-component vector of float) +0:17 'u' ( uniform 4-component vector of float) 0:18 Sequence -0:18 move second child to first child (temp 4-component vector of float) -0:18 'w_flow' (temp 4-component vector of float) -0:18 'u' (uniform 4-component vector of float) -0:20 move second child to first child (temp float) -0:20 direct index (temp float) -0:20 'w_reorder' (temp 4-component vector of float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'w_flow' ( temp 4-component vector of float) +0:18 'u' ( uniform 4-component vector of float) +0:20 move second child to first child ( temp float) +0:20 direct index ( temp float) +0:20 'w_reorder' ( temp 4-component vector of float) 0:20 Constant: 0:20 2 (const int) -0:20 'blendscale' (temp float) -0:22 move second child to first child (temp 2-component vector of float) -0:22 vector swizzle (temp 2-component vector of float) -0:22 'w' (temp 4-component vector of float) +0:20 'blendscale' ( temp float) +0:22 move second child to first child ( temp 2-component vector of float) +0:22 vector swizzle ( temp 2-component vector of float) +0:22 'w' ( temp 4-component vector of float) 0:22 Sequence 0:22 Constant: 0:22 3 (const int) 0:22 Constant: 0:22 1 (const int) -0:22 't' (smooth in 2-component vector of float) -0:24 move second child to first child (temp float) -0:24 direct index (temp float) -0:24 'w_reorder' (temp 4-component vector of float) +0:22 't' ( smooth in 2-component vector of float) +0:24 move second child to first child ( temp float) +0:24 direct index ( temp float) +0:24 'w_reorder' ( temp 4-component vector of float) 0:24 Constant: 0:24 0 (const int) -0:24 'blendscale' (temp float) -0:26 move second child to first child (temp 4-component vector of float) -0:26 vector swizzle (temp 4-component vector of float) -0:26 'w2' (temp 4-component vector of float) +0:24 'blendscale' ( temp float) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 vector swizzle ( temp 4-component vector of float) +0:26 'w2' ( temp 4-component vector of float) 0:26 Sequence 0:26 Constant: 0:26 0 (const int) @@ -275,8 +275,8 @@ Shader version: 110 0:26 2 (const int) 0:26 Constant: 0:26 3 (const int) -0:26 vector swizzle (temp 4-component vector of float) -0:26 'u' (uniform 4-component vector of float) +0:26 vector swizzle ( temp 4-component vector of float) +0:26 'u' ( uniform 4-component vector of float) 0:26 Sequence 0:26 Constant: 0:26 2 (const int) @@ -286,138 +286,138 @@ Shader version: 110 0:26 0 (const int) 0:26 Constant: 0:26 1 (const int) -0:28 move second child to first child (temp float) -0:28 direct index (temp float) -0:28 'w_reorder' (temp 4-component vector of float) +0:28 move second child to first child ( temp float) +0:28 direct index ( temp float) +0:28 'w_reorder' ( temp 4-component vector of float) 0:28 Constant: 0:28 1 (const int) -0:28 'blendscale' (temp float) -0:30 move second child to first child (temp 2-component vector of float) -0:30 vector swizzle (temp 2-component vector of float) -0:30 'w_dep' (temp 4-component vector of float) +0:28 'blendscale' ( temp float) +0:30 move second child to first child ( temp 2-component vector of float) +0:30 vector swizzle ( temp 2-component vector of float) +0:30 'w_dep' ( temp 4-component vector of float) 0:30 Sequence 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 1 (const int) -0:30 vector swizzle (temp 2-component vector of float) -0:30 'w2' (temp 4-component vector of float) +0:30 vector swizzle ( temp 2-component vector of float) +0:30 'w2' ( temp 4-component vector of float) 0:30 Sequence 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 2 (const int) -0:31 move second child to first child (temp 2-component vector of float) -0:31 vector swizzle (temp 2-component vector of float) -0:31 'w_dep' (temp 4-component vector of float) +0:31 move second child to first child ( temp 2-component vector of float) +0:31 vector swizzle ( temp 2-component vector of float) +0:31 'w_dep' ( temp 4-component vector of float) 0:31 Sequence 0:31 Constant: 0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) -0:31 't' (smooth in 2-component vector of float) -0:33 move second child to first child (temp 2-component vector of float) -0:33 vector swizzle (temp 2-component vector of float) -0:33 'w_undef' (temp 4-component vector of float) +0:31 't' ( smooth in 2-component vector of float) +0:33 move second child to first child ( temp 2-component vector of float) +0:33 vector swizzle ( temp 2-component vector of float) +0:33 'w_undef' ( temp 4-component vector of float) 0:33 Sequence 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1 (const int) -0:33 vector swizzle (temp 2-component vector of float) -0:33 'u' (uniform 4-component vector of float) +0:33 vector swizzle ( temp 2-component vector of float) +0:33 'u' ( uniform 4-component vector of float) 0:33 Sequence 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 3 (const int) -0:35 Test condition and select (temp void) +0:35 Test condition and select ( temp void) 0:35 Condition -0:35 'p' (uniform bool) +0:35 'p' ( uniform bool) 0:35 true case -0:36 move second child to first child (temp float) -0:36 direct index (temp float) -0:36 'w_flow' (temp 4-component vector of float) +0:36 move second child to first child ( temp float) +0:36 direct index ( temp float) +0:36 'w_flow' ( temp 4-component vector of float) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp float) -0:36 't' (smooth in 2-component vector of float) +0:36 direct index ( temp float) +0:36 't' ( smooth in 2-component vector of float) 0:36 Constant: 0:36 0 (const int) 0:35 false case -0:38 move second child to first child (temp float) -0:38 direct index (temp float) -0:38 'w_flow' (temp 4-component vector of float) +0:38 move second child to first child ( temp float) +0:38 direct index ( temp float) +0:38 'w_flow' ( temp 4-component vector of float) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp float) -0:38 't' (smooth in 2-component vector of float) +0:38 direct index ( temp float) +0:38 't' ( smooth in 2-component vector of float) 0:38 Constant: 0:38 1 (const int) -0:40 move second child to first child (temp 4-component vector of float) -0:40 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:40 mix (global 4-component vector of float) -0:40 'w_reorder' (temp 4-component vector of float) -0:40 'w_undef' (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 component-wise multiply (temp 4-component vector of float) -0:40 'w' (temp 4-component vector of float) -0:40 'w2' (temp 4-component vector of float) -0:40 'w_dep' (temp 4-component vector of float) -0:40 'w_flow' (temp 4-component vector of float) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:40 mix ( global 4-component vector of float) +0:40 'w_reorder' ( temp 4-component vector of float) +0:40 'w_undef' ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 component-wise multiply ( temp 4-component vector of float) +0:40 'w' ( temp 4-component vector of float) +0:40 'w2' ( temp 4-component vector of float) +0:40 'w_dep' ( temp 4-component vector of float) +0:40 'w_flow' ( temp 4-component vector of float) 0:42 Sequence -0:42 move second child to first child (temp 2-component vector of float) -0:42 'c' (temp 2-component vector of float) -0:42 't' (smooth in 2-component vector of float) +0:42 move second child to first child ( temp 2-component vector of float) +0:42 'c' ( temp 2-component vector of float) +0:42 't' ( smooth in 2-component vector of float) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of float) -0:43 'rep' (temp 4-component vector of float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'rep' ( temp 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 0.000000 0:43 1.000000 -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition -0:45 Compare Less Than (temp bool) -0:45 direct index (temp float) -0:45 'c' (temp 2-component vector of float) +0:45 Compare Less Than ( temp bool) +0:45 direct index ( temp float) +0:45 'c' ( temp 2-component vector of float) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: 0:45 0.000000 0:45 true case -0:46 multiply second child into first child (temp float) -0:46 direct index (temp float) -0:46 'c' (temp 2-component vector of float) +0:46 multiply second child into first child ( temp float) +0:46 direct index ( temp float) +0:46 'c' ( temp 2-component vector of float) 0:46 Constant: 0:46 0 (const int) 0:46 Constant: 0:46 -1.000000 -0:48 Test condition and select (temp void) +0:48 Test condition and select ( temp void) 0:48 Condition -0:48 Compare Less Than or Equal (temp bool) -0:48 direct index (temp float) -0:48 'c' (temp 2-component vector of float) +0:48 Compare Less Than or Equal ( temp bool) +0:48 direct index ( temp float) +0:48 'c' ( temp 2-component vector of float) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: 0:48 1.000000 0:48 true case -0:49 move second child to first child (temp float) -0:49 direct index (temp float) -0:49 'rep' (temp 4-component vector of float) +0:49 move second child to first child ( temp float) +0:49 direct index ( temp float) +0:49 'rep' ( temp 4-component vector of float) 0:49 Constant: 0:49 0 (const int) 0:49 Constant: 0:49 3.400000 -0:51 add second child into first child (temp 4-component vector of float) -0:51 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:51 'rep' (temp 4-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:51 'rep' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'blend' (uniform float) -0:? 'u' (uniform 4-component vector of float) -0:? 'p' (uniform bool) -0:? 't' (smooth in 2-component vector of float) +0:? 'blend' ( uniform float) +0:? 'u' ( uniform 4-component vector of float) +0:? 'p' ( uniform bool) +0:? 't' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/syntaxError.frag.out b/Test/baseResults/syntaxError.frag.out index af0e7323..cdda760f 100644 --- a/Test/baseResults/syntaxError.frag.out +++ b/Test/baseResults/syntaxError.frag.out @@ -7,9 +7,9 @@ ERROR: 2 compilation errors. No code generated. Shader version: 120 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) Linked fragment stage: @@ -18,7 +18,7 @@ Linked fragment stage: Shader version: 120 ERROR: node is still EOpNull! 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) diff --git a/Test/baseResults/test.frag.out b/Test/baseResults/test.frag.out index e6b98766..4f6faaf9 100644 --- a/Test/baseResults/test.frag.out +++ b/Test/baseResults/test.frag.out @@ -1,25 +1,25 @@ test.frag Shader version: 110 0:? Sequence -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence 0:15 Sequence -0:15 move second child to first child (temp float) -0:15 'blendscale' (temp float) +0:15 move second child to first child ( temp float) +0:15 'blendscale' ( temp float) 0:15 Constant: 0:15 1.789000 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'v' (temp 4-component vector of float) -0:17 vector swizzle (temp 4-component vector of float) -0:17 texture (global 4-component vector of float) -0:17 'texSampler2D' (uniform sampler2D) -0:17 divide (temp 2-component vector of float) -0:17 add (temp 2-component vector of float) -0:17 't' (smooth in 2-component vector of float) -0:17 'scale' (uniform 2-component vector of float) -0:17 'scale' (uniform 2-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'v' ( temp 4-component vector of float) +0:17 vector swizzle ( temp 4-component vector of float) +0:17 texture ( global 4-component vector of float) +0:17 'texSampler2D' ( uniform sampler2D) +0:17 divide ( temp 2-component vector of float) +0:17 add ( temp 2-component vector of float) +0:17 't' ( smooth in 2-component vector of float) +0:17 'scale' ( uniform 2-component vector of float) +0:17 'scale' ( uniform 2-component vector of float) 0:17 Sequence 0:17 Constant: 0:17 3 (const int) @@ -30,29 +30,29 @@ Shader version: 110 0:17 Constant: 0:17 0 (const int) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 'w' (temp 4-component vector of float) -0:19 add (temp 4-component vector of float) -0:19 texture (global 4-component vector of float) -0:19 'texSampler3D' (uniform sampler3D) -0:19 'coords' (smooth in 3-component vector of float) -0:19 'v' (temp 4-component vector of float) -0:21 move second child to first child (temp 4-component vector of float) -0:21 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:21 mix (global 4-component vector of float) -0:21 'w' (temp 4-component vector of float) -0:21 'u' (uniform 4-component vector of float) -0:21 component-wise multiply (temp float) -0:21 'blend' (uniform float) -0:21 'blendscale' (temp float) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 'w' ( temp 4-component vector of float) +0:19 add ( temp 4-component vector of float) +0:19 texture ( global 4-component vector of float) +0:19 'texSampler3D' ( uniform sampler3D) +0:19 'coords' ( smooth in 3-component vector of float) +0:19 'v' ( temp 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:21 mix ( global 4-component vector of float) +0:21 'w' ( temp 4-component vector of float) +0:21 'u' ( uniform 4-component vector of float) +0:21 component-wise multiply ( temp float) +0:21 'blend' ( uniform float) +0:21 'blendscale' ( temp float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'texSampler3D' (uniform sampler3D) -0:? 'blend' (uniform float) -0:? 'scale' (uniform 2-component vector of float) -0:? 'u' (uniform 4-component vector of float) -0:? 't' (smooth in 2-component vector of float) -0:? 'coords' (smooth in 3-component vector of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'texSampler3D' ( uniform sampler3D) +0:? 'blend' ( uniform float) +0:? 'scale' ( uniform 2-component vector of float) +0:? 'u' ( uniform 4-component vector of float) +0:? 't' ( smooth in 2-component vector of float) +0:? 'coords' ( smooth in 3-component vector of float) Linked fragment stage: @@ -60,25 +60,25 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:13 Function Definition: main( (global void) +0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence 0:15 Sequence -0:15 move second child to first child (temp float) -0:15 'blendscale' (temp float) +0:15 move second child to first child ( temp float) +0:15 'blendscale' ( temp float) 0:15 Constant: 0:15 1.789000 0:17 Sequence -0:17 move second child to first child (temp 4-component vector of float) -0:17 'v' (temp 4-component vector of float) -0:17 vector swizzle (temp 4-component vector of float) -0:17 texture (global 4-component vector of float) -0:17 'texSampler2D' (uniform sampler2D) -0:17 divide (temp 2-component vector of float) -0:17 add (temp 2-component vector of float) -0:17 't' (smooth in 2-component vector of float) -0:17 'scale' (uniform 2-component vector of float) -0:17 'scale' (uniform 2-component vector of float) +0:17 move second child to first child ( temp 4-component vector of float) +0:17 'v' ( temp 4-component vector of float) +0:17 vector swizzle ( temp 4-component vector of float) +0:17 texture ( global 4-component vector of float) +0:17 'texSampler2D' ( uniform sampler2D) +0:17 divide ( temp 2-component vector of float) +0:17 add ( temp 2-component vector of float) +0:17 't' ( smooth in 2-component vector of float) +0:17 'scale' ( uniform 2-component vector of float) +0:17 'scale' ( uniform 2-component vector of float) 0:17 Sequence 0:17 Constant: 0:17 3 (const int) @@ -89,27 +89,27 @@ Shader version: 110 0:17 Constant: 0:17 0 (const int) 0:19 Sequence -0:19 move second child to first child (temp 4-component vector of float) -0:19 'w' (temp 4-component vector of float) -0:19 add (temp 4-component vector of float) -0:19 texture (global 4-component vector of float) -0:19 'texSampler3D' (uniform sampler3D) -0:19 'coords' (smooth in 3-component vector of float) -0:19 'v' (temp 4-component vector of float) -0:21 move second child to first child (temp 4-component vector of float) -0:21 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:21 mix (global 4-component vector of float) -0:21 'w' (temp 4-component vector of float) -0:21 'u' (uniform 4-component vector of float) -0:21 component-wise multiply (temp float) -0:21 'blend' (uniform float) -0:21 'blendscale' (temp float) +0:19 move second child to first child ( temp 4-component vector of float) +0:19 'w' ( temp 4-component vector of float) +0:19 add ( temp 4-component vector of float) +0:19 texture ( global 4-component vector of float) +0:19 'texSampler3D' ( uniform sampler3D) +0:19 'coords' ( smooth in 3-component vector of float) +0:19 'v' ( temp 4-component vector of float) +0:21 move second child to first child ( temp 4-component vector of float) +0:21 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:21 mix ( global 4-component vector of float) +0:21 'w' ( temp 4-component vector of float) +0:21 'u' ( uniform 4-component vector of float) +0:21 component-wise multiply ( temp float) +0:21 'blend' ( uniform float) +0:21 'blendscale' ( temp float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'texSampler3D' (uniform sampler3D) -0:? 'blend' (uniform float) -0:? 'scale' (uniform 2-component vector of float) -0:? 'u' (uniform 4-component vector of float) -0:? 't' (smooth in 2-component vector of float) -0:? 'coords' (smooth in 3-component vector of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'texSampler3D' ( uniform sampler3D) +0:? 'blend' ( uniform float) +0:? 'scale' ( uniform 2-component vector of float) +0:? 'u' ( uniform 4-component vector of float) +0:? 't' ( smooth in 2-component vector of float) +0:? 'coords' ( smooth in 3-component vector of float) diff --git a/Test/baseResults/texture.frag.out b/Test/baseResults/texture.frag.out index 5e886095..8e9a7105 100644 --- a/Test/baseResults/texture.frag.out +++ b/Test/baseResults/texture.frag.out @@ -4,281 +4,281 @@ WARNING: 0:15: varying deprecated in version 130; may be removed in future relea Shader version: 130 0:? Sequence -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:19 Sequence 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'blendscale' (temp float) +0:19 move second child to first child ( temp float) +0:19 'blendscale' ( temp float) 0:19 Constant: 0:19 1.789000 0:20 Sequence -0:20 move second child to first child (temp float) -0:20 'bias' (temp float) +0:20 move second child to first child ( temp float) +0:20 'bias' ( temp float) 0:20 Constant: 0:20 2.000000 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'lod' (temp float) +0:21 move second child to first child ( temp float) +0:21 'lod' ( temp float) 0:21 Constant: 0:21 3.000000 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'proj' (temp float) +0:22 move second child to first child ( temp float) +0:22 'proj' ( temp float) 0:22 Constant: 0:22 2.000000 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'coords1D' (temp float) +0:23 move second child to first child ( temp float) +0:23 'coords1D' ( temp float) 0:23 Constant: 0:23 1.789000 0:24 Sequence -0:24 move second child to first child (temp 3-component vector of float) -0:24 'coords3D' (temp 3-component vector of float) +0:24 move second child to first child ( temp 3-component vector of float) +0:24 'coords3D' ( temp 3-component vector of float) 0:24 Constant: 0:24 1.789000 0:24 2.718000 0:24 3.453000 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of float) -0:25 'coords4D' (temp 4-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'coords4D' ( temp 4-component vector of float) 0:25 Constant: 0:25 1.789000 0:25 2.718000 0:25 3.453000 0:25 2.000000 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of float) -0:26 'color' (temp 4-component vector of float) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 'color' ( temp 4-component vector of float) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 -0:28 add second child into first child (temp 4-component vector of float) -0:28 'color' (temp 4-component vector of float) -0:28 texture (global 4-component vector of float) -0:28 'texSampler1D' (uniform sampler1D) -0:28 'coords1D' (temp float) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'color' (temp 4-component vector of float) -0:29 texture (global 4-component vector of float) -0:29 'texSampler1D' (uniform sampler1D) -0:29 'coords1D' (temp float) -0:29 'bias' (temp float) -0:30 add second child into first child (temp 4-component vector of float) -0:30 'color' (temp 4-component vector of float) -0:30 textureProj (global 4-component vector of float) -0:30 'texSampler1D' (uniform sampler1D) -0:30 'coords2D' (smooth in 2-component vector of float) -0:31 add second child into first child (temp 4-component vector of float) -0:31 'color' (temp 4-component vector of float) -0:31 textureProj (global 4-component vector of float) -0:31 'texSampler1D' (uniform sampler1D) -0:31 'coords4D' (temp 4-component vector of float) -0:32 add second child into first child (temp 4-component vector of float) -0:32 'color' (temp 4-component vector of float) -0:32 textureProj (global 4-component vector of float) -0:32 'texSampler1D' (uniform sampler1D) -0:32 'coords2D' (smooth in 2-component vector of float) -0:32 'bias' (temp float) -0:33 add second child into first child (temp 4-component vector of float) -0:33 'color' (temp 4-component vector of float) -0:33 textureProj (global 4-component vector of float) -0:33 'texSampler1D' (uniform sampler1D) -0:33 'coords4D' (temp 4-component vector of float) -0:33 'bias' (temp float) -0:35 add second child into first child (temp 4-component vector of float) -0:35 'color' (temp 4-component vector of float) -0:35 texture (global 4-component vector of float) -0:35 'texSampler2D' (uniform sampler2D) -0:35 'coords2D' (smooth in 2-component vector of float) -0:36 add second child into first child (temp 4-component vector of float) -0:36 'color' (temp 4-component vector of float) -0:36 texture (global 4-component vector of float) -0:36 'texSampler2D' (uniform sampler2D) -0:36 'coords2D' (smooth in 2-component vector of float) -0:36 'bias' (temp float) -0:37 add second child into first child (temp 4-component vector of float) -0:37 'color' (temp 4-component vector of float) -0:37 textureProj (global 4-component vector of float) -0:37 'texSampler2D' (uniform sampler2D) -0:37 'coords3D' (temp 3-component vector of float) -0:38 add second child into first child (temp 4-component vector of float) -0:38 'color' (temp 4-component vector of float) -0:38 textureProj (global 4-component vector of float) -0:38 'texSampler2D' (uniform sampler2D) -0:38 'coords4D' (temp 4-component vector of float) -0:38 'bias' (temp float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'color' (temp 4-component vector of float) -0:40 texture (global 4-component vector of float) -0:40 'texSampler3D' (uniform sampler3D) -0:40 'coords3D' (temp 3-component vector of float) -0:41 add second child into first child (temp 4-component vector of float) -0:41 'color' (temp 4-component vector of float) -0:41 texture (global 4-component vector of float) -0:41 'texSampler3D' (uniform sampler3D) -0:41 'coords3D' (temp 3-component vector of float) -0:41 'bias' (temp float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'color' (temp 4-component vector of float) -0:42 textureProj (global 4-component vector of float) -0:42 'texSampler3D' (uniform sampler3D) -0:42 'coords4D' (temp 4-component vector of float) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'color' (temp 4-component vector of float) -0:43 textureProj (global 4-component vector of float) -0:43 'texSampler3D' (uniform sampler3D) -0:43 'coords4D' (temp 4-component vector of float) -0:43 'bias' (temp float) -0:45 add second child into first child (temp 4-component vector of float) -0:45 'color' (temp 4-component vector of float) -0:45 texture (global 4-component vector of float) -0:45 'texSamplerCube' (uniform samplerCube) -0:45 'coords3D' (temp 3-component vector of float) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'color' (temp 4-component vector of float) -0:46 texture (global 4-component vector of float) -0:46 'texSamplerCube' (uniform samplerCube) -0:46 'coords3D' (temp 3-component vector of float) -0:46 'bias' (temp float) -0:48 add second child into first child (temp 4-component vector of float) -0:48 'color' (temp 4-component vector of float) -0:48 texture (global 4-component vector of float) -0:48 'shadowSampler1D' (uniform sampler1DShadow) -0:48 'coords3D' (temp 3-component vector of float) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'color' (temp 4-component vector of float) -0:49 texture (global 4-component vector of float) -0:49 'shadowSampler1D' (uniform sampler1DShadow) -0:49 'coords3D' (temp 3-component vector of float) -0:49 'bias' (temp float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'color' (temp 4-component vector of float) -0:50 texture (global 4-component vector of float) -0:50 'shadowSampler2D' (uniform sampler2DShadow) -0:50 'coords3D' (temp 3-component vector of float) -0:51 add second child into first child (temp 4-component vector of float) -0:51 'color' (temp 4-component vector of float) -0:51 texture (global 4-component vector of float) -0:51 'shadowSampler2D' (uniform sampler2DShadow) -0:51 'coords3D' (temp 3-component vector of float) -0:51 'bias' (temp float) -0:52 add second child into first child (temp 4-component vector of float) -0:52 'color' (temp 4-component vector of float) -0:52 textureProj (global 4-component vector of float) -0:52 'shadowSampler1D' (uniform sampler1DShadow) -0:52 'coords4D' (temp 4-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'color' (temp 4-component vector of float) -0:53 textureProj (global 4-component vector of float) -0:53 'shadowSampler1D' (uniform sampler1DShadow) -0:53 'coords4D' (temp 4-component vector of float) -0:53 'bias' (temp float) -0:54 add second child into first child (temp 4-component vector of float) -0:54 'color' (temp 4-component vector of float) -0:54 textureProj (global 4-component vector of float) -0:54 'shadowSampler2D' (uniform sampler2DShadow) -0:54 'coords4D' (temp 4-component vector of float) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 textureProj (global 4-component vector of float) -0:55 'shadowSampler2D' (uniform sampler2DShadow) -0:55 'coords4D' (temp 4-component vector of float) -0:55 'bias' (temp float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'color' ( temp 4-component vector of float) +0:28 texture ( global 4-component vector of float) +0:28 'texSampler1D' ( uniform sampler1D) +0:28 'coords1D' ( temp float) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'color' ( temp 4-component vector of float) +0:29 texture ( global 4-component vector of float) +0:29 'texSampler1D' ( uniform sampler1D) +0:29 'coords1D' ( temp float) +0:29 'bias' ( temp float) +0:30 add second child into first child ( temp 4-component vector of float) +0:30 'color' ( temp 4-component vector of float) +0:30 textureProj ( global 4-component vector of float) +0:30 'texSampler1D' ( uniform sampler1D) +0:30 'coords2D' ( smooth in 2-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'color' ( temp 4-component vector of float) +0:31 textureProj ( global 4-component vector of float) +0:31 'texSampler1D' ( uniform sampler1D) +0:31 'coords4D' ( temp 4-component vector of float) +0:32 add second child into first child ( temp 4-component vector of float) +0:32 'color' ( temp 4-component vector of float) +0:32 textureProj ( global 4-component vector of float) +0:32 'texSampler1D' ( uniform sampler1D) +0:32 'coords2D' ( smooth in 2-component vector of float) +0:32 'bias' ( temp float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'color' ( temp 4-component vector of float) +0:33 textureProj ( global 4-component vector of float) +0:33 'texSampler1D' ( uniform sampler1D) +0:33 'coords4D' ( temp 4-component vector of float) +0:33 'bias' ( temp float) +0:35 add second child into first child ( temp 4-component vector of float) +0:35 'color' ( temp 4-component vector of float) +0:35 texture ( global 4-component vector of float) +0:35 'texSampler2D' ( uniform sampler2D) +0:35 'coords2D' ( smooth in 2-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'color' ( temp 4-component vector of float) +0:36 texture ( global 4-component vector of float) +0:36 'texSampler2D' ( uniform sampler2D) +0:36 'coords2D' ( smooth in 2-component vector of float) +0:36 'bias' ( temp float) +0:37 add second child into first child ( temp 4-component vector of float) +0:37 'color' ( temp 4-component vector of float) +0:37 textureProj ( global 4-component vector of float) +0:37 'texSampler2D' ( uniform sampler2D) +0:37 'coords3D' ( temp 3-component vector of float) +0:38 add second child into first child ( temp 4-component vector of float) +0:38 'color' ( temp 4-component vector of float) +0:38 textureProj ( global 4-component vector of float) +0:38 'texSampler2D' ( uniform sampler2D) +0:38 'coords4D' ( temp 4-component vector of float) +0:38 'bias' ( temp float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'color' ( temp 4-component vector of float) +0:40 texture ( global 4-component vector of float) +0:40 'texSampler3D' ( uniform sampler3D) +0:40 'coords3D' ( temp 3-component vector of float) +0:41 add second child into first child ( temp 4-component vector of float) +0:41 'color' ( temp 4-component vector of float) +0:41 texture ( global 4-component vector of float) +0:41 'texSampler3D' ( uniform sampler3D) +0:41 'coords3D' ( temp 3-component vector of float) +0:41 'bias' ( temp float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'color' ( temp 4-component vector of float) +0:42 textureProj ( global 4-component vector of float) +0:42 'texSampler3D' ( uniform sampler3D) +0:42 'coords4D' ( temp 4-component vector of float) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'color' ( temp 4-component vector of float) +0:43 textureProj ( global 4-component vector of float) +0:43 'texSampler3D' ( uniform sampler3D) +0:43 'coords4D' ( temp 4-component vector of float) +0:43 'bias' ( temp float) +0:45 add second child into first child ( temp 4-component vector of float) +0:45 'color' ( temp 4-component vector of float) +0:45 texture ( global 4-component vector of float) +0:45 'texSamplerCube' ( uniform samplerCube) +0:45 'coords3D' ( temp 3-component vector of float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'color' ( temp 4-component vector of float) +0:46 texture ( global 4-component vector of float) +0:46 'texSamplerCube' ( uniform samplerCube) +0:46 'coords3D' ( temp 3-component vector of float) +0:46 'bias' ( temp float) +0:48 add second child into first child ( temp 4-component vector of float) +0:48 'color' ( temp 4-component vector of float) +0:48 texture ( global 4-component vector of float) +0:48 'shadowSampler1D' ( uniform sampler1DShadow) +0:48 'coords3D' ( temp 3-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'color' ( temp 4-component vector of float) +0:49 texture ( global 4-component vector of float) +0:49 'shadowSampler1D' ( uniform sampler1DShadow) +0:49 'coords3D' ( temp 3-component vector of float) +0:49 'bias' ( temp float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'color' ( temp 4-component vector of float) +0:50 texture ( global 4-component vector of float) +0:50 'shadowSampler2D' ( uniform sampler2DShadow) +0:50 'coords3D' ( temp 3-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'color' ( temp 4-component vector of float) +0:51 texture ( global 4-component vector of float) +0:51 'shadowSampler2D' ( uniform sampler2DShadow) +0:51 'coords3D' ( temp 3-component vector of float) +0:51 'bias' ( temp float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'color' ( temp 4-component vector of float) +0:52 textureProj ( global 4-component vector of float) +0:52 'shadowSampler1D' ( uniform sampler1DShadow) +0:52 'coords4D' ( temp 4-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'color' ( temp 4-component vector of float) +0:53 textureProj ( global 4-component vector of float) +0:53 'shadowSampler1D' ( uniform sampler1DShadow) +0:53 'coords4D' ( temp 4-component vector of float) +0:53 'bias' ( temp float) +0:54 add second child into first child ( temp 4-component vector of float) +0:54 'color' ( temp 4-component vector of float) +0:54 textureProj ( global 4-component vector of float) +0:54 'shadowSampler2D' ( uniform sampler2DShadow) +0:54 'coords4D' ( temp 4-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 textureProj ( global 4-component vector of float) +0:55 'shadowSampler2D' ( uniform sampler2DShadow) +0:55 'coords4D' ( temp 4-component vector of float) +0:55 'bias' ( temp float) 0:57 Sequence -0:57 move second child to first child (temp 2-component vector of int) -0:57 'iCoords2D' (temp 2-component vector of int) +0:57 move second child to first child ( temp 2-component vector of int) +0:57 'iCoords2D' ( temp 2-component vector of int) 0:57 Constant: 0:57 0 (const int) 0:57 5 (const int) 0:58 Sequence -0:58 move second child to first child (temp int) -0:58 'iLod' (temp int) +0:58 move second child to first child ( temp int) +0:58 'iLod' ( temp int) 0:58 Constant: 0:58 1 (const int) -0:60 add second child into first child (temp 4-component vector of float) -0:60 'color' (temp 4-component vector of float) -0:60 textureFetch (global 4-component vector of float) -0:60 'texSampler2D' (uniform sampler2D) -0:60 'iCoords2D' (temp 2-component vector of int) -0:60 'iLod' (temp int) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'color' ( temp 4-component vector of float) +0:60 textureFetch ( global 4-component vector of float) +0:60 'texSampler2D' ( uniform sampler2D) +0:60 'iCoords2D' ( temp 2-component vector of int) +0:60 'iLod' ( temp int) 0:62 Sequence -0:62 move second child to first child (temp 2-component vector of float) -0:62 'gradX' (temp 2-component vector of float) -0:62 dPdx (global 2-component vector of float) -0:62 'coords2D' (smooth in 2-component vector of float) +0:62 move second child to first child ( temp 2-component vector of float) +0:62 'gradX' ( temp 2-component vector of float) +0:62 dPdx ( global 2-component vector of float) +0:62 'coords2D' ( smooth in 2-component vector of float) 0:63 Sequence -0:63 move second child to first child (temp 2-component vector of float) -0:63 'gradY' (temp 2-component vector of float) -0:63 dPdy (global 2-component vector of float) -0:63 'coords2D' (smooth in 2-component vector of float) -0:66 add second child into first child (temp 4-component vector of float) -0:66 'color' (temp 4-component vector of float) -0:66 textureGrad (global 4-component vector of float) -0:66 'texSampler2D' (uniform sampler2D) -0:66 'coords2D' (smooth in 2-component vector of float) -0:66 'gradX' (temp 2-component vector of float) -0:66 'gradY' (temp 2-component vector of float) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'color' (temp 4-component vector of float) -0:67 textureProjGrad (global 4-component vector of float) -0:67 'texSampler2D' (uniform sampler2D) -0:67 Construct vec3 (temp 3-component vector of float) -0:67 'coords2D' (smooth in 2-component vector of float) -0:67 'proj' (temp float) -0:67 'gradX' (temp 2-component vector of float) -0:67 'gradY' (temp 2-component vector of float) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'color' (temp 4-component vector of float) -0:68 textureGradOffset (global 4-component vector of float) -0:68 'texSampler2D' (uniform sampler2D) -0:68 'coords2D' (smooth in 2-component vector of float) -0:68 'gradX' (temp 2-component vector of float) -0:68 'gradY' (temp 2-component vector of float) +0:63 move second child to first child ( temp 2-component vector of float) +0:63 'gradY' ( temp 2-component vector of float) +0:63 dPdy ( global 2-component vector of float) +0:63 'coords2D' ( smooth in 2-component vector of float) +0:66 add second child into first child ( temp 4-component vector of float) +0:66 'color' ( temp 4-component vector of float) +0:66 textureGrad ( global 4-component vector of float) +0:66 'texSampler2D' ( uniform sampler2D) +0:66 'coords2D' ( smooth in 2-component vector of float) +0:66 'gradX' ( temp 2-component vector of float) +0:66 'gradY' ( temp 2-component vector of float) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'color' ( temp 4-component vector of float) +0:67 textureProjGrad ( global 4-component vector of float) +0:67 'texSampler2D' ( uniform sampler2D) +0:67 Construct vec3 ( temp 3-component vector of float) +0:67 'coords2D' ( smooth in 2-component vector of float) +0:67 'proj' ( temp float) +0:67 'gradX' ( temp 2-component vector of float) +0:67 'gradY' ( temp 2-component vector of float) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'color' ( temp 4-component vector of float) +0:68 textureGradOffset ( global 4-component vector of float) +0:68 'texSampler2D' ( uniform sampler2D) +0:68 'coords2D' ( smooth in 2-component vector of float) +0:68 'gradX' ( temp 2-component vector of float) +0:68 'gradY' ( temp 2-component vector of float) 0:68 Constant: 0:68 3 (const int) 0:68 -7 (const int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'color' (temp 4-component vector of float) -0:69 textureProjGradOffset (global 4-component vector of float) -0:69 'texSampler2D' (uniform sampler2D) -0:69 'coords3D' (temp 3-component vector of float) -0:69 'gradX' (temp 2-component vector of float) -0:69 'gradY' (temp 2-component vector of float) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'color' ( temp 4-component vector of float) +0:69 textureProjGradOffset ( global 4-component vector of float) +0:69 'texSampler2D' ( uniform sampler2D) +0:69 'coords3D' ( temp 3-component vector of float) +0:69 'gradX' ( temp 2-component vector of float) +0:69 'gradY' ( temp 2-component vector of float) 0:69 Constant: 0:69 3 (const int) 0:69 -7 (const int) -0:70 add second child into first child (temp 4-component vector of float) -0:70 'color' (temp 4-component vector of float) -0:70 textureGrad (global float) -0:70 'shadowSampler2D' (uniform sampler2DShadow) -0:70 Construct vec3 (temp 3-component vector of float) -0:70 'coords2D' (smooth in 2-component vector of float) -0:70 'lod' (temp float) -0:70 'gradX' (temp 2-component vector of float) -0:70 'gradY' (temp 2-component vector of float) -0:72 move second child to first child (temp 4-component vector of float) -0:72 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:72 mix (global 4-component vector of float) -0:72 'color' (temp 4-component vector of float) -0:72 'u' (uniform 4-component vector of float) -0:72 component-wise multiply (temp float) -0:72 'blend' (uniform float) -0:72 'blendscale' (temp float) +0:70 add second child into first child ( temp 4-component vector of float) +0:70 'color' ( temp 4-component vector of float) +0:70 textureGrad ( global float) +0:70 'shadowSampler2D' ( uniform sampler2DShadow) +0:70 Construct vec3 ( temp 3-component vector of float) +0:70 'coords2D' ( smooth in 2-component vector of float) +0:70 'lod' ( temp float) +0:70 'gradX' ( temp 2-component vector of float) +0:70 'gradY' ( temp 2-component vector of float) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:72 mix ( global 4-component vector of float) +0:72 'color' ( temp 4-component vector of float) +0:72 'u' ( uniform 4-component vector of float) +0:72 component-wise multiply ( temp float) +0:72 'blend' ( uniform float) +0:72 'blendscale' ( temp float) 0:? Linker Objects -0:? 'texSampler1D' (uniform sampler1D) -0:? 'texSampler2D' (uniform sampler2D) -0:? 'texSampler3D' (uniform sampler3D) -0:? 'texSamplerCube' (uniform samplerCube) -0:? 'shadowSampler1D' (uniform sampler1DShadow) -0:? 'shadowSampler2D' (uniform sampler2DShadow) -0:? 'blend' (uniform float) -0:? 'scale' (uniform 2-component vector of float) -0:? 'u' (uniform 4-component vector of float) -0:? 't' (smooth in 2-component vector of float) -0:? 'coords2D' (smooth in 2-component vector of float) +0:? 'texSampler1D' ( uniform sampler1D) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'texSampler3D' ( uniform sampler3D) +0:? 'texSamplerCube' ( uniform samplerCube) +0:? 'shadowSampler1D' ( uniform sampler1DShadow) +0:? 'shadowSampler2D' ( uniform sampler2DShadow) +0:? 'blend' ( uniform float) +0:? 'scale' ( uniform 2-component vector of float) +0:? 'u' ( uniform 4-component vector of float) +0:? 't' ( smooth in 2-component vector of float) +0:? 'coords2D' ( smooth in 2-component vector of float) Linked fragment stage: @@ -286,279 +286,279 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:17 Function Definition: main( (global void) +0:17 Function Definition: main( ( global void) 0:17 Function Parameters: 0:19 Sequence 0:19 Sequence -0:19 move second child to first child (temp float) -0:19 'blendscale' (temp float) +0:19 move second child to first child ( temp float) +0:19 'blendscale' ( temp float) 0:19 Constant: 0:19 1.789000 0:20 Sequence -0:20 move second child to first child (temp float) -0:20 'bias' (temp float) +0:20 move second child to first child ( temp float) +0:20 'bias' ( temp float) 0:20 Constant: 0:20 2.000000 0:21 Sequence -0:21 move second child to first child (temp float) -0:21 'lod' (temp float) +0:21 move second child to first child ( temp float) +0:21 'lod' ( temp float) 0:21 Constant: 0:21 3.000000 0:22 Sequence -0:22 move second child to first child (temp float) -0:22 'proj' (temp float) +0:22 move second child to first child ( temp float) +0:22 'proj' ( temp float) 0:22 Constant: 0:22 2.000000 0:23 Sequence -0:23 move second child to first child (temp float) -0:23 'coords1D' (temp float) +0:23 move second child to first child ( temp float) +0:23 'coords1D' ( temp float) 0:23 Constant: 0:23 1.789000 0:24 Sequence -0:24 move second child to first child (temp 3-component vector of float) -0:24 'coords3D' (temp 3-component vector of float) +0:24 move second child to first child ( temp 3-component vector of float) +0:24 'coords3D' ( temp 3-component vector of float) 0:24 Constant: 0:24 1.789000 0:24 2.718000 0:24 3.453000 0:25 Sequence -0:25 move second child to first child (temp 4-component vector of float) -0:25 'coords4D' (temp 4-component vector of float) +0:25 move second child to first child ( temp 4-component vector of float) +0:25 'coords4D' ( temp 4-component vector of float) 0:25 Constant: 0:25 1.789000 0:25 2.718000 0:25 3.453000 0:25 2.000000 0:26 Sequence -0:26 move second child to first child (temp 4-component vector of float) -0:26 'color' (temp 4-component vector of float) +0:26 move second child to first child ( temp 4-component vector of float) +0:26 'color' ( temp 4-component vector of float) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 -0:28 add second child into first child (temp 4-component vector of float) -0:28 'color' (temp 4-component vector of float) -0:28 texture (global 4-component vector of float) -0:28 'texSampler1D' (uniform sampler1D) -0:28 'coords1D' (temp float) -0:29 add second child into first child (temp 4-component vector of float) -0:29 'color' (temp 4-component vector of float) -0:29 texture (global 4-component vector of float) -0:29 'texSampler1D' (uniform sampler1D) -0:29 'coords1D' (temp float) -0:29 'bias' (temp float) -0:30 add second child into first child (temp 4-component vector of float) -0:30 'color' (temp 4-component vector of float) -0:30 textureProj (global 4-component vector of float) -0:30 'texSampler1D' (uniform sampler1D) -0:30 'coords2D' (smooth in 2-component vector of float) -0:31 add second child into first child (temp 4-component vector of float) -0:31 'color' (temp 4-component vector of float) -0:31 textureProj (global 4-component vector of float) -0:31 'texSampler1D' (uniform sampler1D) -0:31 'coords4D' (temp 4-component vector of float) -0:32 add second child into first child (temp 4-component vector of float) -0:32 'color' (temp 4-component vector of float) -0:32 textureProj (global 4-component vector of float) -0:32 'texSampler1D' (uniform sampler1D) -0:32 'coords2D' (smooth in 2-component vector of float) -0:32 'bias' (temp float) -0:33 add second child into first child (temp 4-component vector of float) -0:33 'color' (temp 4-component vector of float) -0:33 textureProj (global 4-component vector of float) -0:33 'texSampler1D' (uniform sampler1D) -0:33 'coords4D' (temp 4-component vector of float) -0:33 'bias' (temp float) -0:35 add second child into first child (temp 4-component vector of float) -0:35 'color' (temp 4-component vector of float) -0:35 texture (global 4-component vector of float) -0:35 'texSampler2D' (uniform sampler2D) -0:35 'coords2D' (smooth in 2-component vector of float) -0:36 add second child into first child (temp 4-component vector of float) -0:36 'color' (temp 4-component vector of float) -0:36 texture (global 4-component vector of float) -0:36 'texSampler2D' (uniform sampler2D) -0:36 'coords2D' (smooth in 2-component vector of float) -0:36 'bias' (temp float) -0:37 add second child into first child (temp 4-component vector of float) -0:37 'color' (temp 4-component vector of float) -0:37 textureProj (global 4-component vector of float) -0:37 'texSampler2D' (uniform sampler2D) -0:37 'coords3D' (temp 3-component vector of float) -0:38 add second child into first child (temp 4-component vector of float) -0:38 'color' (temp 4-component vector of float) -0:38 textureProj (global 4-component vector of float) -0:38 'texSampler2D' (uniform sampler2D) -0:38 'coords4D' (temp 4-component vector of float) -0:38 'bias' (temp float) -0:40 add second child into first child (temp 4-component vector of float) -0:40 'color' (temp 4-component vector of float) -0:40 texture (global 4-component vector of float) -0:40 'texSampler3D' (uniform sampler3D) -0:40 'coords3D' (temp 3-component vector of float) -0:41 add second child into first child (temp 4-component vector of float) -0:41 'color' (temp 4-component vector of float) -0:41 texture (global 4-component vector of float) -0:41 'texSampler3D' (uniform sampler3D) -0:41 'coords3D' (temp 3-component vector of float) -0:41 'bias' (temp float) -0:42 add second child into first child (temp 4-component vector of float) -0:42 'color' (temp 4-component vector of float) -0:42 textureProj (global 4-component vector of float) -0:42 'texSampler3D' (uniform sampler3D) -0:42 'coords4D' (temp 4-component vector of float) -0:43 add second child into first child (temp 4-component vector of float) -0:43 'color' (temp 4-component vector of float) -0:43 textureProj (global 4-component vector of float) -0:43 'texSampler3D' (uniform sampler3D) -0:43 'coords4D' (temp 4-component vector of float) -0:43 'bias' (temp float) -0:45 add second child into first child (temp 4-component vector of float) -0:45 'color' (temp 4-component vector of float) -0:45 texture (global 4-component vector of float) -0:45 'texSamplerCube' (uniform samplerCube) -0:45 'coords3D' (temp 3-component vector of float) -0:46 add second child into first child (temp 4-component vector of float) -0:46 'color' (temp 4-component vector of float) -0:46 texture (global 4-component vector of float) -0:46 'texSamplerCube' (uniform samplerCube) -0:46 'coords3D' (temp 3-component vector of float) -0:46 'bias' (temp float) -0:48 add second child into first child (temp 4-component vector of float) -0:48 'color' (temp 4-component vector of float) -0:48 texture (global 4-component vector of float) -0:48 'shadowSampler1D' (uniform sampler1DShadow) -0:48 'coords3D' (temp 3-component vector of float) -0:49 add second child into first child (temp 4-component vector of float) -0:49 'color' (temp 4-component vector of float) -0:49 texture (global 4-component vector of float) -0:49 'shadowSampler1D' (uniform sampler1DShadow) -0:49 'coords3D' (temp 3-component vector of float) -0:49 'bias' (temp float) -0:50 add second child into first child (temp 4-component vector of float) -0:50 'color' (temp 4-component vector of float) -0:50 texture (global 4-component vector of float) -0:50 'shadowSampler2D' (uniform sampler2DShadow) -0:50 'coords3D' (temp 3-component vector of float) -0:51 add second child into first child (temp 4-component vector of float) -0:51 'color' (temp 4-component vector of float) -0:51 texture (global 4-component vector of float) -0:51 'shadowSampler2D' (uniform sampler2DShadow) -0:51 'coords3D' (temp 3-component vector of float) -0:51 'bias' (temp float) -0:52 add second child into first child (temp 4-component vector of float) -0:52 'color' (temp 4-component vector of float) -0:52 textureProj (global 4-component vector of float) -0:52 'shadowSampler1D' (uniform sampler1DShadow) -0:52 'coords4D' (temp 4-component vector of float) -0:53 add second child into first child (temp 4-component vector of float) -0:53 'color' (temp 4-component vector of float) -0:53 textureProj (global 4-component vector of float) -0:53 'shadowSampler1D' (uniform sampler1DShadow) -0:53 'coords4D' (temp 4-component vector of float) -0:53 'bias' (temp float) -0:54 add second child into first child (temp 4-component vector of float) -0:54 'color' (temp 4-component vector of float) -0:54 textureProj (global 4-component vector of float) -0:54 'shadowSampler2D' (uniform sampler2DShadow) -0:54 'coords4D' (temp 4-component vector of float) -0:55 add second child into first child (temp 4-component vector of float) -0:55 'color' (temp 4-component vector of float) -0:55 textureProj (global 4-component vector of float) -0:55 'shadowSampler2D' (uniform sampler2DShadow) -0:55 'coords4D' (temp 4-component vector of float) -0:55 'bias' (temp float) +0:28 add second child into first child ( temp 4-component vector of float) +0:28 'color' ( temp 4-component vector of float) +0:28 texture ( global 4-component vector of float) +0:28 'texSampler1D' ( uniform sampler1D) +0:28 'coords1D' ( temp float) +0:29 add second child into first child ( temp 4-component vector of float) +0:29 'color' ( temp 4-component vector of float) +0:29 texture ( global 4-component vector of float) +0:29 'texSampler1D' ( uniform sampler1D) +0:29 'coords1D' ( temp float) +0:29 'bias' ( temp float) +0:30 add second child into first child ( temp 4-component vector of float) +0:30 'color' ( temp 4-component vector of float) +0:30 textureProj ( global 4-component vector of float) +0:30 'texSampler1D' ( uniform sampler1D) +0:30 'coords2D' ( smooth in 2-component vector of float) +0:31 add second child into first child ( temp 4-component vector of float) +0:31 'color' ( temp 4-component vector of float) +0:31 textureProj ( global 4-component vector of float) +0:31 'texSampler1D' ( uniform sampler1D) +0:31 'coords4D' ( temp 4-component vector of float) +0:32 add second child into first child ( temp 4-component vector of float) +0:32 'color' ( temp 4-component vector of float) +0:32 textureProj ( global 4-component vector of float) +0:32 'texSampler1D' ( uniform sampler1D) +0:32 'coords2D' ( smooth in 2-component vector of float) +0:32 'bias' ( temp float) +0:33 add second child into first child ( temp 4-component vector of float) +0:33 'color' ( temp 4-component vector of float) +0:33 textureProj ( global 4-component vector of float) +0:33 'texSampler1D' ( uniform sampler1D) +0:33 'coords4D' ( temp 4-component vector of float) +0:33 'bias' ( temp float) +0:35 add second child into first child ( temp 4-component vector of float) +0:35 'color' ( temp 4-component vector of float) +0:35 texture ( global 4-component vector of float) +0:35 'texSampler2D' ( uniform sampler2D) +0:35 'coords2D' ( smooth in 2-component vector of float) +0:36 add second child into first child ( temp 4-component vector of float) +0:36 'color' ( temp 4-component vector of float) +0:36 texture ( global 4-component vector of float) +0:36 'texSampler2D' ( uniform sampler2D) +0:36 'coords2D' ( smooth in 2-component vector of float) +0:36 'bias' ( temp float) +0:37 add second child into first child ( temp 4-component vector of float) +0:37 'color' ( temp 4-component vector of float) +0:37 textureProj ( global 4-component vector of float) +0:37 'texSampler2D' ( uniform sampler2D) +0:37 'coords3D' ( temp 3-component vector of float) +0:38 add second child into first child ( temp 4-component vector of float) +0:38 'color' ( temp 4-component vector of float) +0:38 textureProj ( global 4-component vector of float) +0:38 'texSampler2D' ( uniform sampler2D) +0:38 'coords4D' ( temp 4-component vector of float) +0:38 'bias' ( temp float) +0:40 add second child into first child ( temp 4-component vector of float) +0:40 'color' ( temp 4-component vector of float) +0:40 texture ( global 4-component vector of float) +0:40 'texSampler3D' ( uniform sampler3D) +0:40 'coords3D' ( temp 3-component vector of float) +0:41 add second child into first child ( temp 4-component vector of float) +0:41 'color' ( temp 4-component vector of float) +0:41 texture ( global 4-component vector of float) +0:41 'texSampler3D' ( uniform sampler3D) +0:41 'coords3D' ( temp 3-component vector of float) +0:41 'bias' ( temp float) +0:42 add second child into first child ( temp 4-component vector of float) +0:42 'color' ( temp 4-component vector of float) +0:42 textureProj ( global 4-component vector of float) +0:42 'texSampler3D' ( uniform sampler3D) +0:42 'coords4D' ( temp 4-component vector of float) +0:43 add second child into first child ( temp 4-component vector of float) +0:43 'color' ( temp 4-component vector of float) +0:43 textureProj ( global 4-component vector of float) +0:43 'texSampler3D' ( uniform sampler3D) +0:43 'coords4D' ( temp 4-component vector of float) +0:43 'bias' ( temp float) +0:45 add second child into first child ( temp 4-component vector of float) +0:45 'color' ( temp 4-component vector of float) +0:45 texture ( global 4-component vector of float) +0:45 'texSamplerCube' ( uniform samplerCube) +0:45 'coords3D' ( temp 3-component vector of float) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'color' ( temp 4-component vector of float) +0:46 texture ( global 4-component vector of float) +0:46 'texSamplerCube' ( uniform samplerCube) +0:46 'coords3D' ( temp 3-component vector of float) +0:46 'bias' ( temp float) +0:48 add second child into first child ( temp 4-component vector of float) +0:48 'color' ( temp 4-component vector of float) +0:48 texture ( global 4-component vector of float) +0:48 'shadowSampler1D' ( uniform sampler1DShadow) +0:48 'coords3D' ( temp 3-component vector of float) +0:49 add second child into first child ( temp 4-component vector of float) +0:49 'color' ( temp 4-component vector of float) +0:49 texture ( global 4-component vector of float) +0:49 'shadowSampler1D' ( uniform sampler1DShadow) +0:49 'coords3D' ( temp 3-component vector of float) +0:49 'bias' ( temp float) +0:50 add second child into first child ( temp 4-component vector of float) +0:50 'color' ( temp 4-component vector of float) +0:50 texture ( global 4-component vector of float) +0:50 'shadowSampler2D' ( uniform sampler2DShadow) +0:50 'coords3D' ( temp 3-component vector of float) +0:51 add second child into first child ( temp 4-component vector of float) +0:51 'color' ( temp 4-component vector of float) +0:51 texture ( global 4-component vector of float) +0:51 'shadowSampler2D' ( uniform sampler2DShadow) +0:51 'coords3D' ( temp 3-component vector of float) +0:51 'bias' ( temp float) +0:52 add second child into first child ( temp 4-component vector of float) +0:52 'color' ( temp 4-component vector of float) +0:52 textureProj ( global 4-component vector of float) +0:52 'shadowSampler1D' ( uniform sampler1DShadow) +0:52 'coords4D' ( temp 4-component vector of float) +0:53 add second child into first child ( temp 4-component vector of float) +0:53 'color' ( temp 4-component vector of float) +0:53 textureProj ( global 4-component vector of float) +0:53 'shadowSampler1D' ( uniform sampler1DShadow) +0:53 'coords4D' ( temp 4-component vector of float) +0:53 'bias' ( temp float) +0:54 add second child into first child ( temp 4-component vector of float) +0:54 'color' ( temp 4-component vector of float) +0:54 textureProj ( global 4-component vector of float) +0:54 'shadowSampler2D' ( uniform sampler2DShadow) +0:54 'coords4D' ( temp 4-component vector of float) +0:55 add second child into first child ( temp 4-component vector of float) +0:55 'color' ( temp 4-component vector of float) +0:55 textureProj ( global 4-component vector of float) +0:55 'shadowSampler2D' ( uniform sampler2DShadow) +0:55 'coords4D' ( temp 4-component vector of float) +0:55 'bias' ( temp float) 0:57 Sequence -0:57 move second child to first child (temp 2-component vector of int) -0:57 'iCoords2D' (temp 2-component vector of int) +0:57 move second child to first child ( temp 2-component vector of int) +0:57 'iCoords2D' ( temp 2-component vector of int) 0:57 Constant: 0:57 0 (const int) 0:57 5 (const int) 0:58 Sequence -0:58 move second child to first child (temp int) -0:58 'iLod' (temp int) +0:58 move second child to first child ( temp int) +0:58 'iLod' ( temp int) 0:58 Constant: 0:58 1 (const int) -0:60 add second child into first child (temp 4-component vector of float) -0:60 'color' (temp 4-component vector of float) -0:60 textureFetch (global 4-component vector of float) -0:60 'texSampler2D' (uniform sampler2D) -0:60 'iCoords2D' (temp 2-component vector of int) -0:60 'iLod' (temp int) +0:60 add second child into first child ( temp 4-component vector of float) +0:60 'color' ( temp 4-component vector of float) +0:60 textureFetch ( global 4-component vector of float) +0:60 'texSampler2D' ( uniform sampler2D) +0:60 'iCoords2D' ( temp 2-component vector of int) +0:60 'iLod' ( temp int) 0:62 Sequence -0:62 move second child to first child (temp 2-component vector of float) -0:62 'gradX' (temp 2-component vector of float) -0:62 dPdx (global 2-component vector of float) -0:62 'coords2D' (smooth in 2-component vector of float) +0:62 move second child to first child ( temp 2-component vector of float) +0:62 'gradX' ( temp 2-component vector of float) +0:62 dPdx ( global 2-component vector of float) +0:62 'coords2D' ( smooth in 2-component vector of float) 0:63 Sequence -0:63 move second child to first child (temp 2-component vector of float) -0:63 'gradY' (temp 2-component vector of float) -0:63 dPdy (global 2-component vector of float) -0:63 'coords2D' (smooth in 2-component vector of float) -0:66 add second child into first child (temp 4-component vector of float) -0:66 'color' (temp 4-component vector of float) -0:66 textureGrad (global 4-component vector of float) -0:66 'texSampler2D' (uniform sampler2D) -0:66 'coords2D' (smooth in 2-component vector of float) -0:66 'gradX' (temp 2-component vector of float) -0:66 'gradY' (temp 2-component vector of float) -0:67 add second child into first child (temp 4-component vector of float) -0:67 'color' (temp 4-component vector of float) -0:67 textureProjGrad (global 4-component vector of float) -0:67 'texSampler2D' (uniform sampler2D) -0:67 Construct vec3 (temp 3-component vector of float) -0:67 'coords2D' (smooth in 2-component vector of float) -0:67 'proj' (temp float) -0:67 'gradX' (temp 2-component vector of float) -0:67 'gradY' (temp 2-component vector of float) -0:68 add second child into first child (temp 4-component vector of float) -0:68 'color' (temp 4-component vector of float) -0:68 textureGradOffset (global 4-component vector of float) -0:68 'texSampler2D' (uniform sampler2D) -0:68 'coords2D' (smooth in 2-component vector of float) -0:68 'gradX' (temp 2-component vector of float) -0:68 'gradY' (temp 2-component vector of float) +0:63 move second child to first child ( temp 2-component vector of float) +0:63 'gradY' ( temp 2-component vector of float) +0:63 dPdy ( global 2-component vector of float) +0:63 'coords2D' ( smooth in 2-component vector of float) +0:66 add second child into first child ( temp 4-component vector of float) +0:66 'color' ( temp 4-component vector of float) +0:66 textureGrad ( global 4-component vector of float) +0:66 'texSampler2D' ( uniform sampler2D) +0:66 'coords2D' ( smooth in 2-component vector of float) +0:66 'gradX' ( temp 2-component vector of float) +0:66 'gradY' ( temp 2-component vector of float) +0:67 add second child into first child ( temp 4-component vector of float) +0:67 'color' ( temp 4-component vector of float) +0:67 textureProjGrad ( global 4-component vector of float) +0:67 'texSampler2D' ( uniform sampler2D) +0:67 Construct vec3 ( temp 3-component vector of float) +0:67 'coords2D' ( smooth in 2-component vector of float) +0:67 'proj' ( temp float) +0:67 'gradX' ( temp 2-component vector of float) +0:67 'gradY' ( temp 2-component vector of float) +0:68 add second child into first child ( temp 4-component vector of float) +0:68 'color' ( temp 4-component vector of float) +0:68 textureGradOffset ( global 4-component vector of float) +0:68 'texSampler2D' ( uniform sampler2D) +0:68 'coords2D' ( smooth in 2-component vector of float) +0:68 'gradX' ( temp 2-component vector of float) +0:68 'gradY' ( temp 2-component vector of float) 0:68 Constant: 0:68 3 (const int) 0:68 -7 (const int) -0:69 add second child into first child (temp 4-component vector of float) -0:69 'color' (temp 4-component vector of float) -0:69 textureProjGradOffset (global 4-component vector of float) -0:69 'texSampler2D' (uniform sampler2D) -0:69 'coords3D' (temp 3-component vector of float) -0:69 'gradX' (temp 2-component vector of float) -0:69 'gradY' (temp 2-component vector of float) +0:69 add second child into first child ( temp 4-component vector of float) +0:69 'color' ( temp 4-component vector of float) +0:69 textureProjGradOffset ( global 4-component vector of float) +0:69 'texSampler2D' ( uniform sampler2D) +0:69 'coords3D' ( temp 3-component vector of float) +0:69 'gradX' ( temp 2-component vector of float) +0:69 'gradY' ( temp 2-component vector of float) 0:69 Constant: 0:69 3 (const int) 0:69 -7 (const int) -0:70 add second child into first child (temp 4-component vector of float) -0:70 'color' (temp 4-component vector of float) -0:70 textureGrad (global float) -0:70 'shadowSampler2D' (uniform sampler2DShadow) -0:70 Construct vec3 (temp 3-component vector of float) -0:70 'coords2D' (smooth in 2-component vector of float) -0:70 'lod' (temp float) -0:70 'gradX' (temp 2-component vector of float) -0:70 'gradY' (temp 2-component vector of float) -0:72 move second child to first child (temp 4-component vector of float) -0:72 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:72 mix (global 4-component vector of float) -0:72 'color' (temp 4-component vector of float) -0:72 'u' (uniform 4-component vector of float) -0:72 component-wise multiply (temp float) -0:72 'blend' (uniform float) -0:72 'blendscale' (temp float) +0:70 add second child into first child ( temp 4-component vector of float) +0:70 'color' ( temp 4-component vector of float) +0:70 textureGrad ( global float) +0:70 'shadowSampler2D' ( uniform sampler2DShadow) +0:70 Construct vec3 ( temp 3-component vector of float) +0:70 'coords2D' ( smooth in 2-component vector of float) +0:70 'lod' ( temp float) +0:70 'gradX' ( temp 2-component vector of float) +0:70 'gradY' ( temp 2-component vector of float) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:72 mix ( global 4-component vector of float) +0:72 'color' ( temp 4-component vector of float) +0:72 'u' ( uniform 4-component vector of float) +0:72 component-wise multiply ( temp float) +0:72 'blend' ( uniform float) +0:72 'blendscale' ( temp float) 0:? Linker Objects -0:? 'texSampler1D' (uniform sampler1D) -0:? 'texSampler2D' (uniform sampler2D) -0:? 'texSampler3D' (uniform sampler3D) -0:? 'texSamplerCube' (uniform samplerCube) -0:? 'shadowSampler1D' (uniform sampler1DShadow) -0:? 'shadowSampler2D' (uniform sampler2DShadow) -0:? 'blend' (uniform float) -0:? 'scale' (uniform 2-component vector of float) -0:? 'u' (uniform 4-component vector of float) -0:? 't' (smooth in 2-component vector of float) -0:? 'coords2D' (smooth in 2-component vector of float) +0:? 'texSampler1D' ( uniform sampler1D) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'texSampler3D' ( uniform sampler3D) +0:? 'texSamplerCube' ( uniform samplerCube) +0:? 'shadowSampler1D' ( uniform sampler1DShadow) +0:? 'shadowSampler2D' ( uniform sampler2DShadow) +0:? 'blend' ( uniform float) +0:? 'scale' ( uniform 2-component vector of float) +0:? 'u' ( uniform 4-component vector of float) +0:? 't' ( smooth in 2-component vector of float) +0:? 'coords2D' ( smooth in 2-component vector of float) diff --git a/Test/baseResults/tokenLength.vert.out b/Test/baseResults/tokenLength.vert.out index f12874b6..c4738585 100644 --- a/Test/baseResults/tokenLength.vert.out +++ b/Test/baseResults/tokenLength.vert.out @@ -33,94 +33,94 @@ ERROR: 26 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! 0:9 Sequence -0:9 move second child to first child (temp highp int) -0:9 'E1' (global highp int) +0:9 move second child to first child ( temp highp int) +0:9 'E1' ( global highp int) 0:9 Constant: 0:9 -1 (const int) 0:10 Sequence -0:10 move second child to first child (temp highp int) -0:10 'E2' (global highp int) +0:10 move second child to first child ( temp highp int) +0:10 'E2' ( global highp int) 0:10 Constant: 0:10 -1 (const int) 0:11 Sequence -0:11 move second child to first child (temp highp int) -0:11 'B' (global highp int) +0:11 move second child to first child ( temp highp int) +0:11 'B' ( global highp int) 0:11 Constant: 0:11 -1 (const int) 0:13 Sequence -0:13 move second child to first child (temp highp int) -0:13 'OE' (global highp int) +0:13 move second child to first child ( temp highp int) +0:13 'OE' ( global highp int) 0:13 Constant: 0:13 1073741823 (const int) 0:14 Sequence -0:14 move second child to first child (temp highp int) -0:14 'HE' (global highp int) +0:14 move second child to first child ( temp highp int) +0:14 'HE' ( global highp int) 0:14 Constant: 0:14 -1 (const int) 0:17 Sequence -0:17 move second child to first child (temp highp float) -0:17 'F' (global highp float) +0:17 move second child to first child ( temp highp float) +0:17 'F' ( global highp float) 0:17 Constant: 0:17 1.012346 0:20 Sequence -0:20 move second child to first child (temp highp float) -0:20 'G' (global highp float) +0:20 move second child to first child ( temp highp float) +0:20 'G' ( global highp float) 0:20 Constant: 0:20 1.012346 0:23 Sequence -0:23 move second child to first child (temp highp float) -0:23 'E3' (global highp float) +0:23 move second child to first child ( temp highp float) +0:23 'E3' ( global highp float) 0:23 Constant: 0:23 1.012346 -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 move second child to first child (temp highp 4-component vector of float) -0:27 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:28 Construct vec4 (temp highp 4-component vector of float) -0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:28 Convert int to float (temp highp float) -0:28 'B' (global highp int) -0:28 'F' (global highp float) -0:28 'G' (global highp float) +0:27 move second child to first child ( temp highp 4-component vector of float) +0:27 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:28 Construct vec4 ( temp highp 4-component vector of float) +0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:28 Convert int to float ( temp highp float) +0:28 'B' ( global highp int) +0:28 'F' ( global highp float) +0:28 'G' ( global highp float) 0:33 Sequence -0:33 move second child to first child (temp highp int) -0:33 'superH' (global highp int) +0:33 move second child to first child ( temp highp int) +0:33 'superH' ( global highp int) 0:33 Constant: 0:33 -1 (const int) 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'superO' (global highp int) +0:34 move second child to first child ( temp highp int) +0:34 'superO' ( global highp int) 0:34 Constant: 0:34 1073741823 (const int) 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'superI' (global highp int) +0:35 move second child to first child ( temp highp int) +0:35 'superI' ( global highp int) 0:35 Constant: 0:35 -1 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp float) -0:36 'superF' (global highp float) +0:36 move second child to first child ( temp highp float) +0:36 'superF' ( global highp float) 0:36 Constant: 0:36 1.012346 0:? Linker Objects -0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:? 'E1' (global highp int) -0:? 'E2' (global highp int) -0:? 'B' (global highp int) -0:? 'OE' (global highp int) -0:? 'HE' (global highp int) -0:? 'F' (global highp float) -0:? 'G' (global highp float) -0:? 'E3' (global highp float) -0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (global highp float) -0:? 'superH' (global highp int) -0:? 'superO' (global highp int) -0:? 'superI' (global highp int) -0:? 'superF' (global highp float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:? 'E1' ( global highp int) +0:? 'E2' ( global highp int) +0:? 'B' ( global highp int) +0:? 'OE' ( global highp int) +0:? 'HE' ( global highp int) +0:? 'F' ( global highp float) +0:? 'G' ( global highp float) +0:? 'E3' ( global highp float) +0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' ( global highp float) +0:? 'superH' ( global highp int) +0:? 'superO' ( global highp int) +0:? 'superI' ( global highp int) +0:? 'superF' ( global highp float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: @@ -129,92 +129,92 @@ Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! 0:9 Sequence -0:9 move second child to first child (temp highp int) -0:9 'E1' (global highp int) +0:9 move second child to first child ( temp highp int) +0:9 'E1' ( global highp int) 0:9 Constant: 0:9 -1 (const int) 0:10 Sequence -0:10 move second child to first child (temp highp int) -0:10 'E2' (global highp int) +0:10 move second child to first child ( temp highp int) +0:10 'E2' ( global highp int) 0:10 Constant: 0:10 -1 (const int) 0:11 Sequence -0:11 move second child to first child (temp highp int) -0:11 'B' (global highp int) +0:11 move second child to first child ( temp highp int) +0:11 'B' ( global highp int) 0:11 Constant: 0:11 -1 (const int) 0:13 Sequence -0:13 move second child to first child (temp highp int) -0:13 'OE' (global highp int) +0:13 move second child to first child ( temp highp int) +0:13 'OE' ( global highp int) 0:13 Constant: 0:13 1073741823 (const int) 0:14 Sequence -0:14 move second child to first child (temp highp int) -0:14 'HE' (global highp int) +0:14 move second child to first child ( temp highp int) +0:14 'HE' ( global highp int) 0:14 Constant: 0:14 -1 (const int) 0:17 Sequence -0:17 move second child to first child (temp highp float) -0:17 'F' (global highp float) +0:17 move second child to first child ( temp highp float) +0:17 'F' ( global highp float) 0:17 Constant: 0:17 1.012346 0:20 Sequence -0:20 move second child to first child (temp highp float) -0:20 'G' (global highp float) +0:20 move second child to first child ( temp highp float) +0:20 'G' ( global highp float) 0:20 Constant: 0:20 1.012346 0:23 Sequence -0:23 move second child to first child (temp highp float) -0:23 'E3' (global highp float) +0:23 move second child to first child ( temp highp float) +0:23 'E3' ( global highp float) 0:23 Constant: 0:23 1.012346 -0:25 Function Definition: main( (global void) +0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence -0:27 move second child to first child (temp highp 4-component vector of float) -0:27 'gl_Position' (gl_Position highp 4-component vector of float Position) -0:28 Construct vec4 (temp highp 4-component vector of float) -0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:28 Convert int to float (temp highp float) -0:28 'B' (global highp int) -0:28 'F' (global highp float) -0:28 'G' (global highp float) +0:27 move second child to first child ( temp highp 4-component vector of float) +0:27 'gl_Position' ( gl_Position highp 4-component vector of float Position) +0:28 Construct vec4 ( temp highp 4-component vector of float) +0:27 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:28 Convert int to float ( temp highp float) +0:28 'B' ( global highp int) +0:28 'F' ( global highp float) +0:28 'G' ( global highp float) 0:33 Sequence -0:33 move second child to first child (temp highp int) -0:33 'superH' (global highp int) +0:33 move second child to first child ( temp highp int) +0:33 'superH' ( global highp int) 0:33 Constant: 0:33 -1 (const int) 0:34 Sequence -0:34 move second child to first child (temp highp int) -0:34 'superO' (global highp int) +0:34 move second child to first child ( temp highp int) +0:34 'superO' ( global highp int) 0:34 Constant: 0:34 1073741823 (const int) 0:35 Sequence -0:35 move second child to first child (temp highp int) -0:35 'superI' (global highp int) +0:35 move second child to first child ( temp highp int) +0:35 'superI' ( global highp int) 0:35 Constant: 0:35 -1 (const int) 0:36 Sequence -0:36 move second child to first child (temp highp float) -0:36 'superF' (global highp float) +0:36 move second child to first child ( temp highp float) +0:36 'superF' ( global highp float) 0:36 Constant: 0:36 1.012346 0:? Linker Objects -0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' (in highp float) -0:? 'E1' (global highp int) -0:? 'E2' (global highp int) -0:? 'B' (global highp int) -0:? 'OE' (global highp int) -0:? 'HE' (global highp int) -0:? 'F' (global highp float) -0:? 'G' (global highp float) -0:? 'E3' (global highp float) -0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' (global highp float) -0:? 'superH' (global highp int) -0:? 'superO' (global highp int) -0:? 'superI' (global highp int) -0:? 'superF' (global highp float) -0:? 'gl_VertexID' (gl_VertexId highp int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId) +0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789' ( in highp float) +0:? 'E1' ( global highp int) +0:? 'E2' ( global highp int) +0:? 'B' ( global highp int) +0:? 'OE' ( global highp int) +0:? 'HE' ( global highp int) +0:? 'F' ( global highp float) +0:? 'G' ( global highp float) +0:? 'E3' ( global highp float) +0:? 'BCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789B' ( global highp float) +0:? 'superH' ( global highp int) +0:? 'superO' ( global highp int) +0:? 'superI' ( global highp int) +0:? 'superF' ( global highp float) +0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) diff --git a/Test/baseResults/tokenPaste.vert.out b/Test/baseResults/tokenPaste.vert.out index 4bab57b0..e544d9ee 100755 --- a/Test/baseResults/tokenPaste.vert.out +++ b/Test/baseResults/tokenPaste.vert.out @@ -14,62 +14,62 @@ ERROR: 8 compilation errors. No code generated. Shader version: 450 ERROR: node is still EOpNull! 0:52 Sequence -0:52 move second child to first child (temp int) -0:52 'a' (global int) +0:52 move second child to first child ( temp int) +0:52 'a' ( global int) 0:52 Constant: 0:52 11 (const int) 0:58 Sequence -0:58 move second child to first child (temp int) -0:58 'cop' (global int) +0:58 move second child to first child ( temp int) +0:58 'cop' ( global int) 0:58 Constant: 0:58 160 (const int) 0:59 Sequence -0:59 move second child to first child (temp bool) -0:59 'dop' (global bool) +0:59 move second child to first child ( temp bool) +0:59 'dop' ( global bool) 0:59 Constant: 0:59 true (const bool) -0:63 Function Definition: ShouldntExpandToThis( (global void) +0:63 Function Definition: ShouldntExpandToThis( ( global void) 0:63 Function Parameters: 0:65 Sequence 0:65 Sequence -0:65 move second child to first child (temp int) -0:65 'e' (temp int) +0:65 move second child to first child ( temp int) +0:65 'e' ( temp int) 0:65 Constant: 0:65 16 (const int) -0:66 right shift second child into first child (temp int) -0:66 'e' (temp int) +0:66 right shift second child into first child ( temp int) +0:66 'e' ( temp int) 0:66 Constant: 0:66 2 (const int) 0:69 Sequence -0:69 move second child to first child (temp bool) -0:69 'f' (temp bool) -0:69 Compare Greater Than (temp bool) -0:69 'e' (temp int) +0:69 move second child to first child ( temp bool) +0:69 'f' ( temp bool) +0:69 Compare Greater Than ( temp bool) +0:69 'e' ( temp int) 0:69 Constant: 0:69 5 (const int) 0:? Linker Objects -0:? 'SecondExpansion' (global int) -0:? 'PostPasteExpansion' (global int) -0:? 'foo27' (global float) -0:? 'foo155' (uniform float) -0:? 'foo719' (global float) -0:? 'barfoo' (uniform float) -0:? 'argless' (global float) -0:? 'dc1' (global float) -0:? 'dc2' (global float) -0:? 'foo875' (uniform float) -0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF012345' (global float) -0:? 'a' (global int) -0:? 'aop' (const int) +0:? 'SecondExpansion' ( global int) +0:? 'PostPasteExpansion' ( global int) +0:? 'foo27' ( global float) +0:? 'foo155' ( uniform float) +0:? 'foo719' ( global float) +0:? 'barfoo' ( uniform float) +0:? 'argless' ( global float) +0:? 'dc1' ( global float) +0:? 'dc2' ( global float) +0:? 'foo875' ( uniform float) +0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF012345' ( global float) +0:? 'a' ( global int) +0:? 'aop' ( const int) 0:? 10 (const int) -0:? 'bop' (const int) +0:? 'bop' ( const int) 0:? 4 (const int) -0:? 'cop' (global int) -0:? 'dop' (global bool) -0:? 'argPaste2' (uniform int) -0:? 'argPaste20suff' (uniform int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'cop' ( global int) +0:? 'dop' ( global bool) +0:? 'argPaste2' ( uniform int) +0:? 'argPaste20suff' ( uniform int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -79,41 +79,41 @@ ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry Shader version: 450 ERROR: node is still EOpNull! 0:52 Sequence -0:52 move second child to first child (temp int) -0:52 'a' (global int) +0:52 move second child to first child ( temp int) +0:52 'a' ( global int) 0:52 Constant: 0:52 11 (const int) 0:58 Sequence -0:58 move second child to first child (temp int) -0:58 'cop' (global int) +0:58 move second child to first child ( temp int) +0:58 'cop' ( global int) 0:58 Constant: 0:58 160 (const int) 0:59 Sequence -0:59 move second child to first child (temp bool) -0:59 'dop' (global bool) +0:59 move second child to first child ( temp bool) +0:59 'dop' ( global bool) 0:59 Constant: 0:59 true (const bool) 0:? Linker Objects -0:? 'SecondExpansion' (global int) -0:? 'PostPasteExpansion' (global int) -0:? 'foo27' (global float) -0:? 'foo155' (uniform float) -0:? 'foo719' (global float) -0:? 'barfoo' (uniform float) -0:? 'argless' (global float) -0:? 'dc1' (global float) -0:? 'dc2' (global float) -0:? 'foo875' (uniform float) -0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF012345' (global float) -0:? 'a' (global int) -0:? 'aop' (const int) +0:? 'SecondExpansion' ( global int) +0:? 'PostPasteExpansion' ( global int) +0:? 'foo27' ( global float) +0:? 'foo155' ( uniform float) +0:? 'foo719' ( global float) +0:? 'barfoo' ( uniform float) +0:? 'argless' ( global float) +0:? 'dc1' ( global float) +0:? 'dc2' ( global float) +0:? 'foo875' ( uniform float) +0:? 'ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF0123456789ABCDEF012345' ( global float) +0:? 'a' ( global int) +0:? 'aop' ( const int) 0:? 10 (const int) -0:? 'bop' (const int) +0:? 'bop' ( const int) 0:? 4 (const int) -0:? 'cop' (global int) -0:? 'dop' (global bool) -0:? 'argPaste2' (uniform int) -0:? 'argPaste20suff' (uniform int) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'cop' ( global int) +0:? 'dop' ( global bool) +0:? 'argPaste2' ( uniform int) +0:? 'argPaste20suff' ( uniform int) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/types.frag.out b/Test/baseResults/types.frag.out index 475a989c..94815b66 100644 --- a/Test/baseResults/types.frag.out +++ b/Test/baseResults/types.frag.out @@ -1,306 +1,306 @@ types.frag Shader version: 130 0:? Sequence -0:33 Function Definition: main( (global void) +0:33 Function Definition: main( ( global void) 0:33 Function Parameters: 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp bool) -0:35 'b' (temp bool) -0:35 logical-and (temp bool) -0:35 'u_b' (uniform bool) -0:35 'i_b' (uniform bool) +0:35 move second child to first child ( temp bool) +0:35 'b' ( temp bool) +0:35 logical-and ( temp bool) +0:35 'u_b' ( uniform bool) +0:35 'i_b' ( uniform bool) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of bool) -0:36 'b2' (temp 2-component vector of bool) -0:36 Construct bvec2 (temp 2-component vector of bool) -0:36 logical-and (temp bool) -0:36 logical-and (temp bool) -0:36 logical-and (temp bool) -0:36 direct index (temp bool) -0:36 'u_b2' (uniform 2-component vector of bool) +0:36 move second child to first child ( temp 2-component vector of bool) +0:36 'b2' ( temp 2-component vector of bool) +0:36 Construct bvec2 ( temp 2-component vector of bool) +0:36 logical-and ( temp bool) +0:36 logical-and ( temp bool) +0:36 logical-and ( temp bool) +0:36 direct index ( temp bool) +0:36 'u_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp bool) -0:36 'i_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'i_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp bool) -0:36 'u_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'u_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 1 (const int) -0:36 direct index (temp bool) -0:36 'i_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'i_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 3-component vector of bool) -0:37 'b3' (temp 3-component vector of bool) -0:37 Construct bvec3 (temp 3-component vector of bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 move second child to first child ( temp 3-component vector of bool) +0:37 'b3' ( temp 3-component vector of bool) +0:37 Construct bvec3 ( temp 3-component vector of bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 0 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 0 (const int) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 1 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 1 (const int) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 2 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 2 (const int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b4' (temp 4-component vector of bool) -0:38 Construct bvec4 (temp 4-component vector of bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b4' ( temp 4-component vector of bool) +0:38 Construct bvec4 ( temp 4-component vector of bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 1 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 1 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 2 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 2 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 3 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp int) -0:40 'i' (temp int) -0:40 add (temp int) -0:40 'u_i' (uniform int) -0:40 'i_i' (flat in int) +0:40 move second child to first child ( temp int) +0:40 'i' ( temp int) +0:40 add ( temp int) +0:40 'u_i' ( uniform int) +0:40 'i_i' ( flat in int) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of int) -0:41 'i2' (temp 2-component vector of int) -0:41 add (temp 2-component vector of int) -0:41 'u_i2' (uniform 2-component vector of int) -0:41 'i_i2' (flat in 2-component vector of int) +0:41 move second child to first child ( temp 2-component vector of int) +0:41 'i2' ( temp 2-component vector of int) +0:41 add ( temp 2-component vector of int) +0:41 'u_i2' ( uniform 2-component vector of int) +0:41 'i_i2' ( flat in 2-component vector of int) 0:42 Sequence -0:42 move second child to first child (temp 3-component vector of int) -0:42 'i3' (temp 3-component vector of int) -0:42 add (temp 3-component vector of int) -0:42 'u_i3' (uniform 3-component vector of int) -0:42 'i_i3' (flat in 3-component vector of int) +0:42 move second child to first child ( temp 3-component vector of int) +0:42 'i3' ( temp 3-component vector of int) +0:42 add ( temp 3-component vector of int) +0:42 'u_i3' ( uniform 3-component vector of int) +0:42 'i_i3' ( flat in 3-component vector of int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'i4' (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:43 'u_i4' (uniform 4-component vector of int) -0:43 'i_i4' (flat in 4-component vector of int) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'i4' ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:43 'u_i4' ( uniform 4-component vector of int) +0:43 'i_i4' ( flat in 4-component vector of int) 0:45 Sequence -0:45 move second child to first child (temp float) -0:45 'f' (temp float) -0:45 add (temp float) -0:45 'u_f' (uniform float) -0:45 'i_f' (smooth in float) +0:45 move second child to first child ( temp float) +0:45 'f' ( temp float) +0:45 add ( temp float) +0:45 'u_f' ( uniform float) +0:45 'i_f' ( smooth in float) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'f2' (temp 2-component vector of float) -0:46 add (temp 2-component vector of float) -0:46 'u_f2' (uniform 2-component vector of float) -0:46 'i_f2' (smooth in 2-component vector of float) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'f2' ( temp 2-component vector of float) +0:46 add ( temp 2-component vector of float) +0:46 'u_f2' ( uniform 2-component vector of float) +0:46 'i_f2' ( smooth in 2-component vector of float) 0:47 Sequence -0:47 move second child to first child (temp 3-component vector of float) -0:47 'f3' (temp 3-component vector of float) -0:47 add (temp 3-component vector of float) -0:47 'u_f3' (uniform 3-component vector of float) -0:47 'i_f3' (smooth in 3-component vector of float) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'f3' ( temp 3-component vector of float) +0:47 add ( temp 3-component vector of float) +0:47 'u_f3' ( uniform 3-component vector of float) +0:47 'i_f3' ( smooth in 3-component vector of float) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'f4' (temp 4-component vector of float) -0:48 add (temp 4-component vector of float) -0:48 'u_f4' (uniform 4-component vector of float) -0:48 'i_f4' (smooth in 4-component vector of float) -0:50 move second child to first child (temp 4-component vector of float) -0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:60 Test condition and select (temp 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'f4' ( temp 4-component vector of float) +0:48 add ( temp 4-component vector of float) +0:48 'u_f4' ( uniform 4-component vector of float) +0:48 'i_f4' ( smooth in 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:60 Test condition and select ( temp 4-component vector of float) 0:60 Condition -0:59 logical-or (temp bool) -0:58 logical-or (temp bool) -0:57 logical-or (temp bool) -0:56 logical-or (temp bool) -0:55 logical-or (temp bool) -0:54 logical-or (temp bool) -0:53 logical-or (temp bool) -0:52 logical-or (temp bool) -0:51 logical-or (temp bool) -0:51 'b' (temp bool) -0:52 direct index (temp bool) -0:52 'b2' (temp 2-component vector of bool) +0:59 logical-or ( temp bool) +0:58 logical-or ( temp bool) +0:57 logical-or ( temp bool) +0:56 logical-or ( temp bool) +0:55 logical-or ( temp bool) +0:54 logical-or ( temp bool) +0:53 logical-or ( temp bool) +0:52 logical-or ( temp bool) +0:51 logical-or ( temp bool) +0:51 'b' ( temp bool) +0:52 direct index ( temp bool) +0:52 'b2' ( temp 2-component vector of bool) 0:52 Constant: 0:52 0 (const int) -0:53 direct index (temp bool) -0:53 'b2' (temp 2-component vector of bool) +0:53 direct index ( temp bool) +0:53 'b2' ( temp 2-component vector of bool) 0:53 Constant: 0:53 1 (const int) -0:54 direct index (temp bool) -0:54 'b3' (temp 3-component vector of bool) +0:54 direct index ( temp bool) +0:54 'b3' ( temp 3-component vector of bool) 0:54 Constant: 0:54 0 (const int) -0:55 direct index (temp bool) -0:55 'b3' (temp 3-component vector of bool) +0:55 direct index ( temp bool) +0:55 'b3' ( temp 3-component vector of bool) 0:55 Constant: 0:55 1 (const int) -0:56 direct index (temp bool) -0:56 'b3' (temp 3-component vector of bool) +0:56 direct index ( temp bool) +0:56 'b3' ( temp 3-component vector of bool) 0:56 Constant: 0:56 2 (const int) -0:57 direct index (temp bool) -0:57 'b4' (temp 4-component vector of bool) +0:57 direct index ( temp bool) +0:57 'b4' ( temp 4-component vector of bool) 0:57 Constant: 0:57 0 (const int) -0:58 direct index (temp bool) -0:58 'b4' (temp 4-component vector of bool) +0:58 direct index ( temp bool) +0:58 'b4' ( temp 4-component vector of bool) 0:58 Constant: 0:58 1 (const int) -0:59 direct index (temp bool) -0:59 'b4' (temp 4-component vector of bool) +0:59 direct index ( temp bool) +0:59 'b4' ( temp 4-component vector of bool) 0:59 Constant: 0:59 2 (const int) -0:60 direct index (temp bool) -0:60 'b4' (temp 4-component vector of bool) +0:60 direct index ( temp bool) +0:60 'b4' ( temp 4-component vector of bool) 0:60 Constant: 0:60 3 (const int) 0:60 true case -0:79 Construct vec4 (temp 4-component vector of float) -0:79 add (temp float) -0:78 add (temp float) -0:77 add (temp float) -0:76 add (temp float) -0:75 add (temp float) -0:74 add (temp float) -0:73 add (temp float) -0:72 add (temp float) -0:71 add (temp float) -0:70 add (temp float) -0:69 Convert int to float (temp float) -0:69 add (temp int) -0:68 add (temp int) -0:67 add (temp int) -0:66 add (temp int) -0:65 add (temp int) -0:64 add (temp int) -0:63 add (temp int) -0:62 add (temp int) -0:61 add (temp int) -0:61 'i' (temp int) -0:62 direct index (temp int) -0:62 'i2' (temp 2-component vector of int) +0:79 Construct vec4 ( temp 4-component vector of float) +0:79 add ( temp float) +0:78 add ( temp float) +0:77 add ( temp float) +0:76 add ( temp float) +0:75 add ( temp float) +0:74 add ( temp float) +0:73 add ( temp float) +0:72 add ( temp float) +0:71 add ( temp float) +0:70 add ( temp float) +0:69 Convert int to float ( temp float) +0:69 add ( temp int) +0:68 add ( temp int) +0:67 add ( temp int) +0:66 add ( temp int) +0:65 add ( temp int) +0:64 add ( temp int) +0:63 add ( temp int) +0:62 add ( temp int) +0:61 add ( temp int) +0:61 'i' ( temp int) +0:62 direct index ( temp int) +0:62 'i2' ( temp 2-component vector of int) 0:62 Constant: 0:62 0 (const int) -0:63 direct index (temp int) -0:63 'i2' (temp 2-component vector of int) +0:63 direct index ( temp int) +0:63 'i2' ( temp 2-component vector of int) 0:63 Constant: 0:63 1 (const int) -0:64 direct index (temp int) -0:64 'i3' (temp 3-component vector of int) +0:64 direct index ( temp int) +0:64 'i3' ( temp 3-component vector of int) 0:64 Constant: 0:64 0 (const int) -0:65 direct index (temp int) -0:65 'i3' (temp 3-component vector of int) +0:65 direct index ( temp int) +0:65 'i3' ( temp 3-component vector of int) 0:65 Constant: 0:65 1 (const int) -0:66 direct index (temp int) -0:66 'i3' (temp 3-component vector of int) +0:66 direct index ( temp int) +0:66 'i3' ( temp 3-component vector of int) 0:66 Constant: 0:66 2 (const int) -0:67 direct index (temp int) -0:67 'i4' (temp 4-component vector of int) +0:67 direct index ( temp int) +0:67 'i4' ( temp 4-component vector of int) 0:67 Constant: 0:67 0 (const int) -0:68 direct index (temp int) -0:68 'i4' (temp 4-component vector of int) +0:68 direct index ( temp int) +0:68 'i4' ( temp 4-component vector of int) 0:68 Constant: 0:68 1 (const int) -0:69 direct index (temp int) -0:69 'i4' (temp 4-component vector of int) +0:69 direct index ( temp int) +0:69 'i4' ( temp 4-component vector of int) 0:69 Constant: 0:69 2 (const int) -0:70 direct index (temp int) -0:70 'i4' (temp 4-component vector of int) +0:70 direct index ( temp int) +0:70 'i4' ( temp 4-component vector of int) 0:70 Constant: 0:70 3 (const int) -0:71 'f' (temp float) -0:72 direct index (temp float) -0:72 'f2' (temp 2-component vector of float) +0:71 'f' ( temp float) +0:72 direct index ( temp float) +0:72 'f2' ( temp 2-component vector of float) 0:72 Constant: 0:72 0 (const int) -0:73 direct index (temp float) -0:73 'f2' (temp 2-component vector of float) +0:73 direct index ( temp float) +0:73 'f2' ( temp 2-component vector of float) 0:73 Constant: 0:73 1 (const int) -0:74 direct index (temp float) -0:74 'f3' (temp 3-component vector of float) +0:74 direct index ( temp float) +0:74 'f3' ( temp 3-component vector of float) 0:74 Constant: 0:74 0 (const int) -0:75 direct index (temp float) -0:75 'f3' (temp 3-component vector of float) +0:75 direct index ( temp float) +0:75 'f3' ( temp 3-component vector of float) 0:75 Constant: 0:75 1 (const int) -0:76 direct index (temp float) -0:76 'f3' (temp 3-component vector of float) +0:76 direct index ( temp float) +0:76 'f3' ( temp 3-component vector of float) 0:76 Constant: 0:76 2 (const int) -0:77 direct index (temp float) -0:77 'f4' (temp 4-component vector of float) +0:77 direct index ( temp float) +0:77 'f4' ( temp 4-component vector of float) 0:77 Constant: 0:77 0 (const int) -0:78 direct index (temp float) -0:78 'f4' (temp 4-component vector of float) +0:78 direct index ( temp float) +0:78 'f4' ( temp 4-component vector of float) 0:78 Constant: 0:78 1 (const int) -0:79 direct index (temp float) -0:79 'f4' (temp 4-component vector of float) +0:79 direct index ( temp float) +0:79 'f4' ( temp 4-component vector of float) 0:79 Constant: 0:79 2 (const int) -0:80 direct index (temp float) -0:80 'f4' (temp 4-component vector of float) +0:80 direct index ( temp float) +0:80 'f4' ( temp 4-component vector of float) 0:80 Constant: 0:80 3 (const int) 0:60 false case @@ -310,30 +310,30 @@ Shader version: 130 0:80 1.000000 0:80 1.000000 0:? Linker Objects -0:? 'u_b' (uniform bool) -0:? 'u_b2' (uniform 2-component vector of bool) -0:? 'u_b3' (uniform 3-component vector of bool) -0:? 'u_b4' (uniform 4-component vector of bool) -0:? 'u_i' (uniform int) -0:? 'u_i2' (uniform 2-component vector of int) -0:? 'u_i3' (uniform 3-component vector of int) -0:? 'u_i4' (uniform 4-component vector of int) -0:? 'u_f' (uniform float) -0:? 'u_f2' (uniform 2-component vector of float) -0:? 'u_f3' (uniform 3-component vector of float) -0:? 'u_f4' (uniform 4-component vector of float) -0:? 'i_b' (uniform bool) -0:? 'i_b2' (uniform 2-component vector of bool) -0:? 'i_b3' (uniform 3-component vector of bool) -0:? 'i_b4' (uniform 4-component vector of bool) -0:? 'i_i' (flat in int) -0:? 'i_i2' (flat in 2-component vector of int) -0:? 'i_i3' (flat in 3-component vector of int) -0:? 'i_i4' (flat in 4-component vector of int) -0:? 'i_f' (smooth in float) -0:? 'i_f2' (smooth in 2-component vector of float) -0:? 'i_f3' (smooth in 3-component vector of float) -0:? 'i_f4' (smooth in 4-component vector of float) +0:? 'u_b' ( uniform bool) +0:? 'u_b2' ( uniform 2-component vector of bool) +0:? 'u_b3' ( uniform 3-component vector of bool) +0:? 'u_b4' ( uniform 4-component vector of bool) +0:? 'u_i' ( uniform int) +0:? 'u_i2' ( uniform 2-component vector of int) +0:? 'u_i3' ( uniform 3-component vector of int) +0:? 'u_i4' ( uniform 4-component vector of int) +0:? 'u_f' ( uniform float) +0:? 'u_f2' ( uniform 2-component vector of float) +0:? 'u_f3' ( uniform 3-component vector of float) +0:? 'u_f4' ( uniform 4-component vector of float) +0:? 'i_b' ( uniform bool) +0:? 'i_b2' ( uniform 2-component vector of bool) +0:? 'i_b3' ( uniform 3-component vector of bool) +0:? 'i_b4' ( uniform 4-component vector of bool) +0:? 'i_i' ( flat in int) +0:? 'i_i2' ( flat in 2-component vector of int) +0:? 'i_i3' ( flat in 3-component vector of int) +0:? 'i_i4' ( flat in 4-component vector of int) +0:? 'i_f' ( smooth in float) +0:? 'i_f2' ( smooth in 2-component vector of float) +0:? 'i_f3' ( smooth in 3-component vector of float) +0:? 'i_f4' ( smooth in 4-component vector of float) Linked fragment stage: @@ -341,306 +341,306 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:33 Function Definition: main( (global void) +0:33 Function Definition: main( ( global void) 0:33 Function Parameters: 0:35 Sequence 0:35 Sequence -0:35 move second child to first child (temp bool) -0:35 'b' (temp bool) -0:35 logical-and (temp bool) -0:35 'u_b' (uniform bool) -0:35 'i_b' (uniform bool) +0:35 move second child to first child ( temp bool) +0:35 'b' ( temp bool) +0:35 logical-and ( temp bool) +0:35 'u_b' ( uniform bool) +0:35 'i_b' ( uniform bool) 0:36 Sequence -0:36 move second child to first child (temp 2-component vector of bool) -0:36 'b2' (temp 2-component vector of bool) -0:36 Construct bvec2 (temp 2-component vector of bool) -0:36 logical-and (temp bool) -0:36 logical-and (temp bool) -0:36 logical-and (temp bool) -0:36 direct index (temp bool) -0:36 'u_b2' (uniform 2-component vector of bool) +0:36 move second child to first child ( temp 2-component vector of bool) +0:36 'b2' ( temp 2-component vector of bool) +0:36 Construct bvec2 ( temp 2-component vector of bool) +0:36 logical-and ( temp bool) +0:36 logical-and ( temp bool) +0:36 logical-and ( temp bool) +0:36 direct index ( temp bool) +0:36 'u_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp bool) -0:36 'i_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'i_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 0 (const int) -0:36 direct index (temp bool) -0:36 'u_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'u_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 1 (const int) -0:36 direct index (temp bool) -0:36 'i_b2' (uniform 2-component vector of bool) +0:36 direct index ( temp bool) +0:36 'i_b2' ( uniform 2-component vector of bool) 0:36 Constant: 0:36 1 (const int) 0:37 Sequence -0:37 move second child to first child (temp 3-component vector of bool) -0:37 'b3' (temp 3-component vector of bool) -0:37 Construct bvec3 (temp 3-component vector of bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 logical-and (temp bool) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 move second child to first child ( temp 3-component vector of bool) +0:37 'b3' ( temp 3-component vector of bool) +0:37 Construct bvec3 ( temp 3-component vector of bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 logical-and ( temp bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 0 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 0 (const int) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 1 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 1 (const int) -0:37 direct index (temp bool) -0:37 'u_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'u_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 2 (const int) -0:37 direct index (temp bool) -0:37 'i_b3' (uniform 3-component vector of bool) +0:37 direct index ( temp bool) +0:37 'i_b3' ( uniform 3-component vector of bool) 0:37 Constant: 0:37 2 (const int) 0:38 Sequence -0:38 move second child to first child (temp 4-component vector of bool) -0:38 'b4' (temp 4-component vector of bool) -0:38 Construct bvec4 (temp 4-component vector of bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 logical-and (temp bool) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 move second child to first child ( temp 4-component vector of bool) +0:38 'b4' ( temp 4-component vector of bool) +0:38 Construct bvec4 ( temp 4-component vector of bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 logical-and ( temp bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 0 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 1 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 1 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 2 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 2 (const int) -0:38 direct index (temp bool) -0:38 'u_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'u_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 3 (const int) -0:38 direct index (temp bool) -0:38 'i_b4' (uniform 4-component vector of bool) +0:38 direct index ( temp bool) +0:38 'i_b4' ( uniform 4-component vector of bool) 0:38 Constant: 0:38 3 (const int) 0:40 Sequence -0:40 move second child to first child (temp int) -0:40 'i' (temp int) -0:40 add (temp int) -0:40 'u_i' (uniform int) -0:40 'i_i' (flat in int) +0:40 move second child to first child ( temp int) +0:40 'i' ( temp int) +0:40 add ( temp int) +0:40 'u_i' ( uniform int) +0:40 'i_i' ( flat in int) 0:41 Sequence -0:41 move second child to first child (temp 2-component vector of int) -0:41 'i2' (temp 2-component vector of int) -0:41 add (temp 2-component vector of int) -0:41 'u_i2' (uniform 2-component vector of int) -0:41 'i_i2' (flat in 2-component vector of int) +0:41 move second child to first child ( temp 2-component vector of int) +0:41 'i2' ( temp 2-component vector of int) +0:41 add ( temp 2-component vector of int) +0:41 'u_i2' ( uniform 2-component vector of int) +0:41 'i_i2' ( flat in 2-component vector of int) 0:42 Sequence -0:42 move second child to first child (temp 3-component vector of int) -0:42 'i3' (temp 3-component vector of int) -0:42 add (temp 3-component vector of int) -0:42 'u_i3' (uniform 3-component vector of int) -0:42 'i_i3' (flat in 3-component vector of int) +0:42 move second child to first child ( temp 3-component vector of int) +0:42 'i3' ( temp 3-component vector of int) +0:42 add ( temp 3-component vector of int) +0:42 'u_i3' ( uniform 3-component vector of int) +0:42 'i_i3' ( flat in 3-component vector of int) 0:43 Sequence -0:43 move second child to first child (temp 4-component vector of int) -0:43 'i4' (temp 4-component vector of int) -0:43 add (temp 4-component vector of int) -0:43 'u_i4' (uniform 4-component vector of int) -0:43 'i_i4' (flat in 4-component vector of int) +0:43 move second child to first child ( temp 4-component vector of int) +0:43 'i4' ( temp 4-component vector of int) +0:43 add ( temp 4-component vector of int) +0:43 'u_i4' ( uniform 4-component vector of int) +0:43 'i_i4' ( flat in 4-component vector of int) 0:45 Sequence -0:45 move second child to first child (temp float) -0:45 'f' (temp float) -0:45 add (temp float) -0:45 'u_f' (uniform float) -0:45 'i_f' (smooth in float) +0:45 move second child to first child ( temp float) +0:45 'f' ( temp float) +0:45 add ( temp float) +0:45 'u_f' ( uniform float) +0:45 'i_f' ( smooth in float) 0:46 Sequence -0:46 move second child to first child (temp 2-component vector of float) -0:46 'f2' (temp 2-component vector of float) -0:46 add (temp 2-component vector of float) -0:46 'u_f2' (uniform 2-component vector of float) -0:46 'i_f2' (smooth in 2-component vector of float) +0:46 move second child to first child ( temp 2-component vector of float) +0:46 'f2' ( temp 2-component vector of float) +0:46 add ( temp 2-component vector of float) +0:46 'u_f2' ( uniform 2-component vector of float) +0:46 'i_f2' ( smooth in 2-component vector of float) 0:47 Sequence -0:47 move second child to first child (temp 3-component vector of float) -0:47 'f3' (temp 3-component vector of float) -0:47 add (temp 3-component vector of float) -0:47 'u_f3' (uniform 3-component vector of float) -0:47 'i_f3' (smooth in 3-component vector of float) +0:47 move second child to first child ( temp 3-component vector of float) +0:47 'f3' ( temp 3-component vector of float) +0:47 add ( temp 3-component vector of float) +0:47 'u_f3' ( uniform 3-component vector of float) +0:47 'i_f3' ( smooth in 3-component vector of float) 0:48 Sequence -0:48 move second child to first child (temp 4-component vector of float) -0:48 'f4' (temp 4-component vector of float) -0:48 add (temp 4-component vector of float) -0:48 'u_f4' (uniform 4-component vector of float) -0:48 'i_f4' (smooth in 4-component vector of float) -0:50 move second child to first child (temp 4-component vector of float) -0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:60 Test condition and select (temp 4-component vector of float) +0:48 move second child to first child ( temp 4-component vector of float) +0:48 'f4' ( temp 4-component vector of float) +0:48 add ( temp 4-component vector of float) +0:48 'u_f4' ( uniform 4-component vector of float) +0:48 'i_f4' ( smooth in 4-component vector of float) +0:50 move second child to first child ( temp 4-component vector of float) +0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:60 Test condition and select ( temp 4-component vector of float) 0:60 Condition -0:59 logical-or (temp bool) -0:58 logical-or (temp bool) -0:57 logical-or (temp bool) -0:56 logical-or (temp bool) -0:55 logical-or (temp bool) -0:54 logical-or (temp bool) -0:53 logical-or (temp bool) -0:52 logical-or (temp bool) -0:51 logical-or (temp bool) -0:51 'b' (temp bool) -0:52 direct index (temp bool) -0:52 'b2' (temp 2-component vector of bool) +0:59 logical-or ( temp bool) +0:58 logical-or ( temp bool) +0:57 logical-or ( temp bool) +0:56 logical-or ( temp bool) +0:55 logical-or ( temp bool) +0:54 logical-or ( temp bool) +0:53 logical-or ( temp bool) +0:52 logical-or ( temp bool) +0:51 logical-or ( temp bool) +0:51 'b' ( temp bool) +0:52 direct index ( temp bool) +0:52 'b2' ( temp 2-component vector of bool) 0:52 Constant: 0:52 0 (const int) -0:53 direct index (temp bool) -0:53 'b2' (temp 2-component vector of bool) +0:53 direct index ( temp bool) +0:53 'b2' ( temp 2-component vector of bool) 0:53 Constant: 0:53 1 (const int) -0:54 direct index (temp bool) -0:54 'b3' (temp 3-component vector of bool) +0:54 direct index ( temp bool) +0:54 'b3' ( temp 3-component vector of bool) 0:54 Constant: 0:54 0 (const int) -0:55 direct index (temp bool) -0:55 'b3' (temp 3-component vector of bool) +0:55 direct index ( temp bool) +0:55 'b3' ( temp 3-component vector of bool) 0:55 Constant: 0:55 1 (const int) -0:56 direct index (temp bool) -0:56 'b3' (temp 3-component vector of bool) +0:56 direct index ( temp bool) +0:56 'b3' ( temp 3-component vector of bool) 0:56 Constant: 0:56 2 (const int) -0:57 direct index (temp bool) -0:57 'b4' (temp 4-component vector of bool) +0:57 direct index ( temp bool) +0:57 'b4' ( temp 4-component vector of bool) 0:57 Constant: 0:57 0 (const int) -0:58 direct index (temp bool) -0:58 'b4' (temp 4-component vector of bool) +0:58 direct index ( temp bool) +0:58 'b4' ( temp 4-component vector of bool) 0:58 Constant: 0:58 1 (const int) -0:59 direct index (temp bool) -0:59 'b4' (temp 4-component vector of bool) +0:59 direct index ( temp bool) +0:59 'b4' ( temp 4-component vector of bool) 0:59 Constant: 0:59 2 (const int) -0:60 direct index (temp bool) -0:60 'b4' (temp 4-component vector of bool) +0:60 direct index ( temp bool) +0:60 'b4' ( temp 4-component vector of bool) 0:60 Constant: 0:60 3 (const int) 0:60 true case -0:79 Construct vec4 (temp 4-component vector of float) -0:79 add (temp float) -0:78 add (temp float) -0:77 add (temp float) -0:76 add (temp float) -0:75 add (temp float) -0:74 add (temp float) -0:73 add (temp float) -0:72 add (temp float) -0:71 add (temp float) -0:70 add (temp float) -0:69 Convert int to float (temp float) -0:69 add (temp int) -0:68 add (temp int) -0:67 add (temp int) -0:66 add (temp int) -0:65 add (temp int) -0:64 add (temp int) -0:63 add (temp int) -0:62 add (temp int) -0:61 add (temp int) -0:61 'i' (temp int) -0:62 direct index (temp int) -0:62 'i2' (temp 2-component vector of int) +0:79 Construct vec4 ( temp 4-component vector of float) +0:79 add ( temp float) +0:78 add ( temp float) +0:77 add ( temp float) +0:76 add ( temp float) +0:75 add ( temp float) +0:74 add ( temp float) +0:73 add ( temp float) +0:72 add ( temp float) +0:71 add ( temp float) +0:70 add ( temp float) +0:69 Convert int to float ( temp float) +0:69 add ( temp int) +0:68 add ( temp int) +0:67 add ( temp int) +0:66 add ( temp int) +0:65 add ( temp int) +0:64 add ( temp int) +0:63 add ( temp int) +0:62 add ( temp int) +0:61 add ( temp int) +0:61 'i' ( temp int) +0:62 direct index ( temp int) +0:62 'i2' ( temp 2-component vector of int) 0:62 Constant: 0:62 0 (const int) -0:63 direct index (temp int) -0:63 'i2' (temp 2-component vector of int) +0:63 direct index ( temp int) +0:63 'i2' ( temp 2-component vector of int) 0:63 Constant: 0:63 1 (const int) -0:64 direct index (temp int) -0:64 'i3' (temp 3-component vector of int) +0:64 direct index ( temp int) +0:64 'i3' ( temp 3-component vector of int) 0:64 Constant: 0:64 0 (const int) -0:65 direct index (temp int) -0:65 'i3' (temp 3-component vector of int) +0:65 direct index ( temp int) +0:65 'i3' ( temp 3-component vector of int) 0:65 Constant: 0:65 1 (const int) -0:66 direct index (temp int) -0:66 'i3' (temp 3-component vector of int) +0:66 direct index ( temp int) +0:66 'i3' ( temp 3-component vector of int) 0:66 Constant: 0:66 2 (const int) -0:67 direct index (temp int) -0:67 'i4' (temp 4-component vector of int) +0:67 direct index ( temp int) +0:67 'i4' ( temp 4-component vector of int) 0:67 Constant: 0:67 0 (const int) -0:68 direct index (temp int) -0:68 'i4' (temp 4-component vector of int) +0:68 direct index ( temp int) +0:68 'i4' ( temp 4-component vector of int) 0:68 Constant: 0:68 1 (const int) -0:69 direct index (temp int) -0:69 'i4' (temp 4-component vector of int) +0:69 direct index ( temp int) +0:69 'i4' ( temp 4-component vector of int) 0:69 Constant: 0:69 2 (const int) -0:70 direct index (temp int) -0:70 'i4' (temp 4-component vector of int) +0:70 direct index ( temp int) +0:70 'i4' ( temp 4-component vector of int) 0:70 Constant: 0:70 3 (const int) -0:71 'f' (temp float) -0:72 direct index (temp float) -0:72 'f2' (temp 2-component vector of float) +0:71 'f' ( temp float) +0:72 direct index ( temp float) +0:72 'f2' ( temp 2-component vector of float) 0:72 Constant: 0:72 0 (const int) -0:73 direct index (temp float) -0:73 'f2' (temp 2-component vector of float) +0:73 direct index ( temp float) +0:73 'f2' ( temp 2-component vector of float) 0:73 Constant: 0:73 1 (const int) -0:74 direct index (temp float) -0:74 'f3' (temp 3-component vector of float) +0:74 direct index ( temp float) +0:74 'f3' ( temp 3-component vector of float) 0:74 Constant: 0:74 0 (const int) -0:75 direct index (temp float) -0:75 'f3' (temp 3-component vector of float) +0:75 direct index ( temp float) +0:75 'f3' ( temp 3-component vector of float) 0:75 Constant: 0:75 1 (const int) -0:76 direct index (temp float) -0:76 'f3' (temp 3-component vector of float) +0:76 direct index ( temp float) +0:76 'f3' ( temp 3-component vector of float) 0:76 Constant: 0:76 2 (const int) -0:77 direct index (temp float) -0:77 'f4' (temp 4-component vector of float) +0:77 direct index ( temp float) +0:77 'f4' ( temp 4-component vector of float) 0:77 Constant: 0:77 0 (const int) -0:78 direct index (temp float) -0:78 'f4' (temp 4-component vector of float) +0:78 direct index ( temp float) +0:78 'f4' ( temp 4-component vector of float) 0:78 Constant: 0:78 1 (const int) -0:79 direct index (temp float) -0:79 'f4' (temp 4-component vector of float) +0:79 direct index ( temp float) +0:79 'f4' ( temp 4-component vector of float) 0:79 Constant: 0:79 2 (const int) -0:80 direct index (temp float) -0:80 'f4' (temp 4-component vector of float) +0:80 direct index ( temp float) +0:80 'f4' ( temp 4-component vector of float) 0:80 Constant: 0:80 3 (const int) 0:60 false case @@ -650,28 +650,28 @@ Shader version: 130 0:80 1.000000 0:80 1.000000 0:? Linker Objects -0:? 'u_b' (uniform bool) -0:? 'u_b2' (uniform 2-component vector of bool) -0:? 'u_b3' (uniform 3-component vector of bool) -0:? 'u_b4' (uniform 4-component vector of bool) -0:? 'u_i' (uniform int) -0:? 'u_i2' (uniform 2-component vector of int) -0:? 'u_i3' (uniform 3-component vector of int) -0:? 'u_i4' (uniform 4-component vector of int) -0:? 'u_f' (uniform float) -0:? 'u_f2' (uniform 2-component vector of float) -0:? 'u_f3' (uniform 3-component vector of float) -0:? 'u_f4' (uniform 4-component vector of float) -0:? 'i_b' (uniform bool) -0:? 'i_b2' (uniform 2-component vector of bool) -0:? 'i_b3' (uniform 3-component vector of bool) -0:? 'i_b4' (uniform 4-component vector of bool) -0:? 'i_i' (flat in int) -0:? 'i_i2' (flat in 2-component vector of int) -0:? 'i_i3' (flat in 3-component vector of int) -0:? 'i_i4' (flat in 4-component vector of int) -0:? 'i_f' (smooth in float) -0:? 'i_f2' (smooth in 2-component vector of float) -0:? 'i_f3' (smooth in 3-component vector of float) -0:? 'i_f4' (smooth in 4-component vector of float) +0:? 'u_b' ( uniform bool) +0:? 'u_b2' ( uniform 2-component vector of bool) +0:? 'u_b3' ( uniform 3-component vector of bool) +0:? 'u_b4' ( uniform 4-component vector of bool) +0:? 'u_i' ( uniform int) +0:? 'u_i2' ( uniform 2-component vector of int) +0:? 'u_i3' ( uniform 3-component vector of int) +0:? 'u_i4' ( uniform 4-component vector of int) +0:? 'u_f' ( uniform float) +0:? 'u_f2' ( uniform 2-component vector of float) +0:? 'u_f3' ( uniform 3-component vector of float) +0:? 'u_f4' ( uniform 4-component vector of float) +0:? 'i_b' ( uniform bool) +0:? 'i_b2' ( uniform 2-component vector of bool) +0:? 'i_b3' ( uniform 3-component vector of bool) +0:? 'i_b4' ( uniform 4-component vector of bool) +0:? 'i_i' ( flat in int) +0:? 'i_i2' ( flat in 2-component vector of int) +0:? 'i_i3' ( flat in 3-component vector of int) +0:? 'i_i4' ( flat in 4-component vector of int) +0:? 'i_f' ( smooth in float) +0:? 'i_f2' ( smooth in 2-component vector of float) +0:? 'i_f3' ( smooth in 3-component vector of float) +0:? 'i_f4' ( smooth in 4-component vector of float) diff --git a/Test/baseResults/uint.frag.out b/Test/baseResults/uint.frag.out index 1ee28254..3a12d6b7 100644 --- a/Test/baseResults/uint.frag.out +++ b/Test/baseResults/uint.frag.out @@ -5,152 +5,152 @@ ERROR: 0:20: 'const' : non-matching or non-convertible constant type for const i ERROR: 0:24: 'const' : non-matching or non-convertible constant type for const initializer ERROR: 0:34: 'const' : non-matching or non-convertible constant type for const initializer ERROR: 0:37: 'const' : non-matching or non-convertible constant type for const initializer -ERROR: 0:48: '=' : cannot convert from 'const int' to 'temp mediump uint' -ERROR: 0:51: '=' : cannot convert from 'const int' to 'temp mediump uint' +ERROR: 0:48: '=' : cannot convert from ' const int' to ' temp mediump uint' +ERROR: 0:51: '=' : cannot convert from ' const int' to ' temp mediump uint' ERROR: 0:63: 'float' : type requires declaration of default precision qualifier ERROR: 9 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp mediump int) -0:17 'count' (temp mediump int) +0:17 move second child to first child ( temp mediump int) +0:17 'count' ( temp mediump int) 0:17 Constant: 0:17 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp mediump uint) -0:19 'u' (temp mediump uint) -0:19 add (temp mediump uint) -0:19 direct index (temp mediump uint) -0:19 't' (flat in mediump 2-component vector of uint) +0:19 move second child to first child ( temp mediump uint) +0:19 'u' ( temp mediump uint) +0:19 add ( temp mediump uint) +0:19 direct index ( temp mediump uint) +0:19 't' ( flat in mediump 2-component vector of uint) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 3 (const uint) -0:27 Test condition and select (temp void) +0:27 Test condition and select ( temp void) 0:27 Condition 0:27 Constant: 0:27 true (const bool) 0:27 true case -0:28 multiply second child into first child (temp mediump int) -0:28 'count' (temp mediump int) +0:28 multiply second child into first child ( temp mediump int) +0:28 'count' ( temp mediump int) 0:28 Constant: 0:28 2 (const int) -0:29 Test condition and select (temp void) +0:29 Test condition and select ( temp void) 0:29 Condition 0:29 Constant: 0:29 true (const bool) 0:29 true case -0:30 multiply second child into first child (temp mediump int) -0:30 'count' (temp mediump int) +0:30 multiply second child into first child ( temp mediump int) +0:30 'count' ( temp mediump int) 0:30 Constant: 0:30 3 (const int) -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition 0:31 Constant: 0:31 false (const bool) 0:31 true case -0:32 multiply second child into first child (temp mediump int) -0:32 'count' (temp mediump int) +0:32 multiply second child into first child ( temp mediump int) +0:32 'count' ( temp mediump int) 0:32 Constant: 0:32 5 (const int) -0:41 Test condition and select (temp void) +0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Constant: 0:41 true (const bool) 0:41 true case -0:42 multiply second child into first child (temp mediump int) -0:42 'count' (temp mediump int) +0:42 multiply second child into first child ( temp mediump int) +0:42 'count' ( temp mediump int) 0:42 Constant: 0:42 7 (const int) -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition 0:43 Constant: 0:43 true (const bool) 0:43 true case -0:44 multiply second child into first child (temp mediump int) -0:44 'count' (temp mediump int) +0:44 multiply second child into first child ( temp mediump int) +0:44 'count' ( temp mediump int) 0:44 Constant: 0:44 11 (const int) -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition 0:45 Constant: 0:45 false (const bool) 0:45 true case -0:46 multiply second child into first child (temp mediump int) -0:46 'count' (temp mediump int) +0:46 multiply second child into first child ( temp mediump int) +0:46 'count' ( temp mediump int) 0:46 Constant: 0:46 13 (const int) 0:49 Sequence -0:49 move second child to first child (temp mediump int) -0:49 'shiftedii' (temp mediump int) +0:49 move second child to first child ( temp mediump int) +0:49 'shiftedii' ( temp mediump int) 0:49 Constant: 0:49 -1 (const int) 0:50 Sequence -0:50 move second child to first child (temp mediump uint) -0:50 'shiftedui' (temp mediump uint) +0:50 move second child to first child ( temp mediump uint) +0:50 'shiftedui' ( temp mediump uint) 0:50 Constant: 0:50 4194303 (const uint) 0:52 Sequence -0:52 move second child to first child (temp mediump int) -0:52 'shiftediu' (temp mediump int) +0:52 move second child to first child ( temp mediump int) +0:52 'shiftediu' ( temp mediump int) 0:52 Constant: 0:52 -1 (const int) 0:53 Sequence -0:53 move second child to first child (temp mediump uint) -0:53 'shifteduu' (temp mediump uint) +0:53 move second child to first child ( temp mediump uint) +0:53 'shifteduu' ( temp mediump uint) 0:53 Constant: 0:53 4194303 (const uint) -0:55 Test condition and select (temp void) +0:55 Test condition and select ( temp void) 0:55 Condition -0:55 Compare Equal (temp bool) -0:55 'shiftedii' (temp mediump int) -0:55 'shiftediu' (temp mediump int) +0:55 Compare Equal ( temp bool) +0:55 'shiftedii' ( temp mediump int) +0:55 'shiftediu' ( temp mediump int) 0:55 true case -0:56 move second child to first child (temp mediump 4-component vector of uint) -0:56 'c' (out mediump 4-component vector of uint) -0:56 texture (global lowp 4-component vector of uint, operation at highp) -0:56 'usampler' (uniform lowp usampler2D) -0:56 'tc' (smooth in highp 2-component vector of float) -0:57 Test condition and select (temp void) +0:56 move second child to first child ( temp mediump 4-component vector of uint) +0:56 'c' ( out mediump 4-component vector of uint) +0:56 texture ( global lowp 4-component vector of uint, operation at highp) +0:56 'usampler' ( uniform lowp usampler2D) +0:56 'tc' ( smooth in highp 2-component vector of float) +0:57 Test condition and select ( temp void) 0:57 Condition -0:57 Compare Equal (temp bool) -0:57 'shiftedui' (temp mediump uint) -0:57 'shifteduu' (temp mediump uint) +0:57 Compare Equal ( temp bool) +0:57 'shiftedui' ( temp mediump uint) +0:57 'shifteduu' ( temp mediump uint) 0:57 true case -0:58 move second child to first child (temp mediump 4-component vector of uint) -0:58 'c' (out mediump 4-component vector of uint) -0:58 texture (global lowp 4-component vector of uint, operation at highp) -0:58 'usampler' (uniform lowp usampler2D) -0:58 add (temp highp 2-component vector of float) -0:58 'tc' (smooth in highp 2-component vector of float) +0:58 move second child to first child ( temp mediump 4-component vector of uint) +0:58 'c' ( out mediump 4-component vector of uint) +0:58 texture ( global lowp 4-component vector of uint, operation at highp) +0:58 'usampler' ( uniform lowp usampler2D) +0:58 add ( temp highp 2-component vector of float) +0:58 'tc' ( smooth in highp 2-component vector of float) 0:58 Constant: 0:58 1.000000 -0:59 Test condition and select (temp void) +0:59 Test condition and select ( temp void) 0:59 Condition -0:59 Compare Equal (temp bool) -0:59 'shiftedii' (temp mediump int) -0:59 Convert uint to int (temp int) -0:59 'shiftedui' (temp mediump uint) +0:59 Compare Equal ( temp bool) +0:59 'shiftedii' ( temp mediump int) +0:59 Convert uint to int ( temp int) +0:59 'shiftedui' ( temp mediump uint) 0:59 true case -0:60 move second child to first child (temp mediump 4-component vector of uint) -0:60 'c' (out mediump 4-component vector of uint) -0:60 texture (global lowp 4-component vector of uint, operation at highp) -0:60 'usampler' (uniform lowp usampler2D) -0:60 subtract (temp highp 2-component vector of float) -0:60 'tc' (smooth in highp 2-component vector of float) +0:60 move second child to first child ( temp mediump 4-component vector of uint) +0:60 'c' ( out mediump 4-component vector of uint) +0:60 texture ( global lowp 4-component vector of uint, operation at highp) +0:60 'usampler' ( uniform lowp usampler2D) +0:60 subtract ( temp highp 2-component vector of float) +0:60 'tc' ( smooth in highp 2-component vector of float) 0:60 Constant: 0:60 2.000000 0:60 2.000000 -0:62 Test condition and select (temp void) +0:62 Test condition and select ( temp void) 0:62 Condition -0:62 Compare Greater Than (temp bool) -0:62 direct index (temp mediump uint) -0:62 't' (flat in mediump 2-component vector of uint) +0:62 Compare Greater Than ( temp bool) +0:62 direct index ( temp mediump uint) +0:62 't' ( flat in mediump 2-component vector of uint) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -158,153 +158,153 @@ ERROR: node is still EOpNull! 0:62 true case 0:63 Sequence 0:63 Sequence -0:63 move second child to first child (temp mediump float) -0:63 'af' (temp mediump float) -0:63 Convert uint to float (temp mediump float) -0:63 'u' (temp mediump uint) +0:63 move second child to first child ( temp mediump float) +0:63 'af' ( temp mediump float) +0:63 Convert uint to float ( temp mediump float) +0:63 'u' ( temp mediump uint) 0:64 Sequence -0:64 move second child to first child (temp bool) -0:64 'ab' (temp bool) -0:64 Convert uint to bool (temp bool) -0:64 'u' (temp mediump uint) +0:64 move second child to first child ( temp bool) +0:64 'ab' ( temp bool) +0:64 Convert uint to bool ( temp bool) +0:64 'u' ( temp mediump uint) 0:65 Sequence -0:65 move second child to first child (temp mediump int) -0:65 'ai' (temp mediump int) -0:65 Convert uint to int (temp mediump int) -0:65 'u' (temp mediump uint) -0:67 add second child into first child (temp mediump 4-component vector of uint) -0:67 'c' (out mediump 4-component vector of uint) -0:67 Construct uvec4 (temp mediump 4-component vector of uint) -0:67 Convert float to uint (temp mediump uint) -0:67 'af' (temp mediump float) -0:67 Convert bool to uint (temp mediump uint) -0:67 'ab' (temp bool) -0:67 Convert int to uint (temp mediump uint) -0:67 'ai' (temp mediump int) -0:67 Convert int to uint (temp mediump uint) -0:67 'count' (temp mediump int) -0:75 Test condition and select (temp void) +0:65 move second child to first child ( temp mediump int) +0:65 'ai' ( temp mediump int) +0:65 Convert uint to int ( temp mediump int) +0:65 'u' ( temp mediump uint) +0:67 add second child into first child ( temp mediump 4-component vector of uint) +0:67 'c' ( out mediump 4-component vector of uint) +0:67 Construct uvec4 ( temp mediump 4-component vector of uint) +0:67 Convert float to uint ( temp mediump uint) +0:67 'af' ( temp mediump float) +0:67 Convert bool to uint ( temp mediump uint) +0:67 'ab' ( temp bool) +0:67 Convert int to uint ( temp mediump uint) +0:67 'ai' ( temp mediump int) +0:67 Convert int to uint ( temp mediump uint) +0:67 'count' ( temp mediump int) +0:75 Test condition and select ( temp void) 0:75 Condition 0:75 Constant: 0:75 true (const bool) 0:75 true case -0:76 multiply second child into first child (temp mediump int) -0:76 'count' (temp mediump int) +0:76 multiply second child into first child ( temp mediump int) +0:76 'count' ( temp mediump int) 0:76 Constant: 0:76 17 (const int) -0:78 Test condition and select (temp void) +0:78 Test condition and select ( temp void) 0:78 Condition 0:78 Constant: 0:78 false (const bool) 0:78 true case -0:79 multiply second child into first child (temp mediump int) -0:79 'count' (temp mediump int) +0:79 multiply second child into first child ( temp mediump int) +0:79 'count' ( temp mediump int) 0:79 Constant: 0:79 19 (const int) -0:81 Test condition and select (temp void) +0:81 Test condition and select ( temp void) 0:81 Condition 0:81 Constant: 0:81 true (const bool) 0:81 true case -0:82 multiply second child into first child (temp mediump int) -0:82 'count' (temp mediump int) +0:82 multiply second child into first child ( temp mediump int) +0:82 'count' ( temp mediump int) 0:82 Constant: 0:82 23 (const int) -0:84 Test condition and select (temp void) +0:84 Test condition and select ( temp void) 0:84 Condition 0:84 Constant: 0:84 true (const bool) 0:84 true case -0:85 multiply second child into first child (temp mediump int) -0:85 'count' (temp mediump int) +0:85 multiply second child into first child ( temp mediump int) +0:85 'count' ( temp mediump int) 0:85 Constant: 0:85 27 (const int) 0:87 Sequence -0:87 move second child to first child (temp mediump uint) -0:87 'mask1' (temp mediump uint) +0:87 move second child to first child ( temp mediump uint) +0:87 'mask1' ( temp mediump uint) 0:87 Constant: 0:87 161 (const uint) 0:88 Sequence -0:88 move second child to first child (temp mediump uint) -0:88 'mask2' (temp mediump uint) +0:88 move second child to first child ( temp mediump uint) +0:88 'mask2' ( temp mediump uint) 0:88 Constant: 0:88 2576 (const uint) 0:89 Sequence -0:89 move second child to first child (temp mediump uint) -0:89 'mask3' (temp mediump uint) -0:89 left-shift (temp mediump uint) -0:89 'mask1' (temp mediump uint) +0:89 move second child to first child ( temp mediump uint) +0:89 'mask3' ( temp mediump uint) +0:89 left-shift ( temp mediump uint) +0:89 'mask1' ( temp mediump uint) 0:89 Constant: 0:89 4 (const int) 0:90 Sequence -0:90 move second child to first child (temp mediump uint) -0:90 'mask4' (temp mediump uint) +0:90 move second child to first child ( temp mediump uint) +0:90 'mask4' ( temp mediump uint) 0:90 Constant: 0:90 2737 (const uint) -0:92 Test condition and select (temp void) +0:92 Test condition and select ( temp void) 0:92 Condition -0:92 Compare Equal (temp bool) -0:92 'mask3' (temp mediump uint) -0:92 'mask2' (temp mediump uint) +0:92 Compare Equal ( temp bool) +0:92 'mask3' ( temp mediump uint) +0:92 'mask2' ( temp mediump uint) 0:92 true case -0:93 multiply second child into first child (temp mediump int) -0:93 'count' (temp mediump int) +0:93 multiply second child into first child ( temp mediump int) +0:93 'count' ( temp mediump int) 0:93 Constant: 0:93 100 (const int) -0:95 Test condition and select (temp void) +0:95 Test condition and select ( temp void) 0:95 Condition -0:95 Compare Not Equal (temp bool) -0:95 bitwise and (temp mediump uint) -0:95 'mask3' (temp mediump uint) -0:95 'mask1' (temp mediump uint) +0:95 Compare Not Equal ( temp bool) +0:95 bitwise and ( temp mediump uint) +0:95 'mask3' ( temp mediump uint) +0:95 'mask1' ( temp mediump uint) 0:95 Constant: 0:95 0 (const uint) 0:95 true case -0:96 multiply second child into first child (temp mediump int) -0:96 'count' (temp mediump int) +0:96 multiply second child into first child ( temp mediump int) +0:96 'count' ( temp mediump int) 0:96 Constant: 0:96 101 (const int) -0:98 Test condition and select (temp void) +0:98 Test condition and select ( temp void) 0:98 Condition -0:98 Compare Equal (temp bool) -0:98 inclusive-or (temp mediump uint) -0:98 'mask1' (temp mediump uint) -0:98 'mask3' (temp mediump uint) -0:98 'mask4' (temp mediump uint) +0:98 Compare Equal ( temp bool) +0:98 inclusive-or ( temp mediump uint) +0:98 'mask1' ( temp mediump uint) +0:98 'mask3' ( temp mediump uint) +0:98 'mask4' ( temp mediump uint) 0:98 true case -0:99 multiply second child into first child (temp mediump int) -0:99 'count' (temp mediump int) +0:99 multiply second child into first child ( temp mediump int) +0:99 'count' ( temp mediump int) 0:99 Constant: 0:99 102 (const int) -0:101 Test condition and select (temp void) +0:101 Test condition and select ( temp void) 0:101 Condition -0:101 Compare Equal (temp bool) -0:101 exclusive-or (temp mediump uint) -0:101 'mask1' (temp mediump uint) -0:101 'mask4' (temp mediump uint) +0:101 Compare Equal ( temp bool) +0:101 exclusive-or ( temp mediump uint) +0:101 'mask1' ( temp mediump uint) +0:101 'mask4' ( temp mediump uint) 0:101 Constant: 0:101 2576 (const uint) 0:101 true case -0:102 multiply second child into first child (temp mediump int) -0:102 'count' (temp mediump int) +0:102 multiply second child into first child ( temp mediump int) +0:102 'count' ( temp mediump int) 0:102 Constant: 0:102 103 (const int) -0:104 add second child into first child (temp mediump 4-component vector of uint) -0:104 'c' (out mediump 4-component vector of uint) -0:104 Construct uvec4 (temp mediump 4-component vector of uint) -0:104 Convert int to uint (temp mediump uint) -0:104 'count' (temp mediump int) +0:104 add second child into first child ( temp mediump 4-component vector of uint) +0:104 'c' ( out mediump 4-component vector of uint) +0:104 Construct uvec4 ( temp mediump 4-component vector of uint) +0:104 Convert int to uint ( temp mediump uint) +0:104 'count' ( temp mediump int) 0:? Linker Objects -0:? 'badu' (smooth in mediump 2-component vector of uint) -0:? 't' (flat in mediump 2-component vector of uint) -0:? 'f' (smooth in highp float) -0:? 'tc' (smooth in highp 2-component vector of float) -0:? 'bad' (smooth in bool) -0:? 'v' (uniform mediump 4-component vector of uint) -0:? 'i' (uniform mediump int) -0:? 'b' (uniform bool) -0:? 'c' (out mediump 4-component vector of uint) -0:? 'usampler' (uniform lowp usampler2D) +0:? 'badu' ( smooth in mediump 2-component vector of uint) +0:? 't' ( flat in mediump 2-component vector of uint) +0:? 'f' ( smooth in highp float) +0:? 'tc' ( smooth in highp 2-component vector of float) +0:? 'bad' ( smooth in bool) +0:? 'v' ( uniform mediump 4-component vector of uint) +0:? 'i' ( uniform mediump int) +0:? 'b' ( uniform bool) +0:? 'c' ( out mediump 4-component vector of uint) +0:? 'usampler' ( uniform lowp usampler2D) Linked fragment stage: @@ -312,144 +312,144 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:15 Function Definition: main( (global void) +0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence -0:17 move second child to first child (temp mediump int) -0:17 'count' (temp mediump int) +0:17 move second child to first child ( temp mediump int) +0:17 'count' ( temp mediump int) 0:17 Constant: 0:17 1 (const int) 0:19 Sequence -0:19 move second child to first child (temp mediump uint) -0:19 'u' (temp mediump uint) -0:19 add (temp mediump uint) -0:19 direct index (temp mediump uint) -0:19 't' (flat in mediump 2-component vector of uint) +0:19 move second child to first child ( temp mediump uint) +0:19 'u' ( temp mediump uint) +0:19 add ( temp mediump uint) +0:19 direct index ( temp mediump uint) +0:19 't' ( flat in mediump 2-component vector of uint) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 3 (const uint) -0:27 Test condition and select (temp void) +0:27 Test condition and select ( temp void) 0:27 Condition 0:27 Constant: 0:27 true (const bool) 0:27 true case -0:28 multiply second child into first child (temp mediump int) -0:28 'count' (temp mediump int) +0:28 multiply second child into first child ( temp mediump int) +0:28 'count' ( temp mediump int) 0:28 Constant: 0:28 2 (const int) -0:29 Test condition and select (temp void) +0:29 Test condition and select ( temp void) 0:29 Condition 0:29 Constant: 0:29 true (const bool) 0:29 true case -0:30 multiply second child into first child (temp mediump int) -0:30 'count' (temp mediump int) +0:30 multiply second child into first child ( temp mediump int) +0:30 'count' ( temp mediump int) 0:30 Constant: 0:30 3 (const int) -0:31 Test condition and select (temp void) +0:31 Test condition and select ( temp void) 0:31 Condition 0:31 Constant: 0:31 false (const bool) 0:31 true case -0:32 multiply second child into first child (temp mediump int) -0:32 'count' (temp mediump int) +0:32 multiply second child into first child ( temp mediump int) +0:32 'count' ( temp mediump int) 0:32 Constant: 0:32 5 (const int) -0:41 Test condition and select (temp void) +0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Constant: 0:41 true (const bool) 0:41 true case -0:42 multiply second child into first child (temp mediump int) -0:42 'count' (temp mediump int) +0:42 multiply second child into first child ( temp mediump int) +0:42 'count' ( temp mediump int) 0:42 Constant: 0:42 7 (const int) -0:43 Test condition and select (temp void) +0:43 Test condition and select ( temp void) 0:43 Condition 0:43 Constant: 0:43 true (const bool) 0:43 true case -0:44 multiply second child into first child (temp mediump int) -0:44 'count' (temp mediump int) +0:44 multiply second child into first child ( temp mediump int) +0:44 'count' ( temp mediump int) 0:44 Constant: 0:44 11 (const int) -0:45 Test condition and select (temp void) +0:45 Test condition and select ( temp void) 0:45 Condition 0:45 Constant: 0:45 false (const bool) 0:45 true case -0:46 multiply second child into first child (temp mediump int) -0:46 'count' (temp mediump int) +0:46 multiply second child into first child ( temp mediump int) +0:46 'count' ( temp mediump int) 0:46 Constant: 0:46 13 (const int) 0:49 Sequence -0:49 move second child to first child (temp mediump int) -0:49 'shiftedii' (temp mediump int) +0:49 move second child to first child ( temp mediump int) +0:49 'shiftedii' ( temp mediump int) 0:49 Constant: 0:49 -1 (const int) 0:50 Sequence -0:50 move second child to first child (temp mediump uint) -0:50 'shiftedui' (temp mediump uint) +0:50 move second child to first child ( temp mediump uint) +0:50 'shiftedui' ( temp mediump uint) 0:50 Constant: 0:50 4194303 (const uint) 0:52 Sequence -0:52 move second child to first child (temp mediump int) -0:52 'shiftediu' (temp mediump int) +0:52 move second child to first child ( temp mediump int) +0:52 'shiftediu' ( temp mediump int) 0:52 Constant: 0:52 -1 (const int) 0:53 Sequence -0:53 move second child to first child (temp mediump uint) -0:53 'shifteduu' (temp mediump uint) +0:53 move second child to first child ( temp mediump uint) +0:53 'shifteduu' ( temp mediump uint) 0:53 Constant: 0:53 4194303 (const uint) -0:55 Test condition and select (temp void) +0:55 Test condition and select ( temp void) 0:55 Condition -0:55 Compare Equal (temp bool) -0:55 'shiftedii' (temp mediump int) -0:55 'shiftediu' (temp mediump int) +0:55 Compare Equal ( temp bool) +0:55 'shiftedii' ( temp mediump int) +0:55 'shiftediu' ( temp mediump int) 0:55 true case -0:56 move second child to first child (temp mediump 4-component vector of uint) -0:56 'c' (out mediump 4-component vector of uint) -0:56 texture (global lowp 4-component vector of uint, operation at highp) -0:56 'usampler' (uniform lowp usampler2D) -0:56 'tc' (smooth in highp 2-component vector of float) -0:57 Test condition and select (temp void) +0:56 move second child to first child ( temp mediump 4-component vector of uint) +0:56 'c' ( out mediump 4-component vector of uint) +0:56 texture ( global lowp 4-component vector of uint, operation at highp) +0:56 'usampler' ( uniform lowp usampler2D) +0:56 'tc' ( smooth in highp 2-component vector of float) +0:57 Test condition and select ( temp void) 0:57 Condition -0:57 Compare Equal (temp bool) -0:57 'shiftedui' (temp mediump uint) -0:57 'shifteduu' (temp mediump uint) +0:57 Compare Equal ( temp bool) +0:57 'shiftedui' ( temp mediump uint) +0:57 'shifteduu' ( temp mediump uint) 0:57 true case -0:58 move second child to first child (temp mediump 4-component vector of uint) -0:58 'c' (out mediump 4-component vector of uint) -0:58 texture (global lowp 4-component vector of uint, operation at highp) -0:58 'usampler' (uniform lowp usampler2D) -0:58 add (temp highp 2-component vector of float) -0:58 'tc' (smooth in highp 2-component vector of float) +0:58 move second child to first child ( temp mediump 4-component vector of uint) +0:58 'c' ( out mediump 4-component vector of uint) +0:58 texture ( global lowp 4-component vector of uint, operation at highp) +0:58 'usampler' ( uniform lowp usampler2D) +0:58 add ( temp highp 2-component vector of float) +0:58 'tc' ( smooth in highp 2-component vector of float) 0:58 Constant: 0:58 1.000000 -0:59 Test condition and select (temp void) +0:59 Test condition and select ( temp void) 0:59 Condition -0:59 Compare Equal (temp bool) -0:59 'shiftedii' (temp mediump int) -0:59 Convert uint to int (temp int) -0:59 'shiftedui' (temp mediump uint) +0:59 Compare Equal ( temp bool) +0:59 'shiftedii' ( temp mediump int) +0:59 Convert uint to int ( temp int) +0:59 'shiftedui' ( temp mediump uint) 0:59 true case -0:60 move second child to first child (temp mediump 4-component vector of uint) -0:60 'c' (out mediump 4-component vector of uint) -0:60 texture (global lowp 4-component vector of uint, operation at highp) -0:60 'usampler' (uniform lowp usampler2D) -0:60 subtract (temp highp 2-component vector of float) -0:60 'tc' (smooth in highp 2-component vector of float) +0:60 move second child to first child ( temp mediump 4-component vector of uint) +0:60 'c' ( out mediump 4-component vector of uint) +0:60 texture ( global lowp 4-component vector of uint, operation at highp) +0:60 'usampler' ( uniform lowp usampler2D) +0:60 subtract ( temp highp 2-component vector of float) +0:60 'tc' ( smooth in highp 2-component vector of float) 0:60 Constant: 0:60 2.000000 0:60 2.000000 -0:62 Test condition and select (temp void) +0:62 Test condition and select ( temp void) 0:62 Condition -0:62 Compare Greater Than (temp bool) -0:62 direct index (temp mediump uint) -0:62 't' (flat in mediump 2-component vector of uint) +0:62 Compare Greater Than ( temp bool) +0:62 direct index ( temp mediump uint) +0:62 't' ( flat in mediump 2-component vector of uint) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -457,151 +457,151 @@ ERROR: node is still EOpNull! 0:62 true case 0:63 Sequence 0:63 Sequence -0:63 move second child to first child (temp mediump float) -0:63 'af' (temp mediump float) -0:63 Convert uint to float (temp mediump float) -0:63 'u' (temp mediump uint) +0:63 move second child to first child ( temp mediump float) +0:63 'af' ( temp mediump float) +0:63 Convert uint to float ( temp mediump float) +0:63 'u' ( temp mediump uint) 0:64 Sequence -0:64 move second child to first child (temp bool) -0:64 'ab' (temp bool) -0:64 Convert uint to bool (temp bool) -0:64 'u' (temp mediump uint) +0:64 move second child to first child ( temp bool) +0:64 'ab' ( temp bool) +0:64 Convert uint to bool ( temp bool) +0:64 'u' ( temp mediump uint) 0:65 Sequence -0:65 move second child to first child (temp mediump int) -0:65 'ai' (temp mediump int) -0:65 Convert uint to int (temp mediump int) -0:65 'u' (temp mediump uint) -0:67 add second child into first child (temp mediump 4-component vector of uint) -0:67 'c' (out mediump 4-component vector of uint) -0:67 Construct uvec4 (temp mediump 4-component vector of uint) -0:67 Convert float to uint (temp mediump uint) -0:67 'af' (temp mediump float) -0:67 Convert bool to uint (temp mediump uint) -0:67 'ab' (temp bool) -0:67 Convert int to uint (temp mediump uint) -0:67 'ai' (temp mediump int) -0:67 Convert int to uint (temp mediump uint) -0:67 'count' (temp mediump int) -0:75 Test condition and select (temp void) +0:65 move second child to first child ( temp mediump int) +0:65 'ai' ( temp mediump int) +0:65 Convert uint to int ( temp mediump int) +0:65 'u' ( temp mediump uint) +0:67 add second child into first child ( temp mediump 4-component vector of uint) +0:67 'c' ( out mediump 4-component vector of uint) +0:67 Construct uvec4 ( temp mediump 4-component vector of uint) +0:67 Convert float to uint ( temp mediump uint) +0:67 'af' ( temp mediump float) +0:67 Convert bool to uint ( temp mediump uint) +0:67 'ab' ( temp bool) +0:67 Convert int to uint ( temp mediump uint) +0:67 'ai' ( temp mediump int) +0:67 Convert int to uint ( temp mediump uint) +0:67 'count' ( temp mediump int) +0:75 Test condition and select ( temp void) 0:75 Condition 0:75 Constant: 0:75 true (const bool) 0:75 true case -0:76 multiply second child into first child (temp mediump int) -0:76 'count' (temp mediump int) +0:76 multiply second child into first child ( temp mediump int) +0:76 'count' ( temp mediump int) 0:76 Constant: 0:76 17 (const int) -0:78 Test condition and select (temp void) +0:78 Test condition and select ( temp void) 0:78 Condition 0:78 Constant: 0:78 false (const bool) 0:78 true case -0:79 multiply second child into first child (temp mediump int) -0:79 'count' (temp mediump int) +0:79 multiply second child into first child ( temp mediump int) +0:79 'count' ( temp mediump int) 0:79 Constant: 0:79 19 (const int) -0:81 Test condition and select (temp void) +0:81 Test condition and select ( temp void) 0:81 Condition 0:81 Constant: 0:81 true (const bool) 0:81 true case -0:82 multiply second child into first child (temp mediump int) -0:82 'count' (temp mediump int) +0:82 multiply second child into first child ( temp mediump int) +0:82 'count' ( temp mediump int) 0:82 Constant: 0:82 23 (const int) -0:84 Test condition and select (temp void) +0:84 Test condition and select ( temp void) 0:84 Condition 0:84 Constant: 0:84 true (const bool) 0:84 true case -0:85 multiply second child into first child (temp mediump int) -0:85 'count' (temp mediump int) +0:85 multiply second child into first child ( temp mediump int) +0:85 'count' ( temp mediump int) 0:85 Constant: 0:85 27 (const int) 0:87 Sequence -0:87 move second child to first child (temp mediump uint) -0:87 'mask1' (temp mediump uint) +0:87 move second child to first child ( temp mediump uint) +0:87 'mask1' ( temp mediump uint) 0:87 Constant: 0:87 161 (const uint) 0:88 Sequence -0:88 move second child to first child (temp mediump uint) -0:88 'mask2' (temp mediump uint) +0:88 move second child to first child ( temp mediump uint) +0:88 'mask2' ( temp mediump uint) 0:88 Constant: 0:88 2576 (const uint) 0:89 Sequence -0:89 move second child to first child (temp mediump uint) -0:89 'mask3' (temp mediump uint) -0:89 left-shift (temp mediump uint) -0:89 'mask1' (temp mediump uint) +0:89 move second child to first child ( temp mediump uint) +0:89 'mask3' ( temp mediump uint) +0:89 left-shift ( temp mediump uint) +0:89 'mask1' ( temp mediump uint) 0:89 Constant: 0:89 4 (const int) 0:90 Sequence -0:90 move second child to first child (temp mediump uint) -0:90 'mask4' (temp mediump uint) +0:90 move second child to first child ( temp mediump uint) +0:90 'mask4' ( temp mediump uint) 0:90 Constant: 0:90 2737 (const uint) -0:92 Test condition and select (temp void) +0:92 Test condition and select ( temp void) 0:92 Condition -0:92 Compare Equal (temp bool) -0:92 'mask3' (temp mediump uint) -0:92 'mask2' (temp mediump uint) +0:92 Compare Equal ( temp bool) +0:92 'mask3' ( temp mediump uint) +0:92 'mask2' ( temp mediump uint) 0:92 true case -0:93 multiply second child into first child (temp mediump int) -0:93 'count' (temp mediump int) +0:93 multiply second child into first child ( temp mediump int) +0:93 'count' ( temp mediump int) 0:93 Constant: 0:93 100 (const int) -0:95 Test condition and select (temp void) +0:95 Test condition and select ( temp void) 0:95 Condition -0:95 Compare Not Equal (temp bool) -0:95 bitwise and (temp mediump uint) -0:95 'mask3' (temp mediump uint) -0:95 'mask1' (temp mediump uint) +0:95 Compare Not Equal ( temp bool) +0:95 bitwise and ( temp mediump uint) +0:95 'mask3' ( temp mediump uint) +0:95 'mask1' ( temp mediump uint) 0:95 Constant: 0:95 0 (const uint) 0:95 true case -0:96 multiply second child into first child (temp mediump int) -0:96 'count' (temp mediump int) +0:96 multiply second child into first child ( temp mediump int) +0:96 'count' ( temp mediump int) 0:96 Constant: 0:96 101 (const int) -0:98 Test condition and select (temp void) +0:98 Test condition and select ( temp void) 0:98 Condition -0:98 Compare Equal (temp bool) -0:98 inclusive-or (temp mediump uint) -0:98 'mask1' (temp mediump uint) -0:98 'mask3' (temp mediump uint) -0:98 'mask4' (temp mediump uint) +0:98 Compare Equal ( temp bool) +0:98 inclusive-or ( temp mediump uint) +0:98 'mask1' ( temp mediump uint) +0:98 'mask3' ( temp mediump uint) +0:98 'mask4' ( temp mediump uint) 0:98 true case -0:99 multiply second child into first child (temp mediump int) -0:99 'count' (temp mediump int) +0:99 multiply second child into first child ( temp mediump int) +0:99 'count' ( temp mediump int) 0:99 Constant: 0:99 102 (const int) -0:101 Test condition and select (temp void) +0:101 Test condition and select ( temp void) 0:101 Condition -0:101 Compare Equal (temp bool) -0:101 exclusive-or (temp mediump uint) -0:101 'mask1' (temp mediump uint) -0:101 'mask4' (temp mediump uint) +0:101 Compare Equal ( temp bool) +0:101 exclusive-or ( temp mediump uint) +0:101 'mask1' ( temp mediump uint) +0:101 'mask4' ( temp mediump uint) 0:101 Constant: 0:101 2576 (const uint) 0:101 true case -0:102 multiply second child into first child (temp mediump int) -0:102 'count' (temp mediump int) +0:102 multiply second child into first child ( temp mediump int) +0:102 'count' ( temp mediump int) 0:102 Constant: 0:102 103 (const int) -0:104 add second child into first child (temp mediump 4-component vector of uint) -0:104 'c' (out mediump 4-component vector of uint) -0:104 Construct uvec4 (temp mediump 4-component vector of uint) -0:104 Convert int to uint (temp mediump uint) -0:104 'count' (temp mediump int) +0:104 add second child into first child ( temp mediump 4-component vector of uint) +0:104 'c' ( out mediump 4-component vector of uint) +0:104 Construct uvec4 ( temp mediump 4-component vector of uint) +0:104 Convert int to uint ( temp mediump uint) +0:104 'count' ( temp mediump int) 0:? Linker Objects -0:? 'badu' (smooth in mediump 2-component vector of uint) -0:? 't' (flat in mediump 2-component vector of uint) -0:? 'f' (smooth in highp float) -0:? 'tc' (smooth in highp 2-component vector of float) -0:? 'bad' (smooth in bool) -0:? 'v' (uniform mediump 4-component vector of uint) -0:? 'i' (uniform mediump int) -0:? 'b' (uniform bool) -0:? 'c' (out mediump 4-component vector of uint) -0:? 'usampler' (uniform lowp usampler2D) +0:? 'badu' ( smooth in mediump 2-component vector of uint) +0:? 't' ( flat in mediump 2-component vector of uint) +0:? 'f' ( smooth in highp float) +0:? 'tc' ( smooth in highp 2-component vector of float) +0:? 'bad' ( smooth in bool) +0:? 'v' ( uniform mediump 4-component vector of uint) +0:? 'i' ( uniform mediump int) +0:? 'b' ( uniform bool) +0:? 'c' ( out mediump 4-component vector of uint) +0:? 'usampler' ( uniform lowp usampler2D) diff --git a/Test/baseResults/uniformArray.frag.out b/Test/baseResults/uniformArray.frag.out index 4e8ace84..51b9ff03 100644 --- a/Test/baseResults/uniformArray.frag.out +++ b/Test/baseResults/uniformArray.frag.out @@ -1,24 +1,24 @@ uniformArray.frag Shader version: 130 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'texColor' (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:9 direct index (temp 4-component vector of float) -0:9 'color' (uniform 6-element array of 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'texColor' ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:9 direct index ( temp 4-component vector of float) +0:9 'color' ( uniform 6-element array of 4-component vector of float) 0:9 Constant: 0:9 1 (const int) -0:9 direct index (temp 4-component vector of float) -0:9 'color' (uniform 6-element array of 4-component vector of float) +0:9 direct index ( temp 4-component vector of float) +0:9 'color' ( uniform 6-element array of 4-component vector of float) 0:9 Constant: 0:9 1 (const int) -0:11 add second child into first child (temp 3-component vector of float) -0:11 vector swizzle (temp 3-component vector of float) -0:11 'texColor' (temp 4-component vector of float) +0:11 add second child into first child ( temp 3-component vector of float) +0:11 vector swizzle ( temp 3-component vector of float) +0:11 'texColor' ( temp 4-component vector of float) 0:11 Sequence 0:11 Constant: 0:11 0 (const int) @@ -26,24 +26,24 @@ Shader version: 130 0:11 1 (const int) 0:11 Constant: 0:11 2 (const int) -0:11 'inColor' (uniform 3-component vector of float) -0:13 add second child into first child (temp float) -0:13 direct index (temp float) -0:13 'texColor' (temp 4-component vector of float) +0:11 'inColor' ( uniform 3-component vector of float) +0:13 add second child into first child ( temp float) +0:13 direct index ( temp float) +0:13 'texColor' ( temp 4-component vector of float) 0:13 Constant: 0:13 3 (const int) -0:13 direct index (temp float) -0:13 'alpha' (uniform 16-element array of float) +0:13 direct index ( temp float) +0:13 'alpha' ( uniform 16-element array of float) 0:13 Constant: 0:13 12 (const int) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'texColor' (temp 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'texColor' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'inColor' (uniform 3-component vector of float) -0:? 'color' (uniform 6-element array of 4-component vector of float) -0:? 'alpha' (uniform 16-element array of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'inColor' ( uniform 3-component vector of float) +0:? 'color' ( uniform 6-element array of 4-component vector of float) +0:? 'alpha' ( uniform 16-element array of float) Linked fragment stage: @@ -51,24 +51,24 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'texColor' (temp 4-component vector of float) -0:9 add (temp 4-component vector of float) -0:9 direct index (temp 4-component vector of float) -0:9 'color' (uniform 6-element array of 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'texColor' ( temp 4-component vector of float) +0:9 add ( temp 4-component vector of float) +0:9 direct index ( temp 4-component vector of float) +0:9 'color' ( uniform 6-element array of 4-component vector of float) 0:9 Constant: 0:9 1 (const int) -0:9 direct index (temp 4-component vector of float) -0:9 'color' (uniform 6-element array of 4-component vector of float) +0:9 direct index ( temp 4-component vector of float) +0:9 'color' ( uniform 6-element array of 4-component vector of float) 0:9 Constant: 0:9 1 (const int) -0:11 add second child into first child (temp 3-component vector of float) -0:11 vector swizzle (temp 3-component vector of float) -0:11 'texColor' (temp 4-component vector of float) +0:11 add second child into first child ( temp 3-component vector of float) +0:11 vector swizzle ( temp 3-component vector of float) +0:11 'texColor' ( temp 4-component vector of float) 0:11 Sequence 0:11 Constant: 0:11 0 (const int) @@ -76,22 +76,22 @@ Shader version: 130 0:11 1 (const int) 0:11 Constant: 0:11 2 (const int) -0:11 'inColor' (uniform 3-component vector of float) -0:13 add second child into first child (temp float) -0:13 direct index (temp float) -0:13 'texColor' (temp 4-component vector of float) +0:11 'inColor' ( uniform 3-component vector of float) +0:13 add second child into first child ( temp float) +0:13 direct index ( temp float) +0:13 'texColor' ( temp 4-component vector of float) 0:13 Constant: 0:13 3 (const int) -0:13 direct index (temp float) -0:13 'alpha' (uniform 16-element array of float) +0:13 direct index ( temp float) +0:13 'alpha' ( uniform 16-element array of float) 0:13 Constant: 0:13 12 (const int) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'texColor' (temp 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'texColor' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'inColor' (uniform 3-component vector of float) -0:? 'color' (uniform 6-element array of 4-component vector of float) -0:? 'alpha' (uniform 16-element array of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'inColor' ( uniform 3-component vector of float) +0:? 'color' ( uniform 6-element array of 4-component vector of float) +0:? 'alpha' ( uniform 16-element array of float) diff --git a/Test/baseResults/variableArrayIndex.frag.out b/Test/baseResults/variableArrayIndex.frag.out index 2a63d115..ddfb25bf 100644 --- a/Test/baseResults/variableArrayIndex.frag.out +++ b/Test/baseResults/variableArrayIndex.frag.out @@ -3,20 +3,20 @@ WARNING: 0:3: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:29 Function Definition: main( (global void) +0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'iLocal' (temp int) -0:32 'Count' (uniform int) -0:34 Test condition and select (temp void) +0:32 move second child to first child ( temp int) +0:32 'iLocal' ( temp int) +0:32 'Count' ( uniform int) +0:34 Test condition and select ( temp void) 0:34 Condition -0:34 Compare Greater Than (temp bool) -0:34 i: direct index for structure (global int) -0:34 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:34 Compare Greater Than ( temp bool) +0:34 i: direct index for structure ( global int) +0:34 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -26,42 +26,42 @@ Shader version: 130 0:34 Constant: 0:34 0 (const int) 0:34 true case -0:35 move second child to first child (temp float) -0:35 'scale' (temp float) -0:35 f: direct index for structure (global float) -0:35 s1_1: direct index for structure (global structure{global int i, global float f}) -0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 add (temp int) -0:35 add (temp int) -0:35 i: direct index for structure (global int) -0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:35 move second child to first child ( temp float) +0:35 'scale' ( temp float) +0:35 f: direct index for structure ( global float) +0:35 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:35 indirect index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 'foo2' ( uniform 5-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 add ( temp int) +0:35 add ( temp int) +0:35 i: direct index for structure ( global int) +0:35 indirect index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:35 Constant: 0:35 0 (const int) -0:35 i: direct index for structure (global int) -0:35 'foo' (uniform structure{global int i, global float f}) +0:35 i: direct index for structure ( global int) +0:35 'foo' ( uniform structure{ global int i, global float f}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: 0:35 2 (const int) -0:35 Pre-Increment (temp int) -0:35 'iLocal' (temp int) +0:35 Pre-Increment ( temp int) +0:35 'iLocal' ( temp int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 1 (const int) 0:34 false case -0:37 move second child to first child (temp float) -0:37 'scale' (temp float) -0:37 f: direct index for structure (global float) -0:37 s1_1: direct index for structure (global structure{global int i, global float f}) -0:37 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:37 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:37 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:37 move second child to first child ( temp float) +0:37 'scale' ( temp float) +0:37 f: direct index for structure ( global float) +0:37 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:37 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:37 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:37 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -70,45 +70,45 @@ Shader version: 130 0:37 2 (const int) 0:37 Constant: 0:37 1 (const int) -0:43 move second child to first child (temp 4-component vector of float) -0:43 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:43 vector-scale (temp 4-component vector of float) -0:43 'scale' (temp float) -0:43 texture (global 4-component vector of float) -0:43 'sampler' (uniform sampler2D) -0:43 'coord' (smooth in 2-component vector of float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:43 vector-scale ( temp 4-component vector of float) +0:43 'scale' ( temp float) +0:43 texture ( global 4-component vector of float) +0:43 'sampler' ( uniform sampler2D) +0:43 'coord' ( smooth in 2-component vector of float) 0:45 Sequence -0:45 move second child to first child (temp 3-element array of 2-component vector of float) -0:45 'constructed' (temp 3-element array of 2-component vector of float) -0:45 Construct vec2 (temp 3-element array of 2-component vector of float) -0:45 'coord' (smooth in 2-component vector of float) -0:45 Construct vec2 (temp 2-component vector of float) -0:45 'scale' (temp float) +0:45 move second child to first child ( temp 3-element array of 2-component vector of float) +0:45 'constructed' ( temp 3-element array of 2-component vector of float) +0:45 Construct vec2 ( temp 3-element array of 2-component vector of float) +0:45 'coord' ( smooth in 2-component vector of float) +0:45 Construct vec2 ( temp 2-component vector of float) +0:45 'scale' ( temp float) 0:45 Constant: 0:45 1.000000 0:45 2.000000 -0:46 add second child into first child (temp 4-component vector of float) -0:46 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:46 Construct vec4 (temp 4-component vector of float) -0:46 indirect index (temp 2-component vector of float) -0:46 'constructed' (temp 3-element array of 2-component vector of float) -0:46 i: direct index for structure (global int) -0:46 'foo' (uniform structure{global int i, global float f}) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:46 Construct vec4 ( temp 4-component vector of float) +0:46 indirect index ( temp 2-component vector of float) +0:46 'constructed' ( temp 3-element array of 2-component vector of float) +0:46 i: direct index for structure ( global int) +0:46 'foo' ( uniform structure{ global int i, global float f}) 0:46 Constant: 0:46 0 (const int) -0:46 indirect index (temp 2-component vector of float) -0:46 'constructed' (temp 3-element array of 2-component vector of float) -0:46 i: direct index for structure (global int) -0:46 'foo' (uniform structure{global int i, global float f}) +0:46 indirect index ( temp 2-component vector of float) +0:46 'constructed' ( temp 3-element array of 2-component vector of float) +0:46 i: direct index for structure ( global int) +0:46 'foo' ( uniform structure{ global int i, global float f}) 0:46 Constant: 0:46 0 (const int) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'Count' (uniform int) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform 5-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'Count' ( uniform int) Linked fragment stage: @@ -116,20 +116,20 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:29 Function Definition: main( (global void) +0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence -0:32 move second child to first child (temp int) -0:32 'iLocal' (temp int) -0:32 'Count' (uniform int) -0:34 Test condition and select (temp void) +0:32 move second child to first child ( temp int) +0:32 'iLocal' ( temp int) +0:32 'Count' ( uniform int) +0:34 Test condition and select ( temp void) 0:34 Condition -0:34 Compare Greater Than (temp bool) -0:34 i: direct index for structure (global int) -0:34 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:34 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:34 Compare Greater Than ( temp bool) +0:34 i: direct index for structure ( global int) +0:34 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:34 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -139,42 +139,42 @@ Shader version: 130 0:34 Constant: 0:34 0 (const int) 0:34 true case -0:35 move second child to first child (temp float) -0:35 'scale' (temp float) -0:35 f: direct index for structure (global float) -0:35 s1_1: direct index for structure (global structure{global int i, global float f}) -0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 add (temp int) -0:35 add (temp int) -0:35 i: direct index for structure (global int) -0:35 indirect index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:35 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:35 move second child to first child ( temp float) +0:35 'scale' ( temp float) +0:35 f: direct index for structure ( global float) +0:35 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:35 indirect index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 'foo2' ( uniform 5-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 add ( temp int) +0:35 add ( temp int) +0:35 i: direct index for structure ( global int) +0:35 indirect index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:35 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:35 Constant: 0:35 0 (const int) -0:35 i: direct index for structure (global int) -0:35 'foo' (uniform structure{global int i, global float f}) +0:35 i: direct index for structure ( global int) +0:35 'foo' ( uniform structure{ global int i, global float f}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: 0:35 2 (const int) -0:35 Pre-Increment (temp int) -0:35 'iLocal' (temp int) +0:35 Pre-Increment ( temp int) +0:35 'iLocal' ( temp int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 1 (const int) 0:34 false case -0:37 move second child to first child (temp float) -0:37 'scale' (temp float) -0:37 f: direct index for structure (global float) -0:37 s1_1: direct index for structure (global structure{global int i, global float f}) -0:37 direct index (temp structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:37 s2_1: direct index for structure (global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:37 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) +0:37 move second child to first child ( temp float) +0:37 'scale' ( temp float) +0:37 f: direct index for structure ( global float) +0:37 s1_1: direct index for structure ( global structure{ global int i, global float f}) +0:37 direct index ( temp structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:37 s2_1: direct index for structure ( global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:37 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) 0:37 Constant: 0:37 0 (const int) 0:37 Constant: @@ -183,43 +183,43 @@ Shader version: 130 0:37 2 (const int) 0:37 Constant: 0:37 1 (const int) -0:43 move second child to first child (temp 4-component vector of float) -0:43 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:43 vector-scale (temp 4-component vector of float) -0:43 'scale' (temp float) -0:43 texture (global 4-component vector of float) -0:43 'sampler' (uniform sampler2D) -0:43 'coord' (smooth in 2-component vector of float) +0:43 move second child to first child ( temp 4-component vector of float) +0:43 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:43 vector-scale ( temp 4-component vector of float) +0:43 'scale' ( temp float) +0:43 texture ( global 4-component vector of float) +0:43 'sampler' ( uniform sampler2D) +0:43 'coord' ( smooth in 2-component vector of float) 0:45 Sequence -0:45 move second child to first child (temp 3-element array of 2-component vector of float) -0:45 'constructed' (temp 3-element array of 2-component vector of float) -0:45 Construct vec2 (temp 3-element array of 2-component vector of float) -0:45 'coord' (smooth in 2-component vector of float) -0:45 Construct vec2 (temp 2-component vector of float) -0:45 'scale' (temp float) +0:45 move second child to first child ( temp 3-element array of 2-component vector of float) +0:45 'constructed' ( temp 3-element array of 2-component vector of float) +0:45 Construct vec2 ( temp 3-element array of 2-component vector of float) +0:45 'coord' ( smooth in 2-component vector of float) +0:45 Construct vec2 ( temp 2-component vector of float) +0:45 'scale' ( temp float) 0:45 Constant: 0:45 1.000000 0:45 2.000000 -0:46 add second child into first child (temp 4-component vector of float) -0:46 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:46 Construct vec4 (temp 4-component vector of float) -0:46 indirect index (temp 2-component vector of float) -0:46 'constructed' (temp 3-element array of 2-component vector of float) -0:46 i: direct index for structure (global int) -0:46 'foo' (uniform structure{global int i, global float f}) +0:46 add second child into first child ( temp 4-component vector of float) +0:46 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:46 Construct vec4 ( temp 4-component vector of float) +0:46 indirect index ( temp 2-component vector of float) +0:46 'constructed' ( temp 3-element array of 2-component vector of float) +0:46 i: direct index for structure ( global int) +0:46 'foo' ( uniform structure{ global int i, global float f}) 0:46 Constant: 0:46 0 (const int) -0:46 indirect index (temp 2-component vector of float) -0:46 'constructed' (temp 3-element array of 2-component vector of float) -0:46 i: direct index for structure (global int) -0:46 'foo' (uniform structure{global int i, global float f}) +0:46 indirect index ( temp 2-component vector of float) +0:46 'constructed' ( temp 3-element array of 2-component vector of float) +0:46 i: direct index for structure ( global int) +0:46 'foo' ( uniform structure{ global int i, global float f}) 0:46 Constant: 0:46 0 (const int) 0:? Linker Objects -0:? 'sampler' (uniform sampler2D) -0:? 'coord' (smooth in 2-component vector of float) -0:? 'foo' (uniform structure{global int i, global float f}) -0:? 'foo2' (uniform 5-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'foo3' (uniform structure{global 3-element array of structure{global int i, global float f, global structure{global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{global int i, global float f} s1_1}) -0:? 'Count' (uniform int) +0:? 'sampler' ( uniform sampler2D) +0:? 'coord' ( smooth in 2-component vector of float) +0:? 'foo' ( uniform structure{ global int i, global float f}) +0:? 'foo2' ( uniform 5-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'foo3' ( uniform structure{ global 3-element array of structure{ global int i, global float f, global structure{ global int i, global float f} s1_1} s2_1, global int i, global float f, global structure{ global int i, global float f} s1_1}) +0:? 'Count' ( uniform int) diff --git a/Test/baseResults/varyingArray.frag.out b/Test/baseResults/varyingArray.frag.out index 1fd59b46..a7b9d23d 100644 --- a/Test/baseResults/varyingArray.frag.out +++ b/Test/baseResults/varyingArray.frag.out @@ -6,57 +6,57 @@ WARNING: 0:8: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'texColor' (temp 4-component vector of float) -0:12 texture (global 4-component vector of float) -0:12 'texSampler2D' (uniform sampler2D) -0:12 Construct vec2 (temp 2-component vector of float) -0:12 add (temp 4-component vector of float) -0:12 direct index (smooth temp 4-component vector of float TexCoord) -0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'texColor' ( temp 4-component vector of float) +0:12 texture ( global 4-component vector of float) +0:12 'texSampler2D' ( uniform sampler2D) +0:12 Construct vec2 ( temp 2-component vector of float) +0:12 add ( temp 4-component vector of float) +0:12 direct index ( smooth temp 4-component vector of float TexCoord) +0:12 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:12 Constant: 0:12 4 (const int) -0:12 direct index (smooth temp 4-component vector of float TexCoord) -0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:12 direct index ( smooth temp 4-component vector of float TexCoord) +0:12 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:12 Constant: 0:12 5 (const int) -0:14 add second child into first child (temp 4-component vector of float) -0:14 'texColor' (temp 4-component vector of float) -0:14 'color' (smooth in 4-component vector of float) -0:16 move second child to first child (temp float) -0:16 direct index (temp float) -0:16 'texColor' (temp 4-component vector of float) +0:14 add second child into first child ( temp 4-component vector of float) +0:14 'texColor' ( temp 4-component vector of float) +0:14 'color' ( smooth in 4-component vector of float) +0:16 move second child to first child ( temp float) +0:16 direct index ( temp float) +0:16 'texColor' ( temp 4-component vector of float) 0:16 Constant: 0:16 3 (const int) -0:16 'alpha' (smooth in float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 add (temp 4-component vector of float) -0:18 add (temp 4-component vector of float) -0:18 add (temp 4-component vector of float) -0:18 direct index (smooth temp 4-component vector of float) -0:18 'foo' (smooth in 3-element array of 4-component vector of float) +0:16 'alpha' ( smooth in float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 add ( temp 4-component vector of float) +0:18 add ( temp 4-component vector of float) +0:18 add ( temp 4-component vector of float) +0:18 direct index ( smooth temp 4-component vector of float) +0:18 'foo' ( smooth in 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (smooth temp 4-component vector of float TexCoord) -0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 direct index ( smooth temp 4-component vector of float TexCoord) +0:18 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (smooth temp 4-component vector of float TexCoord) -0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 direct index ( smooth temp 4-component vector of float TexCoord) +0:18 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:18 Constant: 0:18 4 (const int) -0:18 'texColor' (temp 4-component vector of float) +0:18 'texColor' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'color' (smooth in 4-component vector of float) -0:? 'alpha' (smooth in float) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'foo' (smooth in 3-element array of 4-component vector of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'alpha' ( smooth in float) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'foo' ( smooth in 3-element array of 4-component vector of float) Linked fragment stage: @@ -64,55 +64,55 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:10 Function Definition: main( (global void) +0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence -0:12 move second child to first child (temp 4-component vector of float) -0:12 'texColor' (temp 4-component vector of float) -0:12 texture (global 4-component vector of float) -0:12 'texSampler2D' (uniform sampler2D) -0:12 Construct vec2 (temp 2-component vector of float) -0:12 add (temp 4-component vector of float) -0:12 direct index (smooth temp 4-component vector of float TexCoord) -0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:12 move second child to first child ( temp 4-component vector of float) +0:12 'texColor' ( temp 4-component vector of float) +0:12 texture ( global 4-component vector of float) +0:12 'texSampler2D' ( uniform sampler2D) +0:12 Construct vec2 ( temp 2-component vector of float) +0:12 add ( temp 4-component vector of float) +0:12 direct index ( smooth temp 4-component vector of float TexCoord) +0:12 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:12 Constant: 0:12 4 (const int) -0:12 direct index (smooth temp 4-component vector of float TexCoord) -0:12 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:12 direct index ( smooth temp 4-component vector of float TexCoord) +0:12 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:12 Constant: 0:12 5 (const int) -0:14 add second child into first child (temp 4-component vector of float) -0:14 'texColor' (temp 4-component vector of float) -0:14 'color' (smooth in 4-component vector of float) -0:16 move second child to first child (temp float) -0:16 direct index (temp float) -0:16 'texColor' (temp 4-component vector of float) +0:14 add second child into first child ( temp 4-component vector of float) +0:14 'texColor' ( temp 4-component vector of float) +0:14 'color' ( smooth in 4-component vector of float) +0:16 move second child to first child ( temp float) +0:16 direct index ( temp float) +0:16 'texColor' ( temp 4-component vector of float) 0:16 Constant: 0:16 3 (const int) -0:16 'alpha' (smooth in float) -0:18 move second child to first child (temp 4-component vector of float) -0:18 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:18 add (temp 4-component vector of float) -0:18 add (temp 4-component vector of float) -0:18 add (temp 4-component vector of float) -0:18 direct index (smooth temp 4-component vector of float) -0:18 'foo' (smooth in 3-element array of 4-component vector of float) +0:16 'alpha' ( smooth in float) +0:18 move second child to first child ( temp 4-component vector of float) +0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:18 add ( temp 4-component vector of float) +0:18 add ( temp 4-component vector of float) +0:18 add ( temp 4-component vector of float) +0:18 direct index ( smooth temp 4-component vector of float) +0:18 'foo' ( smooth in 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) -0:18 direct index (smooth temp 4-component vector of float TexCoord) -0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 direct index ( smooth temp 4-component vector of float TexCoord) +0:18 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:18 Constant: 0:18 0 (const int) -0:18 direct index (smooth temp 4-component vector of float TexCoord) -0:18 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 direct index ( smooth temp 4-component vector of float TexCoord) +0:18 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:18 Constant: 0:18 4 (const int) -0:18 'texColor' (temp 4-component vector of float) +0:18 'texColor' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'color' (smooth in 4-component vector of float) -0:? 'alpha' (smooth in float) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'foo' (smooth in 3-element array of 4-component vector of float) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'alpha' ( smooth in float) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'foo' ( smooth in 3-element array of 4-component vector of float) diff --git a/Test/baseResults/varyingArrayIndirect.frag.out b/Test/baseResults/varyingArrayIndirect.frag.out index 73498129..23872b41 100644 --- a/Test/baseResults/varyingArrayIndirect.frag.out +++ b/Test/baseResults/varyingArrayIndirect.frag.out @@ -6,60 +6,60 @@ WARNING: 0:8: varying deprecated in version 130; may be removed in future releas Shader version: 130 0:? Sequence -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'texColor' (temp 4-component vector of float) -0:14 texture (global 4-component vector of float) -0:14 'texSampler2D' (uniform sampler2D) -0:14 Construct vec2 (temp 2-component vector of float) -0:14 add (temp 4-component vector of float) -0:14 add (temp 4-component vector of float) -0:14 indirect index (smooth temp 4-component vector of float) -0:14 'userIn' (smooth in 2-element array of 4-component vector of float) -0:14 'b' (uniform int) -0:14 indirect index (smooth temp 4-component vector of float TexCoord) -0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:14 'a' (uniform int) -0:14 direct index (smooth temp 4-component vector of float TexCoord) -0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'texColor' ( temp 4-component vector of float) +0:14 texture ( global 4-component vector of float) +0:14 'texSampler2D' ( uniform sampler2D) +0:14 Construct vec2 ( temp 2-component vector of float) +0:14 add ( temp 4-component vector of float) +0:14 add ( temp 4-component vector of float) +0:14 indirect index ( smooth temp 4-component vector of float) +0:14 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:14 'b' ( uniform int) +0:14 indirect index ( smooth temp 4-component vector of float TexCoord) +0:14 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:14 'a' ( uniform int) +0:14 direct index ( smooth temp 4-component vector of float TexCoord) +0:14 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:14 Constant: 0:14 5 (const int) -0:16 add second child into first child (temp 4-component vector of float) -0:16 'texColor' (temp 4-component vector of float) -0:16 'color' (smooth in 4-component vector of float) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 'texColor' (temp 4-component vector of float) +0:16 add second child into first child ( temp 4-component vector of float) +0:16 'texColor' ( temp 4-component vector of float) +0:16 'color' ( smooth in 4-component vector of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 'texColor' ( temp 4-component vector of float) 0:18 Constant: 0:18 3 (const int) -0:18 'alpha' (smooth in float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 add (temp 4-component vector of float) -0:20 add (temp 4-component vector of float) -0:20 add (temp 4-component vector of float) -0:20 direct index (smooth temp 4-component vector of float TexCoord) -0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 'alpha' ( smooth in float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 add ( temp 4-component vector of float) +0:20 add ( temp 4-component vector of float) +0:20 add ( temp 4-component vector of float) +0:20 direct index ( smooth temp 4-component vector of float TexCoord) +0:20 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (smooth temp 4-component vector of float TexCoord) -0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:20 'b' (uniform int) -0:20 'texColor' (temp 4-component vector of float) -0:20 indirect index (smooth temp 4-component vector of float) -0:20 'userIn' (smooth in 2-element array of 4-component vector of float) -0:20 'a' (uniform int) +0:20 indirect index ( smooth temp 4-component vector of float TexCoord) +0:20 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:20 'b' ( uniform int) +0:20 'texColor' ( temp 4-component vector of float) +0:20 indirect index ( smooth temp 4-component vector of float) +0:20 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:20 'a' ( uniform int) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'color' (smooth in 4-component vector of float) -0:? 'alpha' (smooth in float) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'userIn' (smooth in 2-element array of 4-component vector of float) -0:? 'a' (uniform int) -0:? 'b' (uniform int) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'alpha' ( smooth in float) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:? 'a' ( uniform int) +0:? 'b' ( uniform int) Linked fragment stage: @@ -67,58 +67,58 @@ Linked fragment stage: Shader version: 130 0:? Sequence -0:12 Function Definition: main( (global void) +0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence 0:14 Sequence -0:14 move second child to first child (temp 4-component vector of float) -0:14 'texColor' (temp 4-component vector of float) -0:14 texture (global 4-component vector of float) -0:14 'texSampler2D' (uniform sampler2D) -0:14 Construct vec2 (temp 2-component vector of float) -0:14 add (temp 4-component vector of float) -0:14 add (temp 4-component vector of float) -0:14 indirect index (smooth temp 4-component vector of float) -0:14 'userIn' (smooth in 2-element array of 4-component vector of float) -0:14 'b' (uniform int) -0:14 indirect index (smooth temp 4-component vector of float TexCoord) -0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:14 'a' (uniform int) -0:14 direct index (smooth temp 4-component vector of float TexCoord) -0:14 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:14 move second child to first child ( temp 4-component vector of float) +0:14 'texColor' ( temp 4-component vector of float) +0:14 texture ( global 4-component vector of float) +0:14 'texSampler2D' ( uniform sampler2D) +0:14 Construct vec2 ( temp 2-component vector of float) +0:14 add ( temp 4-component vector of float) +0:14 add ( temp 4-component vector of float) +0:14 indirect index ( smooth temp 4-component vector of float) +0:14 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:14 'b' ( uniform int) +0:14 indirect index ( smooth temp 4-component vector of float TexCoord) +0:14 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:14 'a' ( uniform int) +0:14 direct index ( smooth temp 4-component vector of float TexCoord) +0:14 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:14 Constant: 0:14 5 (const int) -0:16 add second child into first child (temp 4-component vector of float) -0:16 'texColor' (temp 4-component vector of float) -0:16 'color' (smooth in 4-component vector of float) -0:18 move second child to first child (temp float) -0:18 direct index (temp float) -0:18 'texColor' (temp 4-component vector of float) +0:16 add second child into first child ( temp 4-component vector of float) +0:16 'texColor' ( temp 4-component vector of float) +0:16 'color' ( smooth in 4-component vector of float) +0:18 move second child to first child ( temp float) +0:18 direct index ( temp float) +0:18 'texColor' ( temp 4-component vector of float) 0:18 Constant: 0:18 3 (const int) -0:18 'alpha' (smooth in float) -0:20 move second child to first child (temp 4-component vector of float) -0:20 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:20 add (temp 4-component vector of float) -0:20 add (temp 4-component vector of float) -0:20 add (temp 4-component vector of float) -0:20 direct index (smooth temp 4-component vector of float TexCoord) -0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) +0:18 'alpha' ( smooth in float) +0:20 move second child to first child ( temp 4-component vector of float) +0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:20 add ( temp 4-component vector of float) +0:20 add ( temp 4-component vector of float) +0:20 add ( temp 4-component vector of float) +0:20 direct index ( smooth temp 4-component vector of float TexCoord) +0:20 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) 0:20 Constant: 0:20 0 (const int) -0:20 indirect index (smooth temp 4-component vector of float TexCoord) -0:20 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:20 'b' (uniform int) -0:20 'texColor' (temp 4-component vector of float) -0:20 indirect index (smooth temp 4-component vector of float) -0:20 'userIn' (smooth in 2-element array of 4-component vector of float) -0:20 'a' (uniform int) +0:20 indirect index ( smooth temp 4-component vector of float TexCoord) +0:20 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:20 'b' ( uniform int) +0:20 'texColor' ( temp 4-component vector of float) +0:20 indirect index ( smooth temp 4-component vector of float) +0:20 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:20 'a' ( uniform int) 0:? Linker Objects -0:? 'texSampler2D' (uniform sampler2D) -0:? 'color' (smooth in 4-component vector of float) -0:? 'alpha' (smooth in float) -0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord) -0:? 'userIn' (smooth in 2-element array of 4-component vector of float) -0:? 'a' (uniform int) -0:? 'b' (uniform int) +0:? 'texSampler2D' ( uniform sampler2D) +0:? 'color' ( smooth in 4-component vector of float) +0:? 'alpha' ( smooth in float) +0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord) +0:? 'userIn' ( smooth in 2-element array of 4-component vector of float) +0:? 'a' ( uniform int) +0:? 'b' ( uniform int) diff --git a/Test/baseResults/versionsClean.frag.out b/Test/baseResults/versionsClean.frag.out index 44f04f6a..721d73c0 100644 --- a/Test/baseResults/versionsClean.frag.out +++ b/Test/baseResults/versionsClean.frag.out @@ -6,20 +6,20 @@ ERROR: 2 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! -0:41 Function Definition: main( (global void) +0:41 Function Definition: main( ( global void) 0:41 Function Parameters: 0:43 Sequence -0:43 move second child to first child (temp highp 4-component vector of float) -0:43 'foo' (out highp 4-component vector of float) -0:43 Construct vec4 (temp highp 4-component vector of float) -0:43 'color' (smooth in highp 3-component vector of float) +0:43 move second child to first child ( temp highp 4-component vector of float) +0:43 'foo' ( out highp 4-component vector of float) +0:43 Construct vec4 ( temp highp 4-component vector of float) +0:43 'color' ( smooth in highp 3-component vector of float) 0:43 Constant: 0:43 142.000000 0:44 Branch: Kill 0:? Linker Objects -0:? 'color' (smooth in highp 3-component vector of float) -0:? 'foo' (out highp 4-component vector of float) -0:? 'bar' (uniform highp sampler2DArrayShadow) +0:? 'color' ( smooth in highp 3-component vector of float) +0:? 'foo' ( out highp 4-component vector of float) +0:? 'bar' ( uniform highp sampler2DArrayShadow) Linked fragment stage: @@ -27,18 +27,18 @@ Linked fragment stage: Shader version: 300 ERROR: node is still EOpNull! -0:41 Function Definition: main( (global void) +0:41 Function Definition: main( ( global void) 0:41 Function Parameters: 0:43 Sequence -0:43 move second child to first child (temp highp 4-component vector of float) -0:43 'foo' (out highp 4-component vector of float) -0:43 Construct vec4 (temp highp 4-component vector of float) -0:43 'color' (smooth in highp 3-component vector of float) +0:43 move second child to first child ( temp highp 4-component vector of float) +0:43 'foo' ( out highp 4-component vector of float) +0:43 Construct vec4 ( temp highp 4-component vector of float) +0:43 'color' ( smooth in highp 3-component vector of float) 0:43 Constant: 0:43 142.000000 0:44 Branch: Kill 0:? Linker Objects -0:? 'color' (smooth in highp 3-component vector of float) -0:? 'foo' (out highp 4-component vector of float) -0:? 'bar' (uniform highp sampler2DArrayShadow) +0:? 'color' ( smooth in highp 3-component vector of float) +0:? 'foo' ( out highp 4-component vector of float) +0:? 'bar' ( uniform highp sampler2DArrayShadow) diff --git a/Test/baseResults/versionsClean.vert.out b/Test/baseResults/versionsClean.vert.out index c5d05a71..cd9da127 100644 --- a/Test/baseResults/versionsClean.vert.out +++ b/Test/baseResults/versionsClean.vert.out @@ -3,24 +3,24 @@ Warning, version 420 is not yet complete; most version-specific features are pre Shader version: 420 0:? Sequence -0:40 Function Definition: main( (global void) +0:40 Function Definition: main( ( global void) 0:40 Function Parameters: 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:42 Constant: 0:42 0 (const uint) -0:42 Construct vec4 (temp 4-component vector of float) -0:42 'color' (in 3-component vector of float) +0:42 Construct vec4 ( temp 4-component vector of float) +0:42 'color' ( in 3-component vector of float) 0:42 Constant: 0:42 142.000000 0:? Linker Objects -0:? 'color' (in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'color' ( in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -28,22 +28,22 @@ Linked vertex stage: Shader version: 420 0:? Sequence -0:40 Function Definition: main( (global void) +0:40 Function Definition: main( ( global void) 0:40 Function Parameters: 0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:42 move second child to first child ( temp 4-component vector of float) +0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:42 Constant: 0:42 0 (const uint) -0:42 Construct vec4 (temp 4-component vector of float) -0:42 'color' (in 3-component vector of float) +0:42 Construct vec4 ( temp 4-component vector of float) +0:42 'color' ( in 3-component vector of float) 0:42 Constant: 0:42 142.000000 0:? Linker Objects -0:? 'color' (in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'color' ( in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/versionsErrors.frag.out b/Test/baseResults/versionsErrors.frag.out index 34182d01..dbeb941a 100644 --- a/Test/baseResults/versionsErrors.frag.out +++ b/Test/baseResults/versionsErrors.frag.out @@ -8,19 +8,19 @@ ERROR: 4 compilation errors. No code generated. Shader version: 110 ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 'color' (smooth in 3-component vector of float) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 'color' ( smooth in 3-component vector of float) 0:44 Constant: 0:44 142.000000 0:45 Branch: Kill 0:? Linker Objects -0:? 'color' (smooth in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) +0:? 'color' ( smooth in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) Linked fragment stage: @@ -28,17 +28,17 @@ Linked fragment stage: Shader version: 110 ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 'color' (smooth in 3-component vector of float) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 'color' ( smooth in 3-component vector of float) 0:44 Constant: 0:44 142.000000 0:45 Branch: Kill 0:? Linker Objects -0:? 'color' (smooth in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) +0:? 'color' ( smooth in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) diff --git a/Test/baseResults/versionsErrors.vert.out b/Test/baseResults/versionsErrors.vert.out index 0aeaea8c..0d371365 100644 --- a/Test/baseResults/versionsErrors.vert.out +++ b/Test/baseResults/versionsErrors.vert.out @@ -9,25 +9,25 @@ ERROR: 2 compilation errors. No code generated. Shader version: 420 Requested GL_ARB_texture_rectangle ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:44 Constant: 0:44 0 (const uint) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 'color' (in 3-component vector of float) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 'color' ( in 3-component vector of float) 0:44 Constant: 0:44 142.000000 0:45 Branch: Kill 0:? Linker Objects -0:? 'color' (in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'color' ( in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: @@ -36,23 +36,23 @@ Linked vertex stage: Shader version: 420 Requested GL_ARB_texture_rectangle ERROR: node is still EOpNull! -0:42 Function Definition: main( (global void) +0:42 Function Definition: main( ( global void) 0:42 Function Parameters: 0:44 Sequence -0:44 move second child to first child (temp 4-component vector of float) -0:44 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) -0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:44 move second child to first child ( temp 4-component vector of float) +0:44 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) +0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 0:44 Constant: 0:44 0 (const uint) -0:44 Construct vec4 (temp 4-component vector of float) -0:44 'color' (in 3-component vector of float) +0:44 Construct vec4 ( temp 4-component vector of float) +0:44 'color' ( in 3-component vector of float) 0:44 Constant: 0:44 142.000000 0:45 Branch: Kill 0:? Linker Objects -0:? 'color' (in 3-component vector of float) -0:? 'foo' (uniform sampler2DRect) -0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) -0:? 'gl_VertexID' (gl_VertexId int VertexId) -0:? 'gl_InstanceID' (gl_InstanceId int InstanceId) +0:? 'color' ( in 3-component vector of float) +0:? 'foo' ( uniform sampler2DRect) +0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) +0:? 'gl_VertexID' ( gl_VertexId int VertexId) +0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) diff --git a/Test/baseResults/voidFunction.frag.out b/Test/baseResults/voidFunction.frag.out index 638cfbdd..a38509f8 100644 --- a/Test/baseResults/voidFunction.frag.out +++ b/Test/baseResults/voidFunction.frag.out @@ -2,45 +2,45 @@ voidFunction.frag Shader version: 120 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 'bar' (global float) +0:7 move second child to first child ( temp float) +0:7 'bar' ( global float) 0:7 Constant: 0:7 2.000000 -0:9 Function Definition: foo( (global void) +0:9 Function Definition: foo( ( global void) 0:9 Function Parameters: 0:11 Sequence -0:11 Post-Increment (temp float) -0:11 'bar' (global float) +0:11 Post-Increment ( temp float) +0:11 'bar' ( global float) 0:13 Branch: Return -0:16 Function Definition: foo2( (global void) +0:16 Function Definition: foo2( ( global void) 0:16 Function Parameters: 0:18 Sequence -0:18 Post-Increment (temp float) -0:18 'bar' (global float) -0:21 Function Definition: main( (global void) +0:18 Post-Increment ( temp float) +0:18 'bar' ( global float) +0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'outColor' (temp 4-component vector of float) -0:23 'bigColor' (uniform 4-component vector of float) -0:25 Function Call: foo( (global void) -0:27 Function Call: foo2( (global void) -0:29 add second child into first child (temp float) -0:29 direct index (temp float) -0:29 'outColor' (temp 4-component vector of float) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'outColor' ( temp 4-component vector of float) +0:23 'bigColor' ( uniform 4-component vector of float) +0:25 Function Call: foo( ( global void) +0:27 Function Call: foo2( ( global void) +0:29 add second child into first child ( temp float) +0:29 direct index ( temp float) +0:29 'outColor' ( temp 4-component vector of float) 0:29 Constant: 0:29 0 (const int) -0:29 'bar' (global float) -0:31 move second child to first child (temp 4-component vector of float) -0:31 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:31 'outColor' (temp 4-component vector of float) +0:29 'bar' ( global float) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:31 'outColor' ( temp 4-component vector of float) 0:33 Branch: Return 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'bar' (global float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'bar' ( global float) Linked fragment stage: @@ -49,43 +49,43 @@ Linked fragment stage: Shader version: 120 0:? Sequence 0:7 Sequence -0:7 move second child to first child (temp float) -0:7 'bar' (global float) +0:7 move second child to first child ( temp float) +0:7 'bar' ( global float) 0:7 Constant: 0:7 2.000000 -0:9 Function Definition: foo( (global void) +0:9 Function Definition: foo( ( global void) 0:9 Function Parameters: 0:11 Sequence -0:11 Post-Increment (temp float) -0:11 'bar' (global float) +0:11 Post-Increment ( temp float) +0:11 'bar' ( global float) 0:13 Branch: Return -0:16 Function Definition: foo2( (global void) +0:16 Function Definition: foo2( ( global void) 0:16 Function Parameters: 0:18 Sequence -0:18 Post-Increment (temp float) -0:18 'bar' (global float) -0:21 Function Definition: main( (global void) +0:18 Post-Increment ( temp float) +0:18 'bar' ( global float) +0:21 Function Definition: main( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence -0:23 move second child to first child (temp 4-component vector of float) -0:23 'outColor' (temp 4-component vector of float) -0:23 'bigColor' (uniform 4-component vector of float) -0:25 Function Call: foo( (global void) -0:27 Function Call: foo2( (global void) -0:29 add second child into first child (temp float) -0:29 direct index (temp float) -0:29 'outColor' (temp 4-component vector of float) +0:23 move second child to first child ( temp 4-component vector of float) +0:23 'outColor' ( temp 4-component vector of float) +0:23 'bigColor' ( uniform 4-component vector of float) +0:25 Function Call: foo( ( global void) +0:27 Function Call: foo2( ( global void) +0:29 add second child into first child ( temp float) +0:29 direct index ( temp float) +0:29 'outColor' ( temp 4-component vector of float) 0:29 Constant: 0:29 0 (const int) -0:29 'bar' (global float) -0:31 move second child to first child (temp 4-component vector of float) -0:31 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:31 'outColor' (temp 4-component vector of float) +0:29 'bar' ( global float) +0:31 move second child to first child ( temp 4-component vector of float) +0:31 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:31 'outColor' ( temp 4-component vector of float) 0:33 Branch: Return 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) -0:? 'bar' (global float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) +0:? 'bar' ( global float) diff --git a/Test/baseResults/vulkan.ast.vert.out b/Test/baseResults/vulkan.ast.vert.out index c07656d1..bfc38c03 100755 --- a/Test/baseResults/vulkan.ast.vert.out +++ b/Test/baseResults/vulkan.ast.vert.out @@ -3,129 +3,129 @@ Warning, version 450 is not yet complete; most version-specific features are pre Shader version: 450 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 Convert float to bool (temp bool) -0:9 'scf1' (specialization-constant const highp float) +0:9 Convert float to bool ( temp bool) +0:9 'scf1' ( specialization-constant const highp float) 0:9 1.000000 -0:10 Construct bool (specialization-constant const bool) -0:10 'scbt' (specialization-constant const bool) +0:10 Construct bool ( specialization-constant const bool) +0:10 'scbt' ( specialization-constant const bool) 0:10 true (const bool) -0:11 Convert int to bool (specialization-constant const bool) -0:11 'sci2' (specialization-constant const highp int) +0:11 Convert int to bool ( specialization-constant const bool) +0:11 'sci2' ( specialization-constant const highp int) 0:11 2 (const int) -0:13 Construct float (temp float) -0:13 'scf1' (specialization-constant const highp float) +0:13 Construct float ( temp float) +0:13 'scf1' ( specialization-constant const highp float) 0:13 1.000000 -0:14 Convert bool to float (temp float) -0:14 'scbt' (specialization-constant const bool) +0:14 Convert bool to float ( temp float) +0:14 'scbt' ( specialization-constant const bool) 0:14 true (const bool) -0:15 Convert int to float (temp float) -0:15 'sci2' (specialization-constant const highp int) +0:15 Convert int to float ( temp float) +0:15 'sci2' ( specialization-constant const highp int) 0:15 2 (const int) -0:17 Convert float to int (temp int) -0:17 'scf1' (specialization-constant const highp float) +0:17 Convert float to int ( temp int) +0:17 'scf1' ( specialization-constant const highp float) 0:17 1.000000 -0:18 Convert bool to int (specialization-constant const int) -0:18 'scbt' (specialization-constant const bool) +0:18 Convert bool to int ( specialization-constant const int) +0:18 'scbt' ( specialization-constant const bool) 0:18 true (const bool) -0:19 Construct int (specialization-constant const int) -0:19 'sci2' (specialization-constant const highp int) +0:19 Construct int ( specialization-constant const int) +0:19 'sci2' ( specialization-constant const highp int) 0:19 2 (const int) -0:21 component-wise multiply (temp highp float) -0:21 'scf1' (specialization-constant const highp float) +0:21 component-wise multiply ( temp highp float) +0:21 'scf1' ( specialization-constant const highp float) 0:21 1.000000 -0:21 'scf1' (specialization-constant const highp float) +0:21 'scf1' ( specialization-constant const highp float) 0:21 1.000000 -0:22 logical-or (specialization-constant const bool) -0:22 'scbt' (specialization-constant const bool) +0:22 logical-or ( specialization-constant const bool) +0:22 'scbt' ( specialization-constant const bool) 0:22 true (const bool) -0:22 'scbt' (specialization-constant const bool) +0:22 'scbt' ( specialization-constant const bool) 0:22 true (const bool) -0:23 component-wise multiply (specialization-constant const highp int) -0:23 'sci2' (specialization-constant const highp int) +0:23 component-wise multiply ( specialization-constant const highp int) +0:23 'sci2' ( specialization-constant const highp int) 0:23 2 (const int) -0:23 'sci2' (specialization-constant const highp int) +0:23 'sci2' ( specialization-constant const highp int) 0:23 2 (const int) -0:24 add (temp highp float) -0:24 'scf1' (specialization-constant const highp float) +0:24 add ( temp highp float) +0:24 'scf1' ( specialization-constant const highp float) 0:24 1.000000 -0:24 Convert int to float (temp highp float) -0:24 'sci2' (specialization-constant const highp int) +0:24 Convert int to float ( temp highp float) +0:24 'sci2' ( specialization-constant const highp int) 0:24 2 (const int) -0:26 Negate value (temp highp float) -0:26 'scf1' (specialization-constant const highp float) +0:26 Negate value ( temp highp float) +0:26 'scf1' ( specialization-constant const highp float) 0:26 1.000000 -0:27 Negate conditional (specialization-constant const bool) -0:27 'scbt' (specialization-constant const bool) +0:27 Negate conditional ( specialization-constant const bool) +0:27 'scbt' ( specialization-constant const bool) 0:27 true (const bool) -0:28 Negate value (specialization-constant const highp int) -0:28 'sci2' (specialization-constant const highp int) +0:28 Negate value ( specialization-constant const highp int) +0:28 'sci2' ( specialization-constant const highp int) 0:28 2 (const int) -0:30 Compare Greater Than (temp bool) -0:30 'scf1' (specialization-constant const highp float) +0:30 Compare Greater Than ( temp bool) +0:30 'scf1' ( specialization-constant const highp float) 0:30 1.000000 -0:30 'scf1' (specialization-constant const highp float) +0:30 'scf1' ( specialization-constant const highp float) 0:30 1.000000 -0:31 Compare Greater Than (specialization-constant const bool) -0:31 'sci2' (specialization-constant const highp int) +0:31 Compare Greater Than ( specialization-constant const bool) +0:31 'sci2' ( specialization-constant const highp int) 0:31 2 (const int) -0:31 'sci2' (specialization-constant const highp int) +0:31 'sci2' ( specialization-constant const highp int) 0:31 2 (const int) -0:33 Compare Not Equal (temp bool) -0:33 'scf1' (specialization-constant const highp float) +0:33 Compare Not Equal ( temp bool) +0:33 'scf1' ( specialization-constant const highp float) 0:33 1.000000 -0:33 'scf1' (specialization-constant const highp float) +0:33 'scf1' ( specialization-constant const highp float) 0:33 1.000000 -0:34 Compare Not Equal (specialization-constant const bool) -0:34 'scbt' (specialization-constant const bool) +0:34 Compare Not Equal ( specialization-constant const bool) +0:34 'scbt' ( specialization-constant const bool) 0:34 true (const bool) -0:34 'scbt' (specialization-constant const bool) +0:34 'scbt' ( specialization-constant const bool) 0:34 true (const bool) -0:35 Compare Not Equal (specialization-constant const bool) -0:35 'sci2' (specialization-constant const highp int) +0:35 Compare Not Equal ( specialization-constant const bool) +0:35 'sci2' ( specialization-constant const highp int) 0:35 2 (const int) -0:35 'sci2' (specialization-constant const highp int) +0:35 'sci2' ( specialization-constant const highp int) 0:35 2 (const int) -0:37 Construct ivec2 (specialization-constant const 2-component vector of int) -0:37 'sci2' (specialization-constant const highp int) +0:37 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:37 'sci2' ( specialization-constant const highp int) 0:37 2 (const int) -0:37 'sci2' (specialization-constant const highp int) +0:37 'sci2' ( specialization-constant const highp int) 0:37 2 (const int) -0:38 Construct ivec2 (temp 2-element array of 2-component vector of int) -0:38 Construct ivec2 (specialization-constant const 2-component vector of int) -0:38 'sci2' (specialization-constant const highp int) +0:38 Construct ivec2 ( temp 2-element array of 2-component vector of int) +0:38 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 'sci2' (specialization-constant const highp int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 Construct ivec2 (specialization-constant const 2-component vector of int) -0:38 'sci2' (specialization-constant const highp int) +0:38 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 'sci2' (specialization-constant const highp int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:40 Construct vec2 (temp 2-component vector of float) -0:40 'scf1' (specialization-constant const highp float) +0:40 Construct vec2 ( temp 2-component vector of float) +0:40 'scf1' ( specialization-constant const highp float) 0:40 1.000000 -0:40 'scf1' (specialization-constant const highp float) +0:40 'scf1' ( specialization-constant const highp float) 0:40 1.000000 -0:41 Construct vec2 (temp 2-element array of 2-component vector of float) -0:41 Construct vec2 (temp 2-component vector of float) -0:41 'scf1' (specialization-constant const highp float) +0:41 Construct vec2 ( temp 2-element array of 2-component vector of float) +0:41 Construct vec2 ( temp 2-component vector of float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 'scf1' (specialization-constant const highp float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 Construct vec2 (temp 2-component vector of float) -0:41 'scf1' (specialization-constant const highp float) +0:41 Construct vec2 ( temp 2-component vector of float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 'scf1' (specialization-constant const highp float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 0:? Linker Objects -0:? 'scf1' (specialization-constant const highp float) +0:? 'scf1' ( specialization-constant const highp float) 0:? 1.000000 -0:? 'scbt' (specialization-constant const bool) +0:? 'scbt' ( specialization-constant const bool) 0:? true (const bool) -0:? 'sci2' (specialization-constant const highp int) +0:? 'sci2' ( specialization-constant const highp int) 0:? 2 (const int) @@ -134,129 +134,129 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence -0:9 Convert float to bool (temp bool) -0:9 'scf1' (specialization-constant const highp float) +0:9 Convert float to bool ( temp bool) +0:9 'scf1' ( specialization-constant const highp float) 0:9 1.000000 -0:10 Construct bool (specialization-constant const bool) -0:10 'scbt' (specialization-constant const bool) +0:10 Construct bool ( specialization-constant const bool) +0:10 'scbt' ( specialization-constant const bool) 0:10 true (const bool) -0:11 Convert int to bool (specialization-constant const bool) -0:11 'sci2' (specialization-constant const highp int) +0:11 Convert int to bool ( specialization-constant const bool) +0:11 'sci2' ( specialization-constant const highp int) 0:11 2 (const int) -0:13 Construct float (temp float) -0:13 'scf1' (specialization-constant const highp float) +0:13 Construct float ( temp float) +0:13 'scf1' ( specialization-constant const highp float) 0:13 1.000000 -0:14 Convert bool to float (temp float) -0:14 'scbt' (specialization-constant const bool) +0:14 Convert bool to float ( temp float) +0:14 'scbt' ( specialization-constant const bool) 0:14 true (const bool) -0:15 Convert int to float (temp float) -0:15 'sci2' (specialization-constant const highp int) +0:15 Convert int to float ( temp float) +0:15 'sci2' ( specialization-constant const highp int) 0:15 2 (const int) -0:17 Convert float to int (temp int) -0:17 'scf1' (specialization-constant const highp float) +0:17 Convert float to int ( temp int) +0:17 'scf1' ( specialization-constant const highp float) 0:17 1.000000 -0:18 Convert bool to int (specialization-constant const int) -0:18 'scbt' (specialization-constant const bool) +0:18 Convert bool to int ( specialization-constant const int) +0:18 'scbt' ( specialization-constant const bool) 0:18 true (const bool) -0:19 Construct int (specialization-constant const int) -0:19 'sci2' (specialization-constant const highp int) +0:19 Construct int ( specialization-constant const int) +0:19 'sci2' ( specialization-constant const highp int) 0:19 2 (const int) -0:21 component-wise multiply (temp highp float) -0:21 'scf1' (specialization-constant const highp float) +0:21 component-wise multiply ( temp highp float) +0:21 'scf1' ( specialization-constant const highp float) 0:21 1.000000 -0:21 'scf1' (specialization-constant const highp float) +0:21 'scf1' ( specialization-constant const highp float) 0:21 1.000000 -0:22 logical-or (specialization-constant const bool) -0:22 'scbt' (specialization-constant const bool) +0:22 logical-or ( specialization-constant const bool) +0:22 'scbt' ( specialization-constant const bool) 0:22 true (const bool) -0:22 'scbt' (specialization-constant const bool) +0:22 'scbt' ( specialization-constant const bool) 0:22 true (const bool) -0:23 component-wise multiply (specialization-constant const highp int) -0:23 'sci2' (specialization-constant const highp int) +0:23 component-wise multiply ( specialization-constant const highp int) +0:23 'sci2' ( specialization-constant const highp int) 0:23 2 (const int) -0:23 'sci2' (specialization-constant const highp int) +0:23 'sci2' ( specialization-constant const highp int) 0:23 2 (const int) -0:24 add (temp highp float) -0:24 'scf1' (specialization-constant const highp float) +0:24 add ( temp highp float) +0:24 'scf1' ( specialization-constant const highp float) 0:24 1.000000 -0:24 Convert int to float (temp highp float) -0:24 'sci2' (specialization-constant const highp int) +0:24 Convert int to float ( temp highp float) +0:24 'sci2' ( specialization-constant const highp int) 0:24 2 (const int) -0:26 Negate value (temp highp float) -0:26 'scf1' (specialization-constant const highp float) +0:26 Negate value ( temp highp float) +0:26 'scf1' ( specialization-constant const highp float) 0:26 1.000000 -0:27 Negate conditional (specialization-constant const bool) -0:27 'scbt' (specialization-constant const bool) +0:27 Negate conditional ( specialization-constant const bool) +0:27 'scbt' ( specialization-constant const bool) 0:27 true (const bool) -0:28 Negate value (specialization-constant const highp int) -0:28 'sci2' (specialization-constant const highp int) +0:28 Negate value ( specialization-constant const highp int) +0:28 'sci2' ( specialization-constant const highp int) 0:28 2 (const int) -0:30 Compare Greater Than (temp bool) -0:30 'scf1' (specialization-constant const highp float) +0:30 Compare Greater Than ( temp bool) +0:30 'scf1' ( specialization-constant const highp float) 0:30 1.000000 -0:30 'scf1' (specialization-constant const highp float) +0:30 'scf1' ( specialization-constant const highp float) 0:30 1.000000 -0:31 Compare Greater Than (specialization-constant const bool) -0:31 'sci2' (specialization-constant const highp int) +0:31 Compare Greater Than ( specialization-constant const bool) +0:31 'sci2' ( specialization-constant const highp int) 0:31 2 (const int) -0:31 'sci2' (specialization-constant const highp int) +0:31 'sci2' ( specialization-constant const highp int) 0:31 2 (const int) -0:33 Compare Not Equal (temp bool) -0:33 'scf1' (specialization-constant const highp float) +0:33 Compare Not Equal ( temp bool) +0:33 'scf1' ( specialization-constant const highp float) 0:33 1.000000 -0:33 'scf1' (specialization-constant const highp float) +0:33 'scf1' ( specialization-constant const highp float) 0:33 1.000000 -0:34 Compare Not Equal (specialization-constant const bool) -0:34 'scbt' (specialization-constant const bool) +0:34 Compare Not Equal ( specialization-constant const bool) +0:34 'scbt' ( specialization-constant const bool) 0:34 true (const bool) -0:34 'scbt' (specialization-constant const bool) +0:34 'scbt' ( specialization-constant const bool) 0:34 true (const bool) -0:35 Compare Not Equal (specialization-constant const bool) -0:35 'sci2' (specialization-constant const highp int) +0:35 Compare Not Equal ( specialization-constant const bool) +0:35 'sci2' ( specialization-constant const highp int) 0:35 2 (const int) -0:35 'sci2' (specialization-constant const highp int) +0:35 'sci2' ( specialization-constant const highp int) 0:35 2 (const int) -0:37 Construct ivec2 (specialization-constant const 2-component vector of int) -0:37 'sci2' (specialization-constant const highp int) +0:37 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:37 'sci2' ( specialization-constant const highp int) 0:37 2 (const int) -0:37 'sci2' (specialization-constant const highp int) +0:37 'sci2' ( specialization-constant const highp int) 0:37 2 (const int) -0:38 Construct ivec2 (temp 2-element array of 2-component vector of int) -0:38 Construct ivec2 (specialization-constant const 2-component vector of int) -0:38 'sci2' (specialization-constant const highp int) +0:38 Construct ivec2 ( temp 2-element array of 2-component vector of int) +0:38 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 'sci2' (specialization-constant const highp int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 Construct ivec2 (specialization-constant const 2-component vector of int) -0:38 'sci2' (specialization-constant const highp int) +0:38 Construct ivec2 ( specialization-constant const 2-component vector of int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:38 'sci2' (specialization-constant const highp int) +0:38 'sci2' ( specialization-constant const highp int) 0:38 2 (const int) -0:40 Construct vec2 (temp 2-component vector of float) -0:40 'scf1' (specialization-constant const highp float) +0:40 Construct vec2 ( temp 2-component vector of float) +0:40 'scf1' ( specialization-constant const highp float) 0:40 1.000000 -0:40 'scf1' (specialization-constant const highp float) +0:40 'scf1' ( specialization-constant const highp float) 0:40 1.000000 -0:41 Construct vec2 (temp 2-element array of 2-component vector of float) -0:41 Construct vec2 (temp 2-component vector of float) -0:41 'scf1' (specialization-constant const highp float) +0:41 Construct vec2 ( temp 2-element array of 2-component vector of float) +0:41 Construct vec2 ( temp 2-component vector of float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 'scf1' (specialization-constant const highp float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 Construct vec2 (temp 2-component vector of float) -0:41 'scf1' (specialization-constant const highp float) +0:41 Construct vec2 ( temp 2-component vector of float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 -0:41 'scf1' (specialization-constant const highp float) +0:41 'scf1' ( specialization-constant const highp float) 0:41 1.000000 0:? Linker Objects -0:? 'scf1' (specialization-constant const highp float) +0:? 'scf1' ( specialization-constant const highp float) 0:? 1.000000 -0:? 'scbt' (specialization-constant const bool) +0:? 'scbt' ( specialization-constant const bool) 0:? true (const bool) -0:? 'sci2' (specialization-constant const highp int) +0:? 'sci2' ( specialization-constant const highp int) 0:? 2 (const int) // Module Version 10000 diff --git a/Test/baseResults/vulkan.frag.out b/Test/baseResults/vulkan.frag.out index f4a81a0d..27edff9b 100644 --- a/Test/baseResults/vulkan.frag.out +++ b/Test/baseResults/vulkan.frag.out @@ -14,7 +14,7 @@ ERROR: 0:25: 'sampler2DShadow' : sampler-constructor second argument presence of ERROR: 0:28: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: s2D ERROR: 0:29: 'sampler3D' : sampler-constructor cannot make an array of samplers ERROR: 0:29: 'sampler3D' : sampler/image types can only be used in uniform variables or function parameters: s3d -ERROR: 0:29: '=' : cannot convert from 'const float' to 'global 4-element array of highp sampler3D' +ERROR: 0:29: '=' : cannot convert from ' const float' to ' global 4-element array of highp sampler3D' ERROR: 0:39: 'push_constant' : can only be used with a uniform ERROR: 0:43: 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan ERROR: 0:43: 'push_constant' : can only be used with a block @@ -37,7 +37,7 @@ WARNING: 0:82: '' : all default precisions are highp; use precision statements t ERROR: 0:91: 'call argument' : sampler constructor must appear at point of use ERROR: 0:92: 'call argument' : sampler constructor must appear at point of use ERROR: 0:93: ',' : sampler constructor must appear at point of use -ERROR: 0:94: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type 'temp sampler2D' and a right operand of type 'temp sampler2D' (or there is no acceptable conversion) +ERROR: 0:94: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' temp sampler2D' and a right operand of type ' temp sampler2D' (or there is no acceptable conversion) ERROR: 0:94: 'call argument' : sampler constructor must appear at point of use ERROR: 0:96: 'gl_NumSamples' : undeclared identifier ERROR: 38 compilation errors. No code generated. diff --git a/Test/baseResults/vulkan.vert.out b/Test/baseResults/vulkan.vert.out index 7111a2dc..1e744172 100644 --- a/Test/baseResults/vulkan.vert.out +++ b/Test/baseResults/vulkan.vert.out @@ -15,7 +15,7 @@ ERROR: 0:15: 'constant_id' : can only be applied to a scalar ERROR: 0:16: 'constant_id' : specialization-constant id already used ERROR: 0:16: 'constant_id' : cannot declare a default, can only be used on a scalar ERROR: 0:20: 'subpassLoad' : no matching overloaded function found -ERROR: 0:20: 'assign' : cannot convert from 'const float' to 'smooth out highp 4-component vector of float' +ERROR: 0:20: 'assign' : cannot convert from ' const float' to ' smooth out highp 4-component vector of float' ERROR: 0:23: 'atomic counter types' : not allowed when using GLSL for Vulkan ERROR: 0:24: 'shared' : not allowed when generating SPIR-V ERROR: 0:25: 'packed' : not allowed when generating SPIR-V diff --git a/Test/baseResults/whileLoop.frag.out b/Test/baseResults/whileLoop.frag.out index ad30b361..cfe972da 100644 --- a/Test/baseResults/whileLoop.frag.out +++ b/Test/baseResults/whileLoop.frag.out @@ -1,33 +1,33 @@ whileLoop.frag Shader version: 110 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'color' (temp 4-component vector of float) -0:9 'BaseColor' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'color' ( temp 4-component vector of float) +0:9 'BaseColor' ( smooth in 4-component vector of float) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 direct index (temp float) -0:11 'color' (temp 4-component vector of float) +0:11 Compare Less Than ( temp bool) +0:11 direct index ( temp float) +0:11 'color' ( temp 4-component vector of float) 0:11 Constant: 0:11 0 (const int) -0:11 'd' (uniform float) +0:11 'd' ( uniform float) 0:11 Loop Body 0:12 Sequence -0:12 add second child into first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'bigColor' (uniform 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'color' (temp 4-component vector of float) +0:12 add second child into first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'bigColor' ( uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) Linked fragment stage: @@ -35,31 +35,31 @@ Linked fragment stage: Shader version: 110 0:? Sequence -0:7 Function Definition: main( (global void) +0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence -0:9 move second child to first child (temp 4-component vector of float) -0:9 'color' (temp 4-component vector of float) -0:9 'BaseColor' (smooth in 4-component vector of float) +0:9 move second child to first child ( temp 4-component vector of float) +0:9 'color' ( temp 4-component vector of float) +0:9 'BaseColor' ( smooth in 4-component vector of float) 0:11 Loop with condition tested first 0:11 Loop Condition -0:11 Compare Less Than (temp bool) -0:11 direct index (temp float) -0:11 'color' (temp 4-component vector of float) +0:11 Compare Less Than ( temp bool) +0:11 direct index ( temp float) +0:11 'color' ( temp 4-component vector of float) 0:11 Constant: 0:11 0 (const int) -0:11 'd' (uniform float) +0:11 'd' ( uniform float) 0:11 Loop Body 0:12 Sequence -0:12 add second child into first child (temp 4-component vector of float) -0:12 'color' (temp 4-component vector of float) -0:12 'bigColor' (uniform 4-component vector of float) -0:15 move second child to first child (temp 4-component vector of float) -0:15 'gl_FragColor' (fragColor 4-component vector of float FragColor) -0:15 'color' (temp 4-component vector of float) +0:12 add second child into first child ( temp 4-component vector of float) +0:12 'color' ( temp 4-component vector of float) +0:12 'bigColor' ( uniform 4-component vector of float) +0:15 move second child to first child ( temp 4-component vector of float) +0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:15 'color' ( temp 4-component vector of float) 0:? Linker Objects -0:? 'bigColor' (uniform 4-component vector of float) -0:? 'BaseColor' (smooth in 4-component vector of float) -0:? 'd' (uniform float) +0:? 'bigColor' ( uniform 4-component vector of float) +0:? 'BaseColor' ( smooth in 4-component vector of float) +0:? 'd' ( uniform float) diff --git a/glslang/Include/Types.h b/glslang/Include/Types.h index 52aa9993..4d3c4b90 100644 --- a/glslang/Include/Types.h +++ b/glslang/Include/Types.h @@ -1582,10 +1582,11 @@ public: TString getCompleteString() const { - const int maxSize = GlslangMaxTypeLength; - char buf[maxSize]; - char* p = &buf[0]; - char* end = &buf[maxSize]; + TString typeString; + + const auto appendStr = [&](const char* s) { typeString.append(s); }; + const auto appendUint = [&](unsigned int u) { typeString.append(std::to_string(u).c_str()); }; + const auto appendInt = [&](int i) { typeString.append(std::to_string(i).c_str()); }; if (qualifier.hasLayout()) { // To reduce noise, skip this if the only layout is an xfb_buffer @@ -1593,137 +1594,175 @@ public: TQualifier noXfbBuffer = qualifier; noXfbBuffer.layoutXfbBuffer = TQualifier::layoutXfbBufferEnd; if (noXfbBuffer.hasLayout()) { - p += snprintf(p, end - p, "layout("); + appendStr("layout("); if (qualifier.hasAnyLocation()) { - p += snprintf(p, end - p, "location=%d ", qualifier.layoutLocation); - if (qualifier.hasComponent()) - p += snprintf(p, end - p, "component=%d ", qualifier.layoutComponent); - if (qualifier.hasIndex()) - p += snprintf(p, end - p, "index=%d ", qualifier.layoutIndex); + appendStr(" location="); + appendUint(qualifier.layoutLocation); + if (qualifier.hasComponent()) { + appendStr(" component="); + appendUint(qualifier.layoutComponent); + } + if (qualifier.hasIndex()) { + appendStr(" index="); + appendUint(qualifier.layoutIndex); + } + } + if (qualifier.hasSet()) { + appendStr(" set="); + appendUint(qualifier.layoutSet); + } + if (qualifier.hasBinding()) { + appendStr(" binding="); + appendUint(qualifier.layoutBinding); + } + if (qualifier.hasStream()) { + appendStr(" stream="); + appendUint(qualifier.layoutStream); + } + if (qualifier.hasMatrix()) { + appendStr(" "); + appendStr(TQualifier::getLayoutMatrixString(qualifier.layoutMatrix)); + } + if (qualifier.hasPacking()) { + appendStr(" "); + appendStr(TQualifier::getLayoutPackingString(qualifier.layoutPacking)); + } + if (qualifier.hasOffset()) { + appendStr(" offset="); + appendInt(qualifier.layoutOffset); + } + if (qualifier.hasAlign()) { + appendStr(" align="); + appendInt(qualifier.layoutAlign); + } + if (qualifier.hasFormat()) { + appendStr(" "); + appendStr(TQualifier::getLayoutFormatString(qualifier.layoutFormat)); + } + if (qualifier.hasXfbBuffer() && qualifier.hasXfbOffset()) { + appendStr(" xfb_buffer="); + appendUint(qualifier.layoutXfbBuffer); + } + if (qualifier.hasXfbOffset()) { + appendStr(" xfb_offset="); + appendUint(qualifier.layoutXfbOffset); + } + if (qualifier.hasXfbStride()) { + appendStr(" xfb_stride="); + appendUint(qualifier.layoutXfbStride); + } + if (qualifier.hasAttachment()) { + appendStr(" input_attachment_index="); + appendUint(qualifier.layoutAttachment); + } + if (qualifier.hasSpecConstantId()) { + appendStr(" constant_id="); + appendUint(qualifier.layoutSpecConstantId); } - if (qualifier.hasSet()) - p += snprintf(p, end - p, "set=%d ", qualifier.layoutSet); - if (qualifier.hasBinding()) - p += snprintf(p, end - p, "binding=%d ", qualifier.layoutBinding); - if (qualifier.hasStream()) - p += snprintf(p, end - p, "stream=%d ", qualifier.layoutStream); - if (qualifier.hasMatrix()) - p += snprintf(p, end - p, "%s ", TQualifier::getLayoutMatrixString(qualifier.layoutMatrix)); - if (qualifier.hasPacking()) - p += snprintf(p, end - p, "%s ", TQualifier::getLayoutPackingString(qualifier.layoutPacking)); - if (qualifier.hasOffset()) - p += snprintf(p, end - p, "offset=%d ", qualifier.layoutOffset); - if (qualifier.hasAlign()) - p += snprintf(p, end - p, "align=%d ", qualifier.layoutAlign); - if (qualifier.hasFormat()) - p += snprintf(p, end - p, "%s ", TQualifier::getLayoutFormatString(qualifier.layoutFormat)); - if (qualifier.hasXfbBuffer() && qualifier.hasXfbOffset()) - p += snprintf(p, end - p, "xfb_buffer=%d ", qualifier.layoutXfbBuffer); - if (qualifier.hasXfbOffset()) - p += snprintf(p, end - p, "xfb_offset=%d ", qualifier.layoutXfbOffset); - if (qualifier.hasXfbStride()) - p += snprintf(p, end - p, "xfb_stride=%d ", qualifier.layoutXfbStride); - if (qualifier.hasAttachment()) - p += snprintf(p, end - p, "input_attachment_index=%d ", qualifier.layoutAttachment); - if (qualifier.hasSpecConstantId()) - p += snprintf(p, end - p, "constant_id=%d ", qualifier.layoutSpecConstantId); if (qualifier.layoutPushConstant) - p += snprintf(p, end - p, "push_constant "); + appendStr(" push_constant"); #ifdef NV_EXTENSIONS if (qualifier.layoutPassthrough) - p += snprintf(p, end - p, "passthrough "); + appendStr(" passthrough"); if (qualifier.layoutViewportRelative) - p += snprintf(p, end - p, "layoutViewportRelative "); - if (qualifier.layoutSecondaryViewportRelativeOffset != -2048) - p += snprintf(p, end - p, "layoutSecondaryViewportRelativeOffset=%d ", qualifier.layoutSecondaryViewportRelativeOffset); + appendStr(" layoutViewportRelative"); + if (qualifier.layoutSecondaryViewportRelativeOffset != -2048) { + appendStr(" layoutSecondaryViewportRelativeOffset="); + appendInt(qualifier.layoutSecondaryViewportRelativeOffset); + } #endif - p += snprintf(p, end - p, ") "); + appendStr(")"); } } if (qualifier.invariant) - p += snprintf(p, end - p, "invariant "); + appendStr(" invariant"); if (qualifier.noContraction) - p += snprintf(p, end - p, "noContraction "); + appendStr(" noContraction"); if (qualifier.centroid) - p += snprintf(p, end - p, "centroid "); + appendStr(" centroid"); if (qualifier.smooth) - p += snprintf(p, end - p, "smooth "); + appendStr(" smooth"); if (qualifier.flat) - p += snprintf(p, end - p, "flat "); + appendStr(" flat"); if (qualifier.nopersp) - p += snprintf(p, end - p, "noperspective "); + appendStr(" noperspective"); #ifdef AMD_EXTENSIONS if (qualifier.explicitInterp) - p += snprintf(p, end - p, "__explicitInterpAMD "); + appendStr(" __explicitInterpAMD"); #endif if (qualifier.patch) - p += snprintf(p, end - p, "patch "); + appendStr(" patch"); if (qualifier.sample) - p += snprintf(p, end - p, "sample "); + appendStr(" sample"); if (qualifier.coherent) - p += snprintf(p, end - p, "coherent "); + appendStr(" coherent"); if (qualifier.volatil) - p += snprintf(p, end - p, "volatile "); + appendStr(" volatile"); if (qualifier.restrict) - p += snprintf(p, end - p, "restrict "); + appendStr(" restrict"); if (qualifier.readonly) - p += snprintf(p, end - p, "readonly "); + appendStr(" readonly"); if (qualifier.writeonly) - p += snprintf(p, end - p, "writeonly "); + appendStr(" writeonly"); if (qualifier.specConstant) - p += snprintf(p, end - p, "specialization-constant "); - p += snprintf(p, end - p, "%s ", getStorageQualifierString()); + appendStr(" specialization-constant"); + appendStr(" "); + appendStr(getStorageQualifierString()); if (isArray()) { for(int i = 0; i < (int)arraySizes->getNumDims(); ++i) { int size = arraySizes->getDimSize(i); if (size == 0) - p += snprintf(p, end - p, "implicitly-sized array of "); - else - p += snprintf(p, end - p, "%d-element array of ", arraySizes->getDimSize(i)); + appendStr(" implicitly-sized array of"); + else { + appendStr(" "); + appendInt(arraySizes->getDimSize(i)); + appendStr("-element array of"); + } } } - if (qualifier.precision != EpqNone) - p += snprintf(p, end - p, "%s ", getPrecisionQualifierString()); - if (isMatrix()) - p += snprintf(p, end - p, "%dX%d matrix of ", matrixCols, matrixRows); - else if (isVector()) - p += snprintf(p, end - p, "%d-component vector of ", vectorSize); + if (qualifier.precision != EpqNone) { + appendStr(" "); + appendStr(getPrecisionQualifierString()); + } + if (isMatrix()) { + appendStr(" "); + appendInt(matrixCols); + appendStr("X"); + appendInt(matrixRows); + appendStr(" matrix of"); + } else if (isVector()) { + appendStr(" "); + appendInt(vectorSize); + appendStr("-component vector of"); + } - *p = 0; - TString s(buf); - s.append(getBasicTypeString()); + appendStr(" "); + typeString.append(getBasicTypeString()); if (qualifier.builtIn != EbvNone) { - s.append(" "); - s.append(getBuiltInVariableString()); + appendStr(" "); + appendStr(getBuiltInVariableString()); } // Add struct/block members if (structure) { - s.append("{"); + appendStr("{"); for (size_t i = 0; i < structure->size(); ++i) { - if (s.size() > 3 * GlslangMaxTypeLength) { - // If we are getting too long, cut it short, - // just need to draw the line somewhere, as there is no limit to - // how large a struct/block type can get. - s.append("..."); - break; - } if (! (*structure)[i].type->hiddenMember()) { - s.append((*structure)[i].type->getCompleteString()); - s.append(" "); - s.append((*structure)[i].type->getFieldName()); + typeString.append((*structure)[i].type->getCompleteString()); + typeString.append(" "); + typeString.append((*structure)[i].type->getFieldName()); if (i < structure->size() - 1) - s.append(", "); + appendStr(", "); } } - s.append("}"); + appendStr("}"); } - return s; + return typeString; } TString getBasicTypeString() const diff --git a/glslang/Include/revision.h b/glslang/Include/revision.h index 4f419c0b..ea24000f 100644 --- a/glslang/Include/revision.h +++ b/glslang/Include/revision.h @@ -2,5 +2,5 @@ // For the version, it uses the latest git tag followed by the number of commits. // For the date, it uses the current date (when then script is run). -#define GLSLANG_REVISION "Overload400-PrecQual.1909" +#define GLSLANG_REVISION "Overload400-PrecQual.1911" #define GLSLANG_DATE "14-Mar-2017"